2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
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);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
74 /* allocate one pbuffer per surface */
75 BOOL pbuffer_per_surface = FALSE;
77 /* static function declarations */
78 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
80 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
82 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
85 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
87 #define D3DCREATEOBJECTINSTANCE(object, type) { \
88 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
89 D3DMEMCHECK(object, pp##type); \
90 object->lpVtbl = &IWineD3D##type##_Vtbl; \
91 object->wineD3DDevice = This; \
92 object->parent = parent; \
94 *pp##type = (IWineD3D##type *) object; \
97 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
98 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
99 D3DMEMCHECK(object, pp##type); \
100 object->lpVtbl = &IWineD3D##type##_Vtbl; \
101 object->parent = parent; \
103 object->baseShader.device = (IWineD3DDevice*) This; \
104 *pp##type = (IWineD3D##type *) object; \
107 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
108 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
109 D3DMEMCHECK(object, pp##type); \
110 object->lpVtbl = &IWineD3D##type##_Vtbl; \
111 object->resource.wineD3DDevice = This; \
112 object->resource.parent = parent; \
113 object->resource.resourceType = d3dtype; \
114 object->resource.ref = 1; \
115 object->resource.pool = Pool; \
116 object->resource.format = Format; \
117 object->resource.usage = Usage; \
118 object->resource.size = _size; \
119 /* Check that we have enough video ram left */ \
120 if (Pool == WINED3DPOOL_DEFAULT) { \
121 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
122 WARN("Out of 'bogus' video memory\n"); \
123 HeapFree(GetProcessHeap(), 0, object); \
125 return WINED3DERR_OUTOFVIDEOMEMORY; \
127 globalChangeGlRam(_size); \
129 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
130 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
131 FIXME("Out of memory!\n"); \
132 HeapFree(GetProcessHeap(), 0, object); \
134 return WINED3DERR_OUTOFVIDEOMEMORY; \
136 *pp##type = (IWineD3D##type *) object; \
137 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
138 TRACE("(%p) : Created resource %p\n", This, object); \
141 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
142 _basetexture.levels = Levels; \
143 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
144 _basetexture.LOD = 0; \
145 _basetexture.dirty = TRUE; \
148 /**********************************************************
149 * Global variable / Constants follow
150 **********************************************************/
151 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
156 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
157 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
160 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
163 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
164 glMatrixMode(GL_MODELVIEW);
166 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
169 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
170 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
171 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
172 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
173 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
174 checkGLcall("glLightfv");
177 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
178 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
179 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
180 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
181 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
182 checkGLcall("glLightfv");
185 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
186 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
187 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
188 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
189 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
190 checkGLcall("glLightfv");
192 /* Attenuation - Are these right? guessing... */
193 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
194 checkGLcall("glLightf");
195 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
196 checkGLcall("glLightf");
198 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
199 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
201 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
204 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
205 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
206 checkGLcall("glLightf");
208 switch (lightInfo->OriginalParms.Type) {
209 case WINED3DLIGHT_POINT:
211 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
212 checkGLcall("glLightfv");
213 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
214 checkGLcall("glLightf");
218 case WINED3DLIGHT_SPOT:
220 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
221 checkGLcall("glLightfv");
223 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
224 checkGLcall("glLightfv");
225 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
226 checkGLcall("glLightf");
227 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
228 checkGLcall("glLightf");
232 case WINED3DLIGHT_DIRECTIONAL:
234 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
235 checkGLcall("glLightfv");
236 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
237 checkGLcall("glLightf");
238 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
239 checkGLcall("glLightf");
243 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
246 /* Restore the modelview matrix */
250 /**********************************************************
251 * GLSL helper functions follow
252 **********************************************************/
254 /** Attach a GLSL pixel or vertex shader object to the shader program */
255 static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
257 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
258 GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
259 if (This->stateBlock->glsl_program && shaderObj != 0) {
260 TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
261 GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
262 checkGLcall("glAttachObjectARB");
266 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
267 * It sets the programId on the current StateBlock (because it should be called
268 * inside of the DrawPrimitive() part of the render loop).
270 * If a program for the given combination does not exist, create one, and store
271 * the program in the list. If it creates a program, it will link the given
274 * We keep the shader programs around on a list because linking
275 * shader objects together is an expensive operation. It's much
276 * faster to loop through a list of pre-compiled & linked programs
277 * each time that the application sets a new pixel or vertex shader
278 * than it is to re-link them together at that time.
280 * The list will be deleted in IWineD3DDevice::Release().
282 void set_glsl_shader_program(IWineD3DDevice *iface) {
284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
285 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
286 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
287 struct glsl_shader_prog_link *curLink = NULL;
288 struct glsl_shader_prog_link *newLink = NULL;
289 struct list *ptr = NULL;
290 GLhandleARB programId = 0;
294 ptr = list_head( &This->glsl_shader_progs );
296 /* At least one program exists - see if it matches our ps/vs combination */
297 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
298 if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
299 /* Existing Program found, use it */
300 TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
302 This->stateBlock->glsl_program = curLink;
305 /* This isn't the entry we need - try the next one */
306 ptr = list_next( &This->glsl_shader_progs, ptr );
309 /* If we get to this point, then no matching program exists, so we create one */
310 programId = GL_EXTCALL(glCreateProgramObjectARB());
311 TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
313 /* Allocate a new link for the list of programs */
314 newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
315 newLink->programId = programId;
316 This->stateBlock->glsl_program = newLink;
318 /* Attach GLSL vshader */
319 if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
321 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
324 TRACE("Attaching vertex shader to GLSL program\n");
325 attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
327 /* Bind vertex attributes to a corresponding index number to match
328 * the same index numbers as ARB_vertex_programs (makes loading
329 * vertex attributes simpler). With this method, we can use the
330 * exact same code to load the attributes later for both ARB and
333 * We have to do this here because we need to know the Program ID
334 * in order to make the bindings work, and it has to be done prior
335 * to linking the GLSL program. */
336 for (i = 0; i < max_attribs; ++i) {
337 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
338 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
340 checkGLcall("glBindAttribLocationARB");
341 newLink->vertexShader = vshader;
344 /* Attach GLSL pshader */
345 if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
346 TRACE("Attaching pixel shader to GLSL program\n");
347 attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
348 newLink->pixelShader = pshader;
351 /* Link the program */
352 TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
353 GL_EXTCALL(glLinkProgramARB(programId));
354 print_glsl_info_log(&GLINFO_LOCATION, programId);
355 list_add_head( &This->glsl_shader_progs, &newLink->entry);
357 newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
358 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
359 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
360 newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
362 newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
363 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
364 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
365 newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
371 /** Detach the GLSL pixel or vertex shader object from the shader program */
372 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
376 if (shaderObj != 0 && programId != 0) {
377 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
378 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
379 checkGLcall("glDetachObjectARB");
383 /** Delete a GLSL shader program */
384 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
386 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
389 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
390 GL_EXTCALL(glDeleteObjectARB(obj));
391 checkGLcall("glDeleteObjectARB");
395 /** Delete the list of linked programs this shader is associated with.
396 * Also at this point, check to see if there are any objects left attached
397 * to each GLSL program. If not, delete the GLSL program object.
398 * This will be run when a device is released. */
399 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
401 struct list *ptr = NULL;
402 struct glsl_shader_prog_link *curLink = NULL;
403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
407 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
408 (one pixel shader and one vertex shader at most) */
410 ptr = list_head( &This->glsl_shader_progs );
412 /* First, get the current item,
413 * save the link to the next pointer,
414 * detach and delete shader objects,
415 * then de-allocate the list item's memory */
416 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
417 ptr = list_next( &This->glsl_shader_progs, ptr );
419 /* See if this object is still attached to the program - it may have been detached already */
420 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
421 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
422 for (i = 0; i < numAttached; i++) {
423 detach_glsl_shader(iface, objList[i], curLink->programId);
426 delete_glsl_shader_program(iface, curLink->programId);
428 /* Free the uniform locations */
429 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
430 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
432 /* Free the memory for this list item */
433 HeapFree(GetProcessHeap(), 0, curLink);
438 /* Apply the current values to the specified texture stage */
439 static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
448 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
449 clamping, MIPLOD, etc. This will work for up to 16 samplers.
452 if (Sampler >= GL_LIMITS(sampler_stages)) {
453 FIXME("Trying to set the state of more samplers %d than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
456 VTRACE(("Activating appropriate texture state %d\n", Sampler));
457 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
459 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
460 checkGLcall("glActiveTextureARB");
462 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
463 } else if (Sampler > 0) {
464 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
468 /* TODO: change this to a lookup table
469 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
470 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
471 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
472 especially when there are a number of groups of states. */
474 TRACE("-----------------------> Updating the texture at Sampler %d to have new texture state information\n", Sampler);
476 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
477 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
478 /* these are the only two supported states that need to be applied */
479 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
480 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
481 #if 0 /* not supported at the moment */
482 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
483 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
484 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
485 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
486 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
487 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
488 APPLY_STATE(WINED3DTSS_RESULTARG);
489 APPLY_STATE(WINED3DTSS_CONSTANT);
491 /* a quick sanity check in case someone forgot to update this function */
492 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
493 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
497 /* apply any sampler states that always need applying */
498 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
499 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
500 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
501 GL_TEXTURE_LOD_BIAS_EXT,
503 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
506 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
507 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
508 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
510 /* TODO: NV_POINT_SPRITE */
511 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
512 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
513 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
514 glDisable(GL_POINT_SMOOTH);
516 /* Centre the texture on the vertex */
517 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
518 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
520 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
521 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
522 checkGLcall("glTexEnvf(...)");
523 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
524 glEnable( GL_POINT_SPRITE_ARB );
525 checkGLcall("glEnable(...)");
527 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
528 glDisable( GL_POINT_SPRITE_ARB );
529 checkGLcall("glEnable(...)");
533 TRACE("-----------------------> Updated the texture at Sampler %d to have new texture state information\n", Sampler);
536 /**********************************************************
537 * IUnknown parts follows
538 **********************************************************/
540 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
544 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
545 if (IsEqualGUID(riid, &IID_IUnknown)
546 || IsEqualGUID(riid, &IID_IWineD3DBase)
547 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
548 IUnknown_AddRef(iface);
553 return E_NOINTERFACE;
556 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
558 ULONG refCount = InterlockedIncrement(&This->ref);
560 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
564 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
566 ULONG refCount = InterlockedDecrement(&This->ref);
568 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
572 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
575 HeapFree(GetProcessHeap(), 0, This->render_targets);
577 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
579 /* TODO: Clean up all the surfaces and textures! */
580 /* NOTE: You must release the parent if the object was created via a callback
581 ** ***************************/
583 /* Delete any GLSL shader programs that may exist */
584 if (This->vs_selected_mode == SHADER_GLSL ||
585 This->ps_selected_mode == SHADER_GLSL)
586 delete_glsl_shader_list(iface);
588 /* Release the update stateblock */
589 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
590 if(This->updateStateBlock != This->stateBlock)
591 FIXME("(%p) Something's still holding the Update stateblock\n",This);
593 This->updateStateBlock = NULL;
594 { /* because were not doing proper internal refcounts releasing the primary state block
595 causes recursion with the extra checks in ResourceReleased, to avoid this we have
596 to set this->stateBlock = NULL; first */
597 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
598 This->stateBlock = NULL;
600 /* Release the stateblock */
601 if(IWineD3DStateBlock_Release(stateBlock) > 0){
602 FIXME("(%p) Something's still holding the Update stateblock\n",This);
606 if (This->resources != NULL ) {
607 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
608 dumpResources(This->resources);
612 IWineD3D_Release(This->wineD3D);
613 This->wineD3D = NULL;
614 HeapFree(GetProcessHeap(), 0, This);
615 TRACE("Freed device %p\n", This);
621 /**********************************************************
622 * IWineD3DDevice implementation follows
623 **********************************************************/
624 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
626 *pParent = This->parent;
627 IUnknown_AddRef(This->parent);
631 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
632 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
633 GLenum error, glUsage;
634 DWORD vboUsage = object->resource.usage;
635 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
636 WARN("Creating a vbo failed once, not trying again\n");
640 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
643 /* Make sure that the gl error is cleared. Do not use checkGLcall
644 * here because checkGLcall just prints a fixme and continues. However,
645 * if an error during VBO creation occurs we can fall back to non-vbo operation
646 * with full functionality(but performance loss)
648 while(glGetError() != GL_NO_ERROR);
650 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
651 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
652 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
653 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
654 * to check if the rhw and color values are in the correct format.
657 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
658 error = glGetError();
659 if(object->vbo == 0 || error != GL_NO_ERROR) {
660 WARN("Failed to create a VBO with error %d\n", error);
664 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
665 error = glGetError();
666 if(error != GL_NO_ERROR) {
667 WARN("Failed to bind the VBO, error %d\n", error);
671 /* Transformed vertices are horribly inflexible. If the app specifies an
672 * vertex buffer with transformed vertices in default pool without DYNAMIC
673 * usage assume DYNAMIC usage and print a warning. The app will have to update
674 * the vertices regularily for them to be useful
676 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
677 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
678 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
679 vboUsage |= WINED3DUSAGE_DYNAMIC;
682 /* Don't use static, because dx apps tend to update the buffer
683 * quite often even if they specify 0 usage
685 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
686 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
687 TRACE("Gl usage = GL_STREAM_DRAW\n");
688 glUsage = GL_STREAM_DRAW_ARB;
690 case D3DUSAGE_WRITEONLY:
691 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
692 glUsage = GL_DYNAMIC_DRAW_ARB;
694 case D3DUSAGE_DYNAMIC:
695 TRACE("Gl usage = GL_STREAM_COPY\n");
696 glUsage = GL_STREAM_COPY_ARB;
699 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
700 glUsage = GL_DYNAMIC_COPY_ARB;
704 /* Reserve memory for the buffer. The amount of data won't change
705 * so we are safe with calling glBufferData once with a NULL ptr and
706 * calling glBufferSubData on updates
708 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
709 error = glGetError();
710 if(error != GL_NO_ERROR) {
711 WARN("glBufferDataARB failed with error %d\n", error);
719 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
720 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
721 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
723 object->Flags |= VBFLAG_VBOCREATEFAIL;
728 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
729 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
731 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
732 IWineD3DVertexBufferImpl *object;
733 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
734 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
736 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
738 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
739 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
741 if(Size == 0) return WINED3DERR_INVALIDCALL;
743 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
744 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
748 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
749 * drawStridedFast (half-life 2).
751 * Basically converting the vertices in the buffer is quite expensive, and observations
752 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
753 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
755 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
756 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
757 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
758 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
760 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
761 * more. In this call we can convert dx7 buffers too.
763 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
764 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
765 (dxVersion > 7 || !conv) ) {
768 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
769 if(dxVersion == 7 && object->vbo) {
770 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
771 object->resource.allocatedMemory = NULL;
778 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
779 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
780 HANDLE *sharedHandle, IUnknown *parent) {
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 IWineD3DIndexBufferImpl *object;
783 TRACE("(%p) Creating index buffer\n", This);
785 /* Allocate the storage for the device */
786 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
789 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
790 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
793 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
794 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
795 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
800 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
803 IWineD3DStateBlockImpl *object;
807 D3DCREATEOBJECTINSTANCE(object, StateBlock)
808 object->blockType = Type;
810 /* Special case - Used during initialization to produce a placeholder stateblock
811 so other functions called can update a state block */
812 if (Type == WINED3DSBT_INIT) {
813 /* Don't bother increasing the reference count otherwise a device will never
814 be freed due to circular dependencies */
818 temp_result = allocate_shader_constants(object);
819 if (WINED3D_OK != temp_result)
822 /* Otherwise, might as well set the whole state block to the appropriate values */
823 if (This->stateBlock != NULL)
824 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
826 memset(object->streamFreq, 1, sizeof(object->streamFreq));
828 /* Reset the ref and type after kludging it */
829 object->wineD3DDevice = This;
831 object->blockType = Type;
833 TRACE("Updating changed flags appropriate for type %d\n", Type);
835 if (Type == WINED3DSBT_ALL) {
837 TRACE("ALL => Pretend everything has changed\n");
838 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
840 } else if (Type == WINED3DSBT_PIXELSTATE) {
842 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
843 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
845 object->changed.pixelShader = TRUE;
847 /* Pixel Shader Constants */
848 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
849 object->changed.pixelShaderConstantsF[i] = TRUE;
850 for (i = 0; i < MAX_CONST_B; ++i)
851 object->changed.pixelShaderConstantsB[i] = TRUE;
852 for (i = 0; i < MAX_CONST_I; ++i)
853 object->changed.pixelShaderConstantsI[i] = TRUE;
855 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
856 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
858 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
859 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
860 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
863 for (j = 0 ; j < 16; j++) {
864 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
866 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
870 } else if (Type == WINED3DSBT_VERTEXSTATE) {
872 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
873 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
875 object->changed.vertexShader = TRUE;
877 /* Vertex Shader Constants */
878 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
879 object->changed.vertexShaderConstantsF[i] = TRUE;
880 for (i = 0; i < MAX_CONST_B; ++i)
881 object->changed.vertexShaderConstantsB[i] = TRUE;
882 for (i = 0; i < MAX_CONST_I; ++i)
883 object->changed.vertexShaderConstantsI[i] = TRUE;
885 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
886 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
888 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
889 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
890 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
893 for (j = 0 ; j < 16; j++){
894 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
895 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
899 /* Duplicate light chain */
901 PLIGHTINFOEL *src = NULL;
902 PLIGHTINFOEL *dst = NULL;
903 PLIGHTINFOEL *newEl = NULL;
904 src = This->stateBlock->lights;
905 object->lights = NULL;
909 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
910 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
911 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
913 newEl->changed = TRUE;
914 newEl->enabledChanged = TRUE;
916 object->lights = newEl;
927 FIXME("Unrecognized state block type %d\n", Type);
930 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
935 /* ************************************
937 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
940 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
942 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
944 ******************************** */
946 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
947 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
948 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
949 unsigned int pow2Width, pow2Height;
950 unsigned int Size = 1;
951 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
952 TRACE("(%p) Create surface\n",This);
954 /** FIXME: Check ranges on the inputs are valid
957 * [in] Quality level. The valid range is between zero and one less than the level
958 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
959 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
960 * values of paired render targets, depth stencil surfaces, and the MultiSample type
962 *******************************/
967 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
969 * If this flag is set, the contents of the depth stencil buffer will be
970 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
971 * with a different depth surface.
973 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
974 ***************************/
976 if(MultisampleQuality < 0) {
977 FIXME("Invalid multisample level %d\n", MultisampleQuality);
978 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
981 if(MultisampleQuality > 0) {
982 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
983 MultisampleQuality=0;
986 /** FIXME: Check that the format is supported
988 *******************************/
990 /* Non-power2 support */
991 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
995 /* Find the nearest pow2 match */
996 pow2Width = pow2Height = 1;
997 while (pow2Width < Width) pow2Width <<= 1;
998 while (pow2Height < Height) pow2Height <<= 1;
1001 if (pow2Width > Width || pow2Height > Height) {
1002 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
1003 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
1004 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1005 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
1006 This, Width, Height);
1007 return WINED3DERR_NOTAVAILABLE;
1011 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
1012 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
1014 *********************************/
1015 if (WINED3DFMT_UNKNOWN == Format) {
1017 } else if (Format == WINED3DFMT_DXT1) {
1018 /* DXT1 is half byte per pixel */
1019 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
1021 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
1022 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1023 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
1025 /* The pitch is a multiple of 4 bytes */
1026 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1030 /** Create and initialise the surface resource **/
1031 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
1032 /* "Standalone" surface */
1033 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
1035 object->currentDesc.Width = Width;
1036 object->currentDesc.Height = Height;
1037 object->currentDesc.MultiSampleType = MultiSample;
1038 object->currentDesc.MultiSampleQuality = MultisampleQuality;
1040 /* Setup some glformat defaults */
1041 object->glDescription.glFormat = tableEntry->glFormat;
1042 object->glDescription.glFormatInternal = tableEntry->glInternal;
1043 object->glDescription.glType = tableEntry->glType;
1045 object->glDescription.textureName = 0;
1046 object->glDescription.level = Level;
1047 object->glDescription.target = GL_TEXTURE_2D;
1050 object->pow2Width = pow2Width;
1051 object->pow2Height = pow2Height;
1054 object->Flags = 0; /* We start without flags set */
1055 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
1056 object->Flags |= Discard ? SFLAG_DISCARD : 0;
1057 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
1058 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
1061 if (WINED3DFMT_UNKNOWN != Format) {
1062 object->bytesPerPixel = tableEntry->bpp;
1063 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1064 object->pow2Size *= pow2Height;
1066 object->bytesPerPixel = 0;
1067 object->pow2Size = 0;
1070 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
1072 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
1074 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
1075 * this function is too deep to need to care about things like this.
1076 * Levels need to be checked too, and possibly Type since they all affect what can be done.
1077 * ****************************************/
1079 case WINED3DPOOL_SCRATCH:
1081 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE \
1082 which are mutually exclusive, setting lockable to true\n");
1085 case WINED3DPOOL_SYSTEMMEM:
1086 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
1087 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
1088 case WINED3DPOOL_MANAGED:
1089 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
1090 Usage of DYNAMIC which are mutually exclusive, not doing \
1091 anything just telling you.\n");
1093 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
1094 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
1095 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
1096 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
1099 FIXME("(%p) Unknown pool %d\n", This, Pool);
1103 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
1104 FIXME("Trying to create a render target that isn't in the default pool\n");
1107 /* mark the texture as dirty so that it gets loaded first time around*/
1108 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
1109 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
1110 This, Width, Height, Format, debug_d3dformat(Format),
1111 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
1113 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
1114 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
1115 This->ddraw_primary = (IWineD3DSurface *) object;
1117 /* Look at the implementation and set the correct Vtable */
1119 case SURFACE_OPENGL:
1120 /* Nothing to do, it's set already */
1124 object->lpVtbl = &IWineGDISurface_Vtbl;
1128 /* To be sure to catch this */
1129 ERR("Unknown requested surface implementation %d!\n", Impl);
1130 IWineD3DSurface_Release((IWineD3DSurface *) object);
1131 return WINED3DERR_INVALIDCALL;
1134 /* Call the private setup routine */
1135 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
1139 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
1140 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
1141 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
1142 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1144 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1145 IWineD3DTextureImpl *object;
1150 unsigned int pow2Width;
1151 unsigned int pow2Height;
1154 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
1155 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
1156 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
1158 /* TODO: It should only be possible to create textures for formats
1159 that are reported as supported */
1160 if (WINED3DFMT_UNKNOWN >= Format) {
1161 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1162 return WINED3DERR_INVALIDCALL;
1165 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
1166 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1167 object->width = Width;
1168 object->height = Height;
1170 /** Non-power2 support **/
1171 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
1173 pow2Height = Height;
1175 /* Find the nearest pow2 match */
1176 pow2Width = pow2Height = 1;
1177 while (pow2Width < Width) pow2Width <<= 1;
1178 while (pow2Height < Height) pow2Height <<= 1;
1181 /** FIXME: add support for real non-power-two if it's provided by the video card **/
1182 /* Precalculated scaling for 'faked' non power of two texture coords */
1183 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
1184 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
1185 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
1187 /* Calculate levels for mip mapping */
1189 TRACE("calculating levels %d\n", object->baseTexture.levels);
1190 object->baseTexture.levels++;
1193 while (tmpW > 1 || tmpH > 1) {
1194 tmpW = max(1, tmpW >> 1);
1195 tmpH = max(1, tmpH >> 1);
1196 object->baseTexture.levels++;
1198 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1201 /* Generate all the surfaces */
1204 for (i = 0; i < object->baseTexture.levels; i++)
1206 /* use the callback to create the texture surface */
1207 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
1208 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
1209 FIXME("Failed to create surface %p\n", object);
1211 object->surfaces[i] = NULL;
1212 IWineD3DTexture_Release((IWineD3DTexture *)object);
1218 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1219 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1220 /* calculate the next mipmap level */
1221 tmpW = max(1, tmpW >> 1);
1222 tmpH = max(1, tmpH >> 1);
1225 TRACE("(%p) : Created texture %p\n", This, object);
1229 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1230 UINT Width, UINT Height, UINT Depth,
1231 UINT Levels, DWORD Usage,
1232 WINED3DFORMAT Format, WINED3DPOOL Pool,
1233 IWineD3DVolumeTexture **ppVolumeTexture,
1234 HANDLE *pSharedHandle, IUnknown *parent,
1235 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1237 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1238 IWineD3DVolumeTextureImpl *object;
1244 /* TODO: It should only be possible to create textures for formats
1245 that are reported as supported */
1246 if (WINED3DFMT_UNKNOWN >= Format) {
1247 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1248 return WINED3DERR_INVALIDCALL;
1251 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1252 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1254 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1255 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1257 object->width = Width;
1258 object->height = Height;
1259 object->depth = Depth;
1261 /* Calculate levels for mip mapping */
1263 object->baseTexture.levels++;
1267 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1268 tmpW = max(1, tmpW >> 1);
1269 tmpH = max(1, tmpH >> 1);
1270 tmpD = max(1, tmpD >> 1);
1271 object->baseTexture.levels++;
1273 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1276 /* Generate all the surfaces */
1281 for (i = 0; i < object->baseTexture.levels; i++)
1283 /* Create the volume */
1284 D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
1285 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1287 /* Set its container to this object */
1288 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1290 /* calcualte the next mipmap level */
1291 tmpW = max(1, tmpW >> 1);
1292 tmpH = max(1, tmpH >> 1);
1293 tmpD = max(1, tmpD >> 1);
1296 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1297 TRACE("(%p) : Created volume texture %p\n", This, object);
1301 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1302 UINT Width, UINT Height, UINT Depth,
1304 WINED3DFORMAT Format, WINED3DPOOL Pool,
1305 IWineD3DVolume** ppVolume,
1306 HANDLE* pSharedHandle, IUnknown *parent) {
1308 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1309 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1310 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1312 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1314 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1315 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1317 object->currentDesc.Width = Width;
1318 object->currentDesc.Height = Height;
1319 object->currentDesc.Depth = Depth;
1320 object->bytesPerPixel = formatDesc->bpp;
1322 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1323 object->lockable = TRUE;
1324 object->locked = FALSE;
1325 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1326 object->dirty = TRUE;
1328 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1331 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1332 UINT Levels, DWORD Usage,
1333 WINED3DFORMAT Format, WINED3DPOOL Pool,
1334 IWineD3DCubeTexture **ppCubeTexture,
1335 HANDLE *pSharedHandle, IUnknown *parent,
1336 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1339 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1343 unsigned int pow2EdgeLength = EdgeLength;
1345 /* TODO: It should only be possible to create textures for formats
1346 that are reported as supported */
1347 if (WINED3DFMT_UNKNOWN >= Format) {
1348 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1349 return WINED3DERR_INVALIDCALL;
1352 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1353 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1355 TRACE("(%p) Create Cube Texture\n", This);
1357 /** Non-power2 support **/
1359 /* Find the nearest pow2 match */
1361 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1363 object->edgeLength = EdgeLength;
1364 /* TODO: support for native non-power 2 */
1365 /* Precalculated scaling for 'faked' non power of two texture coords */
1366 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1368 /* Calculate levels for mip mapping */
1370 object->baseTexture.levels++;
1373 tmpW = max(1, tmpW >> 1);
1374 object->baseTexture.levels++;
1376 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1379 /* Generate all the surfaces */
1381 for (i = 0; i < object->baseTexture.levels; i++) {
1383 /* Create the 6 faces */
1384 for (j = 0; j < 6; j++) {
1386 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1387 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1389 if(hr!= WINED3D_OK) {
1393 for (l = 0; l < j; l++) {
1394 IWineD3DSurface_Release(object->surfaces[j][i]);
1396 for (k = 0; k < i; k++) {
1397 for (l = 0; l < 6; l++) {
1398 IWineD3DSurface_Release(object->surfaces[l][j]);
1402 FIXME("(%p) Failed to create surface\n",object);
1403 HeapFree(GetProcessHeap(),0,object);
1404 *ppCubeTexture = NULL;
1407 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1408 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1410 tmpW = max(1, tmpW >> 1);
1413 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1414 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1418 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1419 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1420 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1422 if (NULL == ppQuery) {
1423 /* Just a check to see if we support this type of query */
1424 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1426 case WINED3DQUERYTYPE_OCCLUSION:
1427 TRACE("(%p) occlusion query\n", This);
1428 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1431 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1433 case WINED3DQUERYTYPE_VCACHE:
1434 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1435 case WINED3DQUERYTYPE_VERTEXSTATS:
1436 case WINED3DQUERYTYPE_EVENT:
1437 case WINED3DQUERYTYPE_TIMESTAMP:
1438 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1439 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1440 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1441 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1442 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1443 case WINED3DQUERYTYPE_PIXELTIMINGS:
1444 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1445 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1447 FIXME("(%p) Unhandled query type %d\n", This, Type);
1452 D3DCREATEOBJECTINSTANCE(object, Query)
1453 object->type = Type;
1454 /* allocated the 'extended' data based on the type of query requested */
1456 case WINED3DQUERYTYPE_OCCLUSION:
1457 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1458 TRACE("(%p) Allocating data for an occlusion query\n", This);
1459 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1460 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1463 case WINED3DQUERYTYPE_VCACHE:
1464 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1465 case WINED3DQUERYTYPE_VERTEXSTATS:
1466 case WINED3DQUERYTYPE_EVENT:
1467 case WINED3DQUERYTYPE_TIMESTAMP:
1468 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1469 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1470 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1471 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1472 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1473 case WINED3DQUERYTYPE_PIXELTIMINGS:
1474 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1475 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1477 object->extendedData = 0;
1478 FIXME("(%p) Unhandled query type %d\n",This , Type);
1480 TRACE("(%p) : Created Query %p\n", This, object);
1484 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1485 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1487 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1488 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1489 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1492 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1494 XVisualInfo template;
1495 GLXContext oldContext;
1496 Drawable oldDrawable;
1497 HRESULT hr = WINED3D_OK;
1499 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1501 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1502 * does a device hold a reference to a swap chain giving them a lifetime of the device
1503 * or does the swap chain notify the device of its destruction.
1504 *******************************/
1506 /* Check the params */
1507 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1508 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1509 return WINED3DERR_INVALIDCALL;
1510 } else if (*pPresentationParameters->BackBufferCount > 1) {
1511 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1514 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1516 /*********************
1517 * Lookup the window Handle and the relating X window handle
1518 ********************/
1520 /* Setup hwnd we are using, plus which display this equates to */
1521 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1522 if (!object->win_handle) {
1523 object->win_handle = This->createParms.hFocusWindow;
1526 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1527 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1528 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1529 return WINED3DERR_NOTAVAILABLE;
1531 hDc = GetDC(object->win_handle);
1532 object->display = get_display(hDc);
1533 ReleaseDC(object->win_handle, hDc);
1534 TRACE("Using a display of %p %p\n", object->display, hDc);
1536 if (NULL == object->display || NULL == hDc) {
1537 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1538 return WINED3DERR_NOTAVAILABLE;
1541 if (object->win == 0) {
1542 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1543 return WINED3DERR_NOTAVAILABLE;
1546 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1547 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1550 * Create an opengl context for the display visual
1551 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1552 * use different properties after that point in time. FIXME: How to handle when requested format
1553 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1554 * it chooses is identical to the one already being used!
1555 **********************************/
1557 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1560 /* Create a new context for this swapchain */
1561 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1562 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1563 (or the best possible if none is requested) */
1564 TRACE("Found x visual ID : %ld\n", template.visualid);
1566 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1567 if (NULL == object->visInfo) {
1568 ERR("cannot really get XVisual\n");
1570 return WINED3DERR_NOTAVAILABLE;
1573 /* Write out some debug info about the visual/s */
1574 TRACE("Using x visual ID : %ld\n", template.visualid);
1575 TRACE(" visual info: %p\n", object->visInfo);
1576 TRACE(" num items : %d\n", num);
1577 for (n = 0;n < num; n++) {
1578 TRACE("=====item=====: %d\n", n + 1);
1579 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1580 TRACE(" screen : %d\n", object->visInfo[n].screen);
1581 TRACE(" depth : %u\n", object->visInfo[n].depth);
1582 TRACE(" class : %d\n", object->visInfo[n].class);
1583 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1584 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1585 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1586 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1587 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1588 /* log some extra glx info */
1589 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1590 TRACE(" gl_aux_buffers : %d\n", value);
1591 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1592 TRACE(" gl_buffer_size : %d\n", value);
1593 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1594 TRACE(" gl_red_size : %d\n", value);
1595 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1596 TRACE(" gl_green_size : %d\n", value);
1597 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1598 TRACE(" gl_blue_size : %d\n", value);
1599 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1600 TRACE(" gl_alpha_size : %d\n", value);
1601 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1602 TRACE(" gl_depth_size : %d\n", value);
1603 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1604 TRACE(" gl_stencil_size : %d\n", value);
1606 /* Now choose a similar visual ID*/
1608 #ifdef USE_CONTEXT_MANAGER
1610 /** TODO: use a context mamager **/
1614 IWineD3DSwapChain *implSwapChain;
1615 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1616 /* The first time around we create the context that is shared with all other swapchains and render targets */
1617 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1618 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1621 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1622 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1623 /* and create a new context with the implicit swapchains context as the shared context */
1624 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1625 IWineD3DSwapChain_Release(implSwapChain);
1630 XFree(object->visInfo);
1631 object->visInfo = NULL;
1635 if (!object->glCtx) {
1636 ERR("Failed to create GLX context\n");
1637 return WINED3DERR_NOTAVAILABLE;
1639 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1640 object->win_handle, object->glCtx, object->win, object->visInfo);
1643 /*********************
1644 * Windowed / Fullscreen
1645 *******************/
1648 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1649 * so we should really check to see if there is a fullscreen swapchain already
1650 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1651 **************************************/
1653 if (!*(pPresentationParameters->Windowed)) {
1659 /* Get info on the current display setup */
1660 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1661 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1664 /* Change the display settings */
1665 memset(&devmode, 0, sizeof(DEVMODEW));
1666 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1667 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1668 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1669 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1670 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1671 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1673 /* Make popup window */
1674 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1675 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1676 *(pPresentationParameters->BackBufferWidth),
1677 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1679 /* For GetDisplayMode */
1680 This->ddraw_width = devmode.dmPelsWidth;
1681 This->ddraw_height = devmode.dmPelsHeight;
1682 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1686 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1687 * then the corresponding dimension of the client area of the hDeviceWindow
1688 * (or the focus window, if hDeviceWindow is NULL) is taken.
1689 **********************/
1691 if (*(pPresentationParameters->Windowed) &&
1692 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1693 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1696 GetClientRect(object->win_handle, &Rect);
1698 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1699 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1700 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1702 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1703 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1704 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1708 /*********************
1709 * finish off parameter initialization
1710 *******************/
1712 /* Put the correct figures in the presentation parameters */
1713 TRACE("Copying across presentation parameters\n");
1714 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1715 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1716 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1717 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1718 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1719 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1720 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1721 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1722 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1723 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1724 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1725 object->presentParms.Flags = *(pPresentationParameters->Flags);
1726 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1727 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1730 /*********************
1731 * Create the back, front and stencil buffers
1732 *******************/
1734 TRACE("calling rendertarget CB\n");
1735 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1737 object->presentParms.BackBufferWidth,
1738 object->presentParms.BackBufferHeight,
1739 object->presentParms.BackBufferFormat,
1740 object->presentParms.MultiSampleType,
1741 object->presentParms.MultiSampleQuality,
1742 TRUE /* Lockable */,
1743 &object->frontBuffer,
1744 NULL /* pShared (always null)*/);
1745 if (object->frontBuffer != NULL)
1746 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1748 if(object->presentParms.BackBufferCount > 0) {
1751 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1752 if(!object->backBuffer) {
1753 ERR("Out of memory\n");
1755 if (object->frontBuffer) {
1756 IUnknown *bufferParent;
1757 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1758 IUnknown_Release(bufferParent); /* once for the get parent */
1759 if (IUnknown_Release(bufferParent) > 0) {
1760 FIXME("(%p) Something's still holding the front buffer\n",This);
1763 HeapFree(GetProcessHeap(), 0, object);
1764 return E_OUTOFMEMORY;
1767 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1768 TRACE("calling rendertarget CB\n");
1769 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1771 object->presentParms.BackBufferWidth,
1772 object->presentParms.BackBufferHeight,
1773 object->presentParms.BackBufferFormat,
1774 object->presentParms.MultiSampleType,
1775 object->presentParms.MultiSampleQuality,
1776 TRUE /* Lockable */,
1777 &object->backBuffer[i],
1778 NULL /* pShared (always null)*/);
1779 if(hr == WINED3D_OK && object->backBuffer[i]) {
1780 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1786 object->backBuffer = NULL;
1789 if (object->backBuffer != NULL) {
1791 glDrawBuffer(GL_BACK);
1792 checkGLcall("glDrawBuffer(GL_BACK)");
1795 /* Single buffering - draw to front buffer */
1797 glDrawBuffer(GL_FRONT);
1798 checkGLcall("glDrawBuffer(GL_FRONT)");
1802 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1803 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1804 TRACE("Creating depth stencil buffer\n");
1805 if (This->depthStencilBuffer == NULL ) {
1806 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1808 object->presentParms.BackBufferWidth,
1809 object->presentParms.BackBufferHeight,
1810 object->presentParms.AutoDepthStencilFormat,
1811 object->presentParms.MultiSampleType,
1812 object->presentParms.MultiSampleQuality,
1813 FALSE /* FIXME: Discard */,
1814 &This->depthStencilBuffer,
1815 NULL /* pShared (always null)*/ );
1816 if (This->depthStencilBuffer != NULL)
1817 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1820 /** TODO: A check on width, height and multisample types
1821 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1822 ****************************/
1823 object->wantsDepthStencilBuffer = TRUE;
1825 object->wantsDepthStencilBuffer = FALSE;
1828 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1831 /*********************
1832 * init the default renderTarget management
1833 *******************/
1834 object->drawable = object->win;
1835 object->render_ctx = object->glCtx;
1837 if (hr == WINED3D_OK) {
1838 /*********************
1839 * Setup some defaults and clear down the buffers
1840 *******************/
1842 /** save current context and drawable **/
1843 oldContext = glXGetCurrentContext();
1844 oldDrawable = glXGetCurrentDrawable();
1846 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1847 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1848 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1850 checkGLcall("glXMakeCurrent");
1852 TRACE("Setting up the screen\n");
1853 /* Clear the screen */
1854 glClearColor(1.0, 0.0, 0.0, 0.0);
1855 checkGLcall("glClearColor");
1858 glClearStencil(0xffff);
1860 checkGLcall("glClear");
1862 glColor3f(1.0, 1.0, 1.0);
1863 checkGLcall("glColor3f");
1865 glEnable(GL_LIGHTING);
1866 checkGLcall("glEnable");
1868 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1869 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1871 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1872 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1874 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1875 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1877 /* switch back to the original context (if there was one)*/
1878 if (This->swapchains) {
1879 /** TODO: restore the context and drawable **/
1880 glXMakeCurrent(object->display, oldDrawable, oldContext);
1883 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1884 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1885 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1886 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1887 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1891 TRACE("Set swapchain to %p\n", object);
1892 } else { /* something went wrong so clean up */
1893 IUnknown* bufferParent;
1894 if (object->frontBuffer) {
1896 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1897 IUnknown_Release(bufferParent); /* once for the get parent */
1898 if (IUnknown_Release(bufferParent) > 0) {
1899 FIXME("(%p) Something's still holding the front buffer\n",This);
1902 if (object->backBuffer) {
1904 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1905 if(object->backBuffer[i]) {
1906 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1907 IUnknown_Release(bufferParent); /* once for the get parent */
1908 if (IUnknown_Release(bufferParent) > 0) {
1909 FIXME("(%p) Something's still holding the back buffer\n",This);
1913 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1914 object->backBuffer = NULL;
1916 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1917 /* Clean up the context */
1918 /* check that we are the current context first (we shouldn't be though!) */
1919 if (object->glCtx != 0) {
1920 if(glXGetCurrentContext() == object->glCtx) {
1921 glXMakeCurrent(object->display, None, NULL);
1923 glXDestroyContext(object->display, object->glCtx);
1925 HeapFree(GetProcessHeap(), 0, object);
1932 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1933 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1934 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1935 TRACE("(%p)\n", This);
1937 return This->NumberOfSwapChains;
1940 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1941 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1942 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1944 if(iSwapChain < This->NumberOfSwapChains) {
1945 *pSwapChain = This->swapchains[iSwapChain];
1946 IWineD3DSwapChain_AddRef(*pSwapChain);
1947 TRACE("(%p) returning %p\n", This, *pSwapChain);
1950 TRACE("Swapchain out of range\n");
1952 return WINED3DERR_INVALIDCALL;
1957 * Vertex Declaration
1959 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1960 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1961 IWineD3DVertexDeclarationImpl *object = NULL;
1962 HRESULT hr = WINED3D_OK;
1963 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1964 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1967 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1972 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1973 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1974 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1975 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1976 HRESULT hr = WINED3D_OK;
1977 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1978 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1980 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1982 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1983 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1984 if (pDeclaration != NULL) {
1985 IWineD3DVertexDeclaration *vertexDeclaration;
1986 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1987 if (WINED3D_OK == hr) {
1988 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1989 object->vertexDeclaration = vertexDeclaration;
1991 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1992 IWineD3DVertexShader_Release(*ppVertexShader);
1993 return WINED3DERR_INVALIDCALL;
1997 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1999 if (WINED3D_OK != hr) {
2000 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
2001 IWineD3DVertexShader_Release(*ppVertexShader);
2002 return WINED3DERR_INVALIDCALL;
2005 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
2006 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
2017 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
2018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2019 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
2020 HRESULT hr = WINED3D_OK;
2022 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
2023 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
2024 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
2025 if (WINED3D_OK == hr) {
2026 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
2028 WARN("(%p) : Failed to create pixel shader\n", This);
2034 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
2035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2036 IWineD3DPaletteImpl *object;
2038 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
2040 /* Create the new object */
2041 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
2043 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
2044 return E_OUTOFMEMORY;
2047 object->lpVtbl = &IWineD3DPalette_Vtbl;
2049 object->Flags = Flags;
2050 object->parent = Parent;
2051 object->wineD3DDevice = This;
2052 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
2054 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
2057 HeapFree( GetProcessHeap(), 0, object);
2058 return E_OUTOFMEMORY;
2061 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
2063 IWineD3DPalette_Release((IWineD3DPalette *) object);
2067 *Palette = (IWineD3DPalette *) object;
2072 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2073 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2074 IWineD3DSwapChainImpl *swapchain;
2077 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2078 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2080 /* TODO: Test if OpenGL is compiled in and loaded */
2082 /* Setup the implicit swapchain */
2083 TRACE("Creating implicit swapchain\n");
2084 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
2085 WARN("Failed to create implicit swapchain\n");
2086 return WINED3DERR_INVALIDCALL;
2089 This->NumberOfSwapChains = 1;
2090 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2091 if(!This->swapchains) {
2092 ERR("Out of memory!\n");
2093 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2094 return E_OUTOFMEMORY;
2096 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2098 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2099 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2100 This->render_targets[0] = swapchain->backBuffer[0];
2103 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2104 This->render_targets[0] = swapchain->frontBuffer;
2106 IWineD3DSurface_AddRef(This->render_targets[0]);
2107 /* Depth Stencil support */
2108 This->stencilBufferTarget = This->depthStencilBuffer;
2109 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2110 set_depth_stencil_fbo(iface, This->depthStencilBuffer);
2112 if (NULL != This->stencilBufferTarget) {
2113 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2116 /* Set up some starting GL setup */
2119 * Initialize openGL extension related variables
2120 * with Default values
2123 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
2124 /* Setup all the devices defaults */
2125 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2127 IWineD3DImpl_CheckGraphicsMemory();
2131 /* Initialize our list of GLSL programs */
2132 list_init(&This->glsl_shader_progs);
2134 { /* Set a default viewport */
2138 vp.Width = *(pPresentationParameters->BackBufferWidth);
2139 vp.Height = *(pPresentationParameters->BackBufferHeight);
2142 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2145 /* Initialize the current view state */
2146 This->modelview_valid = 1;
2147 This->proj_valid = 0;
2148 This->view_ident = 1;
2149 This->last_was_rhw = 0;
2150 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2151 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2153 /* Clear the screen */
2154 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
2156 /* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
2157 * This might create a problem in 2 situations:
2158 * ->The D3D default value is 0, but the opengl default value is something else
2159 * ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
2161 for(state = 0; state <= STATE_HIGHEST; state++) {
2162 IWineD3DDeviceImpl_MarkStateDirty(This, state);
2165 This->d3d_initialized = TRUE;
2169 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
2170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2173 TRACE("(%p)\n", This);
2175 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2177 /* Delete the mouse cursor texture */
2178 if(This->cursorTexture) {
2180 glDeleteTextures(1, &This->cursorTexture);
2182 This->cursorTexture = 0;
2185 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
2186 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2189 /* Release the buffers (with sanity checks)*/
2190 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2191 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2192 if(This->depthStencilBuffer != This->stencilBufferTarget)
2193 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2195 This->stencilBufferTarget = NULL;
2197 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
2198 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
2199 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2201 TRACE("Setting rendertarget to NULL\n");
2202 This->render_targets[0] = NULL;
2204 if (This->depthStencilBuffer) {
2205 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
2206 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
2208 This->depthStencilBuffer = NULL;
2211 for(i=0; i < This->NumberOfSwapChains; i++) {
2212 TRACE("Releasing the implicit swapchain %d\n", i);
2213 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2214 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2218 HeapFree(GetProcessHeap(), 0, This->swapchains);
2219 This->swapchains = NULL;
2220 This->NumberOfSwapChains = 0;
2222 This->d3d_initialized = FALSE;
2226 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2228 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2230 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2231 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2232 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2235 This->ddraw_fullscreen = fullscreen;
2238 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2239 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2243 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2245 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2247 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2248 /* Ignore some modes if a description was passed */
2249 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2250 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2251 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2253 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2255 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2262 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2266 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2269 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2271 /* Resize the screen even without a window:
2272 * The app could have unset it with SetCooperativeLevel, but not called
2273 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2274 * but we don't have any hwnd
2277 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2278 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2279 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2280 devmode.dmPelsWidth = pMode->Width;
2281 devmode.dmPelsHeight = pMode->Height;
2283 devmode.dmDisplayFrequency = pMode->RefreshRate;
2284 if (pMode->RefreshRate != 0) {
2285 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2288 /* Only change the mode if necessary */
2289 if( (This->ddraw_width == pMode->Width) &&
2290 (This->ddraw_height == pMode->Height) &&
2291 (This->ddraw_format == pMode->Format) &&
2292 (pMode->RefreshRate == 0) ) {
2296 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2297 if (ret != DISP_CHANGE_SUCCESSFUL) {
2298 if(devmode.dmDisplayFrequency != 0) {
2299 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2300 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2301 devmode.dmDisplayFrequency = 0;
2302 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2304 if(ret != DISP_CHANGE_SUCCESSFUL) {
2305 return DDERR_INVALIDMODE;
2309 /* Store the new values */
2310 This->ddraw_width = pMode->Width;
2311 This->ddraw_height = pMode->Height;
2312 This->ddraw_format = pMode->Format;
2314 /* Only do this with a window of course */
2315 if(This->ddraw_window)
2316 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2318 /* And finally clip mouse to our screen */
2319 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2320 ClipCursor(&clip_rc);
2325 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2326 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2327 *ppD3D= This->wineD3D;
2328 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2329 IWineD3D_AddRef(*ppD3D);
2333 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2334 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2335 * into the video ram as possible and seeing how many fit
2336 * you can also get the correct initial value from nvidia and ATI's driver via X
2337 * texture memory is video memory + AGP memory
2338 *******************/
2339 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2340 static BOOL showfixmes = TRUE;
2342 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2343 (wined3d_settings.emulated_textureram/(1024*1024)),
2344 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2347 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2348 (wined3d_settings.emulated_textureram/(1024*1024)),
2349 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2350 /* return simulated texture memory left */
2351 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2359 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2360 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2361 HRESULT hr = WINED3D_OK;
2363 /* Update the current state block */
2364 This->updateStateBlock->fvf = fvf;
2365 This->updateStateBlock->changed.fvf = TRUE;
2366 This->updateStateBlock->set.fvf = TRUE;
2368 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2373 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2375 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2376 *pfvf = This->stateBlock->fvf;
2381 * Get / Set Stream Source
2383 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2384 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2385 IWineD3DVertexBuffer *oldSrc;
2387 /**TODO: instance and index data, see
2388 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2390 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2393 /* D3d9 only, but shouldn't hurt d3d8 */
2396 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2398 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2399 FIXME("stream index data not supported\n");
2401 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2402 FIXME("stream instance data not supported\n");
2406 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2408 if (StreamNumber >= MAX_STREAMS) {
2409 WARN("Stream out of range %d\n", StreamNumber);
2410 return WINED3DERR_INVALIDCALL;
2413 oldSrc = This->stateBlock->streamSource[StreamNumber];
2414 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2416 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2417 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2418 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2419 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2420 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2421 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2423 /* Handle recording of state blocks */
2424 if (This->isRecordingState) {
2425 TRACE("Recording... not performing anything\n");
2429 /* Same stream object: no action */
2430 if (oldSrc == pStreamData)
2433 /* Need to do a getParent and pass the reffs up */
2434 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2435 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2436 so for now, just count internally */
2437 if (pStreamData != NULL) {
2438 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2439 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2440 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2442 vbImpl->stream = StreamNumber;
2443 vbImpl->Flags |= VBFLAG_STREAM;
2444 IWineD3DVertexBuffer_AddRef(pStreamData);
2446 if (oldSrc != NULL) {
2447 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2448 IWineD3DVertexBuffer_Release(oldSrc);
2454 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2455 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2458 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2459 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2462 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2464 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2465 FIXME("stream index data not supported\n");
2467 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2468 FIXME("stream instance data not supported\n");
2472 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2474 if (StreamNumber >= MAX_STREAMS) {
2475 WARN("Stream out of range %d\n", StreamNumber);
2476 return WINED3DERR_INVALIDCALL;
2478 *pStream = This->stateBlock->streamSource[StreamNumber];
2479 *pStride = This->stateBlock->streamStride[StreamNumber];
2481 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2484 if (*pStream == NULL) {
2485 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2486 return WINED3DERR_INVALIDCALL;
2489 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2493 /*Should be quite easy, just an extension of vertexdata
2495 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2497 The divider is a bit odd though
2499 VertexOffset = StartVertex / Divider * StreamStride +
2500 VertexIndex / Divider * StreamStride + StreamOffset
2503 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2506 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2507 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2509 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2510 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2511 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2513 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2514 FIXME("Stream indexing not fully supported\n");
2520 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2523 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2524 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2526 TRACE("(%p) : returning %d\n", This, *Divider);
2532 * Get / Set & Multiply Transform
2534 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2535 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2537 /* Most of this routine, comments included copied from ddraw tree initially: */
2538 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2540 /* Handle recording of state blocks */
2541 if (This->isRecordingState) {
2542 TRACE("Recording... not performing anything\n");
2543 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2544 This->updateStateBlock->set.transform[d3dts] = TRUE;
2545 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2550 * If the new matrix is the same as the current one,
2551 * we cut off any further processing. this seems to be a reasonable
2552 * optimization because as was noticed, some apps (warcraft3 for example)
2553 * tend towards setting the same matrix repeatedly for some reason.
2555 * From here on we assume that the new matrix is different, wherever it matters.
2557 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2558 TRACE("The app is setting the same matrix over again\n");
2561 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2565 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2566 where ViewMat = Camera space, WorldMat = world space.
2568 In OpenGL, camera and world space is combined into GL_MODELVIEW
2569 matrix. The Projection matrix stay projection matrix.
2572 /* Capture the times we can just ignore the change for now */
2573 if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
2574 This->modelview_valid = FALSE;
2577 } else if (d3dts == WINED3DTS_PROJECTION) {
2578 This->proj_valid = FALSE;
2581 } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
2582 /* Indexed Vertex Blending Matrices 256 -> 511 */
2583 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2584 FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
2588 /* Now we really are going to have to change a matrix */
2591 if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
2592 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2593 } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2596 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2597 * NOTE: We have to reset the positions even if the light/plane is not currently
2598 * enabled, since the call to enable it will not reset the position.
2599 * NOTE2: Apparently texture transforms do NOT need reapplying
2602 PLIGHTINFOEL *lightChain = NULL;
2603 This->modelview_valid = FALSE;
2604 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2606 glMatrixMode(GL_MODELVIEW);
2607 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2609 glLoadMatrixf((const float *)lpmatrix);
2610 checkGLcall("glLoadMatrixf(...)");
2613 lightChain = This->stateBlock->lights;
2614 while (lightChain && lightChain->glIndex != -1) {
2615 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2616 checkGLcall("glLightfv posn");
2617 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2618 checkGLcall("glLightfv dirn");
2619 lightChain = lightChain->next;
2622 /* Reset Clipping Planes if clipping is enabled */
2623 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2624 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2625 checkGLcall("glClipPlane");
2629 } else { /* What was requested!?? */
2630 WARN("invalid matrix specified: %i\n", d3dts);
2633 /* Release lock, all done */
2638 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2640 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2641 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2645 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2646 WINED3DMATRIX *mat = NULL;
2649 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2650 * below means it will be recorded in a state block change, but it
2651 * works regardless where it is recorded.
2652 * If this is found to be wrong, change to StateBlock.
2654 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2655 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2657 if (State < HIGHEST_TRANSFORMSTATE)
2659 mat = &This->updateStateBlock->transforms[State];
2661 FIXME("Unhandled transform state!!\n");
2664 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2666 /* Apply change via set transform - will reapply to eg. lights this way */
2667 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2673 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2674 you can reference any indexes you want as long as that number max are enabled at any
2675 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2676 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2677 but when recording, just build a chain pretty much of commands to be replayed. */
2679 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2681 PLIGHTINFOEL *object, *temp;
2683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2684 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2686 /* If recording state block, just add to end of lights chain */
2687 if (This->isRecordingState) {
2688 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2689 if (NULL == object) {
2690 return WINED3DERR_OUTOFVIDEOMEMORY;
2692 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2693 object->OriginalIndex = Index;
2694 object->glIndex = -1;
2695 object->changed = TRUE;
2697 /* Add to the END of the chain of lights changes to be replayed */
2698 if (This->updateStateBlock->lights == NULL) {
2699 This->updateStateBlock->lights = object;
2701 temp = This->updateStateBlock->lights;
2702 while (temp->next != NULL) temp=temp->next;
2703 temp->next = object;
2705 TRACE("Recording... not performing anything more\n");
2709 /* Ok, not recording any longer so do real work */
2710 object = This->stateBlock->lights;
2711 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2713 /* If we didn't find it in the list of lights, time to add it */
2714 if (object == NULL) {
2715 PLIGHTINFOEL *insertAt,*prevPos;
2717 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2718 if (NULL == object) {
2719 return WINED3DERR_OUTOFVIDEOMEMORY;
2721 object->OriginalIndex = Index;
2722 object->glIndex = -1;
2724 /* Add it to the front of list with the idea that lights will be changed as needed
2725 BUT after any lights currently assigned GL indexes */
2726 insertAt = This->stateBlock->lights;
2728 while (insertAt != NULL && insertAt->glIndex != -1) {
2730 insertAt = insertAt->next;
2733 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2734 This->stateBlock->lights = object;
2735 } else if (insertAt == NULL) { /* End of list */
2736 prevPos->next = object;
2737 object->prev = prevPos;
2738 } else { /* Middle of chain */
2739 if (prevPos == NULL) {
2740 This->stateBlock->lights = object;
2742 prevPos->next = object;
2744 object->prev = prevPos;
2745 object->next = insertAt;
2746 insertAt->prev = object;
2750 /* Initialize the object */
2751 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2752 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2753 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2754 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2755 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2756 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2757 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2759 /* Save away the information */
2760 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2762 switch (pLight->Type) {
2763 case WINED3DLIGHT_POINT:
2765 object->lightPosn[0] = pLight->Position.x;
2766 object->lightPosn[1] = pLight->Position.y;
2767 object->lightPosn[2] = pLight->Position.z;
2768 object->lightPosn[3] = 1.0f;
2769 object->cutoff = 180.0f;
2773 case WINED3DLIGHT_DIRECTIONAL:
2775 object->lightPosn[0] = -pLight->Direction.x;
2776 object->lightPosn[1] = -pLight->Direction.y;
2777 object->lightPosn[2] = -pLight->Direction.z;
2778 object->lightPosn[3] = 0.0;
2779 object->exponent = 0.0f;
2780 object->cutoff = 180.0f;
2783 case WINED3DLIGHT_SPOT:
2785 object->lightPosn[0] = pLight->Position.x;
2786 object->lightPosn[1] = pLight->Position.y;
2787 object->lightPosn[2] = pLight->Position.z;
2788 object->lightPosn[3] = 1.0;
2791 object->lightDirn[0] = pLight->Direction.x;
2792 object->lightDirn[1] = pLight->Direction.y;
2793 object->lightDirn[2] = pLight->Direction.z;
2794 object->lightDirn[3] = 1.0;
2797 * opengl-ish and d3d-ish spot lights use too different models for the
2798 * light "intensity" as a function of the angle towards the main light direction,
2799 * so we only can approximate very roughly.
2800 * however spot lights are rather rarely used in games (if ever used at all).
2801 * furthermore if still used, probably nobody pays attention to such details.
2803 if (pLight->Falloff == 0) {
2806 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2808 if (rho < 0.0001) rho = 0.0001f;
2809 object->exponent = -0.3/log(cos(rho/2));
2810 if (object->exponent > 128.0) {
2811 object->exponent = 128.0;
2813 object->cutoff = pLight->Phi*90/M_PI;
2819 FIXME("Unrecognized light type %d\n", pLight->Type);
2822 /* Update the live definitions if the light is currently assigned a glIndex */
2823 if (object->glIndex != -1) {
2824 setup_light(iface, object->glIndex, object);
2829 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2830 PLIGHTINFOEL *lightInfo = NULL;
2831 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2832 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2834 /* Locate the light in the live lights */
2835 lightInfo = This->stateBlock->lights;
2836 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2838 if (lightInfo == NULL) {
2839 TRACE("Light information requested but light not defined\n");
2840 return WINED3DERR_INVALIDCALL;
2843 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2848 * Get / Set Light Enable
2849 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2851 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2852 PLIGHTINFOEL *lightInfo = NULL;
2853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2854 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2856 /* Tests show true = 128...not clear why */
2858 Enable = Enable? 128: 0;
2860 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2861 if (This->isRecordingState) {
2862 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2863 if (NULL == lightInfo) {
2864 return WINED3DERR_OUTOFVIDEOMEMORY;
2866 lightInfo->OriginalIndex = Index;
2867 lightInfo->glIndex = -1;
2868 lightInfo->enabledChanged = TRUE;
2869 lightInfo->lightEnabled = Enable;
2871 /* Add to the END of the chain of lights changes to be replayed */
2872 if (This->updateStateBlock->lights == NULL) {
2873 This->updateStateBlock->lights = lightInfo;
2875 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2876 while (temp->next != NULL) temp=temp->next;
2877 temp->next = lightInfo;
2879 TRACE("Recording... not performing anything more\n");
2883 /* Not recording... So, locate the light in the live lights */
2884 lightInfo = This->stateBlock->lights;
2885 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2887 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2888 if (lightInfo == NULL) {
2890 TRACE("Light enabled requested but light not defined, so defining one!\n");
2891 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2893 /* Search for it again! Should be fairly quick as near head of list */
2894 lightInfo = This->stateBlock->lights;
2895 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2896 if (lightInfo == NULL) {
2897 FIXME("Adding default lights has failed dismally\n");
2898 return WINED3DERR_INVALIDCALL;
2902 /* OK, we now have a light... */
2905 /* If we are disabling it, check it was enabled, and
2906 still only do something if it has assigned a glIndex (which it should have!) */
2907 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2908 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2910 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2911 checkGLcall("glDisable GL_LIGHT0+Index");
2914 TRACE("Nothing to do as light was not enabled\n");
2916 lightInfo->lightEnabled = Enable;
2919 /* We are enabling it. If it is enabled, it's really simple */
2920 if (lightInfo->lightEnabled) {
2922 TRACE("Nothing to do as light was enabled\n");
2924 /* If it already has a glIndex, it's still simple */
2925 } else if (lightInfo->glIndex != -1) {
2926 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2927 lightInfo->lightEnabled = Enable;
2929 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2930 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2933 /* Otherwise got to find space - lights are ordered gl indexes first */
2935 PLIGHTINFOEL *bsf = NULL;
2936 PLIGHTINFOEL *pos = This->stateBlock->lights;
2937 PLIGHTINFOEL *prev = NULL;
2941 /* Try to minimize changes as much as possible */
2942 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2944 /* Try to remember which index can be replaced if necessary */
2945 if (bsf==NULL && !pos->lightEnabled) {
2946 /* Found a light we can replace, save as best replacement */
2950 /* Step to next space */
2956 /* If we have too many active lights, fail the call */
2957 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2958 FIXME("Program requests too many concurrent lights\n");
2959 return WINED3DERR_INVALIDCALL;
2961 /* If we have allocated all lights, but not all are enabled,
2962 reuse one which is not enabled */
2963 } else if (Index == This->maxConcurrentLights) {
2964 /* use bsf - Simply swap the new light and the BSF one */
2965 PLIGHTINFOEL *bsfNext = bsf->next;
2966 PLIGHTINFOEL *bsfPrev = bsf->prev;
2969 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2970 if (bsf->prev != NULL) {
2971 bsf->prev->next = lightInfo;
2973 This->stateBlock->lights = lightInfo;
2976 /* If not side by side, lots of chains to update */
2977 if (bsf->next != lightInfo) {
2978 lightInfo->prev->next = bsf;
2979 bsf->next->prev = lightInfo;
2980 bsf->next = lightInfo->next;
2981 bsf->prev = lightInfo->prev;
2982 lightInfo->next = bsfNext;
2983 lightInfo->prev = bsfPrev;
2987 bsf->prev = lightInfo;
2988 bsf->next = lightInfo->next;
2989 lightInfo->next = bsf;
2990 lightInfo->prev = bsfPrev;
2995 glIndex = bsf->glIndex;
2997 lightInfo->glIndex = glIndex;
2998 lightInfo->lightEnabled = Enable;
3000 /* Finally set up the light in gl itself */
3001 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
3003 setup_light(iface, glIndex, lightInfo);
3004 glEnable(GL_LIGHT0 + glIndex);
3005 checkGLcall("glEnable GL_LIGHT0 new setup");
3008 /* If we reached the end of the allocated lights, with space in the
3009 gl lights, setup a new light */
3010 } else if (pos->glIndex == -1) {
3012 /* We reached the end of the allocated gl lights, so already
3013 know the index of the next one! */
3015 lightInfo->glIndex = glIndex;
3016 lightInfo->lightEnabled = Enable;
3018 /* In an ideal world, it's already in the right place */
3019 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
3020 /* No need to move it */
3022 /* Remove this light from the list */
3023 lightInfo->prev->next = lightInfo->next;
3024 if (lightInfo->next != NULL) {
3025 lightInfo->next->prev = lightInfo->prev;
3028 /* Add in at appropriate place (inbetween prev and pos) */
3029 lightInfo->prev = prev;
3030 lightInfo->next = pos;
3032 This->stateBlock->lights = lightInfo;
3034 prev->next = lightInfo;
3037 pos->prev = lightInfo;
3041 /* Finally set up the light in gl itself */
3042 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
3044 setup_light(iface, glIndex, lightInfo);
3045 glEnable(GL_LIGHT0 + glIndex);
3046 checkGLcall("glEnable GL_LIGHT0 new setup");
3055 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
3057 PLIGHTINFOEL *lightInfo = NULL;
3058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3059 TRACE("(%p) : for idx(%d)\n", This, Index);
3061 /* Locate the light in the live lights */
3062 lightInfo = This->stateBlock->lights;
3063 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
3065 if (lightInfo == NULL) {
3066 TRACE("Light enabled state requested but light not defined\n");
3067 return WINED3DERR_INVALIDCALL;
3069 *pEnable = lightInfo->lightEnabled;
3074 * Get / Set Clip Planes
3076 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3077 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3078 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
3080 /* Validate Index */
3081 if (Index >= GL_LIMITS(clipplanes)) {
3082 TRACE("Application has requested clipplane this device doesn't support\n");
3083 return WINED3DERR_INVALIDCALL;
3086 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3087 This->updateStateBlock->set.clipplane[Index] = TRUE;
3088 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3089 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3090 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3091 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3093 /* Handle recording of state blocks */
3094 if (This->isRecordingState) {
3095 TRACE("Recording... not performing anything\n");
3103 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3104 glMatrixMode(GL_MODELVIEW);
3106 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3108 TRACE("Clipplane [%f,%f,%f,%f]\n",
3109 This->updateStateBlock->clipplane[Index][0],
3110 This->updateStateBlock->clipplane[Index][1],
3111 This->updateStateBlock->clipplane[Index][2],
3112 This->updateStateBlock->clipplane[Index][3]);
3113 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
3114 checkGLcall("glClipPlane");
3122 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3123 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3124 TRACE("(%p) : for idx %d\n", This, Index);
3126 /* Validate Index */
3127 if (Index >= GL_LIMITS(clipplanes)) {
3128 TRACE("Application has requested clipplane this device doesn't support\n");
3129 return WINED3DERR_INVALIDCALL;
3132 pPlane[0] = This->stateBlock->clipplane[Index][0];
3133 pPlane[1] = This->stateBlock->clipplane[Index][1];
3134 pPlane[2] = This->stateBlock->clipplane[Index][2];
3135 pPlane[3] = This->stateBlock->clipplane[Index][3];
3140 * Get / Set Clip Plane Status
3141 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3143 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3144 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3145 FIXME("(%p) : stub\n", This);
3146 if (NULL == pClipStatus) {
3147 return WINED3DERR_INVALIDCALL;
3149 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3150 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3154 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3155 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3156 FIXME("(%p) : stub\n", This);
3157 if (NULL == pClipStatus) {
3158 return WINED3DERR_INVALIDCALL;
3160 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3161 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3166 * Get / Set Material
3168 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3169 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3171 This->updateStateBlock->changed.material = TRUE;
3172 This->updateStateBlock->set.material = TRUE;
3173 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
3175 /* Handle recording of state blocks */
3176 if (This->isRecordingState) {
3177 TRACE("Recording... not performing anything\n");
3182 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3183 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3184 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3185 pMaterial->Ambient.b, pMaterial->Ambient.a);
3186 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3187 pMaterial->Specular.b, pMaterial->Specular.a);
3188 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3189 pMaterial->Emissive.b, pMaterial->Emissive.a);
3190 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3192 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
3193 checkGLcall("glMaterialfv(GL_AMBIENT)");
3194 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
3195 checkGLcall("glMaterialfv(GL_DIFFUSE)");
3197 /* Only change material color if specular is enabled, otherwise it is set to black */
3198 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
3199 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3200 checkGLcall("glMaterialfv(GL_SPECULAR");
3202 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3203 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3204 checkGLcall("glMaterialfv(GL_SPECULAR");
3206 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
3207 checkGLcall("glMaterialfv(GL_EMISSION)");
3208 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
3209 checkGLcall("glMaterialf(GL_SHININESS");
3215 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3217 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3218 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3219 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3220 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3221 pMaterial->Ambient.b, pMaterial->Ambient.a);
3222 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3223 pMaterial->Specular.b, pMaterial->Specular.a);
3224 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3225 pMaterial->Emissive.b, pMaterial->Emissive.a);
3226 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3234 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
3235 UINT BaseVertexIndex) {
3236 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3237 IWineD3DIndexBuffer *oldIdxs;
3239 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
3240 oldIdxs = This->updateStateBlock->pIndexData;
3242 This->updateStateBlock->changed.indices = TRUE;
3243 This->updateStateBlock->set.indices = TRUE;
3244 This->updateStateBlock->pIndexData = pIndexData;
3245 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
3247 /* Handle recording of state blocks */
3248 if (This->isRecordingState) {
3249 TRACE("Recording... not performing anything\n");
3253 if (NULL != pIndexData) {
3254 IWineD3DIndexBuffer_AddRef(pIndexData);
3256 if (NULL != oldIdxs) {
3257 IWineD3DIndexBuffer_Release(oldIdxs);
3262 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3265 *ppIndexData = This->stateBlock->pIndexData;
3267 /* up ref count on ppindexdata */
3269 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3270 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3271 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3273 TRACE("(%p) No index data set\n", This);
3275 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3281 * Get / Set Viewports
3283 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3286 TRACE("(%p)\n", This);
3287 This->updateStateBlock->changed.viewport = TRUE;
3288 This->updateStateBlock->set.viewport = TRUE;
3289 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3291 /* Handle recording of state blocks */
3292 if (This->isRecordingState) {
3293 TRACE("Recording... not performing anything\n");
3296 This->viewport_changed = TRUE;
3300 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3301 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3303 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
3304 checkGLcall("glDepthRange");
3305 /* Note: GL requires lower left, DirectX supplies upper left */
3306 /* TODO: replace usage of renderTarget with context management */
3307 glViewport(pViewport->X,
3308 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - (pViewport->Y + pViewport->Height)),
3309 pViewport->Width, pViewport->Height);
3311 checkGLcall("glViewport");
3319 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3321 TRACE("(%p)\n", This);
3322 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3327 * Get / Set Render States
3328 * TODO: Verify against dx9 definitions
3330 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3333 DWORD oldValue = This->stateBlock->renderState[State];
3335 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3337 This->updateStateBlock->changed.renderState[State] = TRUE;
3338 This->updateStateBlock->set.renderState[State] = TRUE;
3339 This->updateStateBlock->renderState[State] = Value;
3341 /* Handle recording of state blocks */
3342 if (This->isRecordingState) {
3343 TRACE("Recording... not performing anything\n");
3347 /* Compared here and not before the assignment to allow proper stateblock recording */
3348 if(Value == oldValue) {
3349 TRACE("Application is setting the old value over, nothing to do\n");
3351 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3357 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3358 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3359 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3360 *pValue = This->stateBlock->renderState[State];
3365 * Get / Set Sampler States
3366 * TODO: Verify against dx9 definitions
3369 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3370 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3372 * SetSampler is designed to allow for more than the standard up to 8 textures
3373 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3374 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3376 * http://developer.nvidia.com/object/General_FAQ.html#t6
3378 * There are two new settings for GForce
3380 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3381 * and the texture one:
3382 * GL_MAX_TEXTURE_COORDS_ARB.
3383 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3385 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3386 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3387 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
3388 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
3389 return WINED3DERR_INVALIDCALL;
3392 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
3393 debug_d3dsamplerstate(Type), Type, Value);
3394 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3395 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3396 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3398 /* Handle recording of state blocks */
3399 if (This->isRecordingState) {
3400 TRACE("Recording... not performing anything\n");
3407 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3409 /** TODO: check that sampler is in range **/
3410 *Value = This->stateBlock->samplerState[Sampler][Type];
3411 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
3416 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3421 GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
3422 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3423 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3425 winHeight = windowRect.bottom - windowRect.top;
3426 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
3427 pRect->right - pRect->left, pRect->bottom - pRect->top);
3429 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3430 checkGLcall("glScissor");
3436 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3438 GLint scissorBox[4];
3441 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3442 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3443 pRect->left = scissorBox[0];
3444 pRect->top = scissorBox[1];
3445 pRect->right = scissorBox[0] + scissorBox[2];
3446 pRect->bottom = scissorBox[1] + scissorBox[3];
3447 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3452 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3453 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3454 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3456 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3458 This->updateStateBlock->vertexDecl = pDecl;
3459 This->updateStateBlock->changed.vertexDecl = TRUE;
3460 This->updateStateBlock->set.vertexDecl = TRUE;
3462 if (This->isRecordingState) {
3463 TRACE("Recording... not performing anything\n");
3466 if (NULL != pDecl) {
3467 IWineD3DVertexDeclaration_AddRef(pDecl);
3469 if (NULL != oldDecl) {
3470 IWineD3DVertexDeclaration_Release(oldDecl);
3475 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3476 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3478 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3480 *ppDecl = This->stateBlock->vertexDecl;
3481 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3485 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3486 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3487 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3489 This->updateStateBlock->vertexShader = pShader;
3490 This->updateStateBlock->changed.vertexShader = TRUE;
3491 This->updateStateBlock->set.vertexShader = TRUE;
3493 if (This->isRecordingState) {
3494 TRACE("Recording... not performing anything\n");
3497 if (NULL != pShader) {
3498 IWineD3DVertexShader_AddRef(pShader);
3500 if (NULL != oldShader) {
3501 IWineD3DVertexShader_Release(oldShader);
3504 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3506 * TODO: merge HAL shaders context switching from prototype
3511 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3514 if (NULL == ppShader) {
3515 return WINED3DERR_INVALIDCALL;
3517 *ppShader = This->stateBlock->vertexShader;
3518 if( NULL != *ppShader)
3519 IWineD3DVertexShader_AddRef(*ppShader);
3521 TRACE("(%p) : returning %p\n", This, *ppShader);
3525 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3526 IWineD3DDevice *iface,
3528 CONST BOOL *srcData,
3531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3532 int i, cnt = min(count, MAX_CONST_B - start);
3534 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3535 iface, srcData, start, count);
3537 if (srcData == NULL || cnt < 0)
3538 return WINED3DERR_INVALIDCALL;
3540 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3541 for (i = 0; i < cnt; i++)
3542 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3544 for (i = start; i < cnt + start; ++i) {
3545 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3546 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3552 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3553 IWineD3DDevice *iface,
3558 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3559 int cnt = min(count, MAX_CONST_B - start);
3561 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3562 iface, dstData, start, count);
3564 if (dstData == NULL || cnt < 0)
3565 return WINED3DERR_INVALIDCALL;
3567 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3571 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3572 IWineD3DDevice *iface,
3577 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3578 int i, cnt = min(count, MAX_CONST_I - start);
3580 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3581 iface, srcData, start, count);
3583 if (srcData == NULL || cnt < 0)
3584 return WINED3DERR_INVALIDCALL;
3586 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3587 for (i = 0; i < cnt; i++)
3588 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3589 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3591 for (i = start; i < cnt + start; ++i) {
3592 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3593 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3599 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3600 IWineD3DDevice *iface,
3605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3606 int cnt = min(count, MAX_CONST_I - start);
3608 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3609 iface, dstData, start, count);
3611 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3612 return WINED3DERR_INVALIDCALL;
3614 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3618 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3619 IWineD3DDevice *iface,
3621 CONST float *srcData,
3624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3625 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3627 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3628 iface, srcData, start, count);
3630 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
3631 return WINED3DERR_INVALIDCALL;
3633 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3634 for (i = 0; i < cnt; i++)
3635 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3636 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3638 for (i = start; i < cnt + start; ++i) {
3639 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3640 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3642 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3643 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3645 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3651 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3652 IWineD3DDevice *iface,
3657 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3658 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3660 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3661 iface, dstData, start, count);
3663 if (dstData == NULL || cnt < 0)
3664 return WINED3DERR_INVALIDCALL;
3666 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3670 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3671 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3672 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3673 This->updateStateBlock->pixelShader = pShader;
3674 This->updateStateBlock->changed.pixelShader = TRUE;
3675 This->updateStateBlock->set.pixelShader = TRUE;
3677 /* Handle recording of state blocks */
3678 if (This->isRecordingState) {
3679 TRACE("Recording... not performing anything\n");
3682 if (NULL != pShader) {
3683 IWineD3DPixelShader_AddRef(pShader);
3685 if (NULL != oldShader) {
3686 IWineD3DPixelShader_Release(oldShader);
3687 if(pShader == NULL) {
3688 /* Fixed function pipeline color args conflict with pixel shader setup, so we do not apply them when a pshader is
3689 * bound. Due to that we have to reapply all color ops when disabling pixel shaders.
3690 * When pixel shaders are handled by the state table too, the pshader function will take care for that, and this
3691 * will also handle draw -> SetPixelShader(NULL) -> SetPixelShader(!= NULL) -> draw cases better
3694 for(i = 0; i < MAX_TEXTURES; i++) {
3695 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3700 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3702 * TODO: merge HAL shaders context switching from prototype
3707 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3708 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3710 if (NULL == ppShader) {
3711 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3712 return WINED3DERR_INVALIDCALL;
3715 *ppShader = This->stateBlock->pixelShader;
3716 if (NULL != *ppShader) {
3717 IWineD3DPixelShader_AddRef(*ppShader);
3719 TRACE("(%p) : returning %p\n", This, *ppShader);
3723 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3724 IWineD3DDevice *iface,
3726 CONST BOOL *srcData,
3729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3730 int i, cnt = min(count, MAX_CONST_B - start);
3732 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3733 iface, srcData, start, count);
3735 if (srcData == NULL || cnt < 0)
3736 return WINED3DERR_INVALIDCALL;
3738 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3739 for (i = 0; i < cnt; i++)
3740 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3742 for (i = start; i < cnt + start; ++i) {
3743 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3744 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3750 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3751 IWineD3DDevice *iface,
3756 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3757 int cnt = min(count, MAX_CONST_B - start);
3759 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3760 iface, dstData, start, count);
3762 if (dstData == NULL || cnt < 0)
3763 return WINED3DERR_INVALIDCALL;
3765 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3769 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3770 IWineD3DDevice *iface,
3775 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3776 int i, cnt = min(count, MAX_CONST_I - start);
3778 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3779 iface, srcData, start, count);
3781 if (srcData == NULL || cnt < 0)
3782 return WINED3DERR_INVALIDCALL;
3784 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3785 for (i = 0; i < cnt; i++)
3786 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3787 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3789 for (i = start; i < cnt + start; ++i) {
3790 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3791 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3797 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3798 IWineD3DDevice *iface,
3803 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3804 int cnt = min(count, MAX_CONST_I - start);
3806 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3807 iface, dstData, start, count);
3809 if (dstData == NULL || cnt < 0)
3810 return WINED3DERR_INVALIDCALL;
3812 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3816 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3817 IWineD3DDevice *iface,
3819 CONST float *srcData,
3822 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3823 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3825 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3826 iface, srcData, start, count);
3828 if (srcData == NULL || cnt < 0)
3829 return WINED3DERR_INVALIDCALL;
3831 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3832 for (i = 0; i < cnt; i++)
3833 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3834 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3836 for (i = start; i < cnt + start; ++i) {
3837 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3838 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3840 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3841 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3843 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3849 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3850 IWineD3DDevice *iface,
3855 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3856 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3858 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3859 iface, dstData, start, count);
3861 if (dstData == NULL || cnt < 0)
3862 return WINED3DERR_INVALIDCALL;
3864 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3868 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3870 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3871 char *dest_ptr, *dest_conv = NULL;
3873 DWORD DestFVF = dest->fvf;
3875 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3879 if (SrcFVF & WINED3DFVF_NORMAL) {
3880 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3883 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
3884 ERR("Source has no position mask\n");
3885 return WINED3DERR_INVALIDCALL;
3888 /* We might access VBOs from this code, so hold the lock */
3891 if (dest->resource.allocatedMemory == NULL) {
3892 /* This may happen if we do direct locking into a vbo. Unlikely,
3893 * but theoretically possible(ddraw processvertices test)
3895 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3896 if(!dest->resource.allocatedMemory) {
3898 ERR("Out of memory\n");
3899 return E_OUTOFMEMORY;
3903 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3904 checkGLcall("glBindBufferARB");
3905 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3907 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3909 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3910 checkGLcall("glUnmapBufferARB");
3914 /* Get a pointer into the destination vbo(create one if none exists) and
3915 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3917 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3922 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3923 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
3925 ERR("glMapBuffer failed\n");
3926 /* Continue without storing converted vertices */
3931 * a) WINED3DRS_CLIPPING is enabled
3932 * b) WINED3DVOP_CLIP is passed
3934 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3935 static BOOL warned = FALSE;
3937 * The clipping code is not quite correct. Some things need
3938 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3939 * so disable clipping for now.
3940 * (The graphics in Half-Life are broken, and my processvertices
3941 * test crashes with IDirect3DDevice3)
3947 FIXME("Clipping is broken and disabled for now\n");
3949 } else doClip = FALSE;
3950 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3952 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3955 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3958 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3959 WINED3DTS_PROJECTION,
3961 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3962 WINED3DTS_WORLDMATRIX(0),
3965 TRACE("View mat:\n");
3966 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); \
3967 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); \
3968 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); \
3969 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); \
3971 TRACE("Proj mat:\n");
3972 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); \
3973 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); \
3974 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); \
3975 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); \
3977 TRACE("World mat:\n");
3978 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); \
3979 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); \
3980 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); \
3981 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); \
3983 /* Get the viewport */
3984 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3985 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3986 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3988 multiply_matrix(&mat,&view_mat,&world_mat);
3989 multiply_matrix(&mat,&proj_mat,&mat);
3991 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3993 for (i = 0; i < dwCount; i+= 1) {
3994 unsigned int tex_index;
3996 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3997 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3998 /* The position first */
4000 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4002 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4004 /* Multiplication with world, view and projection matrix */
4005 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4006 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4007 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4008 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4010 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4012 /* WARNING: The following things are taken from d3d7 and were not yet checked
4013 * against d3d8 or d3d9!
4016 /* Clipping conditions: From
4017 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4019 * A vertex is clipped if it does not match the following requirements
4023 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4025 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4026 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4031 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4032 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4035 /* "Normal" viewport transformation (not clipped)
4036 * 1) The values are divided by rhw
4037 * 2) The y axis is negative, so multiply it with -1
4038 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4039 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4040 * 4) Multiply x with Width/2 and add Width/2
4041 * 5) The same for the height
4042 * 6) Add the viewpoint X and Y to the 2D coordinates and
4043 * The minimum Z value to z
4044 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4046 * Well, basically it's simply a linear transformation into viewport
4058 z *= vp.MaxZ - vp.MinZ;
4060 x += vp.Width / 2 + vp.X;
4061 y += vp.Height / 2 + vp.Y;
4066 /* That vertex got clipped
4067 * Contrary to OpenGL it is not dropped completely, it just
4068 * undergoes a different calculation.
4070 TRACE("Vertex got clipped\n");
4077 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4078 * outside of the main vertex buffer memory. That needs some more
4083 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4086 ( (float *) dest_ptr)[0] = x;
4087 ( (float *) dest_ptr)[1] = y;
4088 ( (float *) dest_ptr)[2] = z;
4089 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4091 dest_ptr += 3 * sizeof(float);
4093 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4094 dest_ptr += sizeof(float);
4099 ( (float *) dest_conv)[0] = x * w;
4100 ( (float *) dest_conv)[1] = y * w;
4101 ( (float *) dest_conv)[2] = z * w;
4102 ( (float *) dest_conv)[3] = w;
4104 dest_conv += 3 * sizeof(float);
4106 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4107 dest_conv += sizeof(float);
4111 if (DestFVF & WINED3DFVF_PSIZE) {
4112 dest_ptr += sizeof(DWORD);
4113 if(dest_conv) dest_conv += sizeof(DWORD);
4115 if (DestFVF & WINED3DFVF_NORMAL) {
4117 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4118 /* AFAIK this should go into the lighting information */
4119 FIXME("Didn't expect the destination to have a normal\n");
4120 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4122 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4126 if (DestFVF & WINED3DFVF_DIFFUSE) {
4128 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4130 static BOOL warned = FALSE;
4133 ERR("No diffuse color in source, but destination has one\n");
4137 *( (DWORD *) dest_ptr) = 0xffffffff;
4138 dest_ptr += sizeof(DWORD);
4141 *( (DWORD *) dest_conv) = 0xffffffff;
4142 dest_conv += sizeof(DWORD);
4146 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4148 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4149 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4150 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4151 dest_conv += sizeof(DWORD);
4156 if (DestFVF & WINED3DFVF_SPECULAR) {
4157 /* What's the color value in the feedback buffer? */
4159 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4161 static BOOL warned = FALSE;
4164 ERR("No specular color in source, but destination has one\n");
4168 *( (DWORD *) dest_ptr) = 0xFF000000;
4169 dest_ptr += sizeof(DWORD);
4172 *( (DWORD *) dest_conv) = 0xFF000000;
4173 dest_conv += sizeof(DWORD);
4177 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4179 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4180 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4181 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4182 dest_conv += sizeof(DWORD);
4187 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4189 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4190 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4192 ERR("No source texture, but destination requests one\n");
4193 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4194 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4197 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4199 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4206 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4207 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
4214 #undef copy_and_next
4216 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4218 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4219 WineDirect3DVertexStridedData strided;
4220 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4223 WARN("NULL source vertex buffer\n");
4224 return WINED3DERR_INVALIDCALL;
4226 /* We don't need the source vbo because this buffer is only used as
4227 * a source for ProcessVertices. Avoid wasting resources by converting the
4228 * buffer and loading the VBO
4231 TRACE("Releasing the source vbo, it won't be needed\n");
4233 if(!SrcImpl->resource.allocatedMemory) {
4234 /* Rescue the data from the buffer */
4236 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
4237 if(!SrcImpl->resource.allocatedMemory) {
4238 ERR("Out of memory\n");
4239 return E_OUTOFMEMORY;
4243 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
4244 checkGLcall("glBindBufferARB");
4246 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4248 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
4251 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4252 checkGLcall("glUnmapBufferARB");
4257 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
4258 checkGLcall("glBindBufferARB");
4259 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
4260 checkGLcall("glDeleteBuffersARB");
4266 memset(&strided, 0, sizeof(strided));
4267 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
4269 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4273 * Apply / Get / Set Texture Stage States
4274 * TODO: Verify against dx9 definitions
4277 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4278 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4279 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4280 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4281 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4283 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4285 /* Check that the stage is within limits */
4286 if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
4287 TRACE("Attempt to access invalid texture rejected\n");
4294 case WINED3DTSS_ALPHAOP :
4295 case WINED3DTSS_COLOROP :
4296 /* nothing to do as moved to drawprim for now */
4298 case WINED3DTSS_ADDRESSW :
4299 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4300 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4301 FIXME("Unrecognized or unsupported WINED3DTADDRESS_* value %d, state %d\n", Value, Type);
4304 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4305 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4306 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4307 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4310 case WINED3DTSS_TEXCOORDINDEX :
4312 /* Handled from the state table */
4317 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4318 set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
4321 case WINED3DTSS_BUMPENVMAT00 :
4322 case WINED3DTSS_BUMPENVMAT01 :
4323 TRACE("BUMPENVMAT0%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4325 case WINED3DTSS_BUMPENVMAT10 :
4326 case WINED3DTSS_BUMPENVMAT11 :
4327 TRACE("BUMPENVMAT1%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4330 case WINED3DTSS_BUMPENVLSCALE :
4331 TRACE("BUMPENVLSCALE Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4334 case WINED3DTSS_BUMPENVLOFFSET :
4335 TRACE("BUMPENVLOFFSET Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4338 case WINED3DTSS_RESULTARG :
4339 TRACE("RESULTARG Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4343 /* Put back later: FIXME("(%p) : stub, Stage=%d, Type=%d, Value =%d\n", This, Stage, Type, Value); */
4344 TRACE("Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4353 * Get / Set Texture Stage States
4354 * TODO: Verify against dx9 definitions
4356 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4358 DWORD oldColorOp = This->updateStateBlock->textureState[Stage][WINED3DTSS_COLOROP];
4360 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4362 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4364 /* Reject invalid texture units */
4365 if (Stage >= GL_LIMITS(texture_stages)) {
4366 TRACE("Attempt to access invalid texture rejected\n");
4367 return WINED3DERR_INVALIDCALL;
4370 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4371 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4372 This->updateStateBlock->textureState[Stage][Type] = Value;
4374 if (This->isRecordingState) {
4375 TRACE("Recording... not performing anything\n");
4379 if(Stage > This->stateBlock->lowest_disabled_stage &&
4380 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4381 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4382 * Changes in other states are important on disabled stages too
4387 if(Type == WINED3DTSS_COLOROP) {
4390 if(Value == WINED3DTOP_DISABLE && oldColorOp != WINED3DTOP_DISABLE) {
4391 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4392 * they have to be disabled
4394 * The current stage is dirtified below.
4396 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4397 TRACE("Additionally dirtifying stage %d\n", i);
4398 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4400 This->stateBlock->lowest_disabled_stage = Stage;
4401 TRACE("New lowest disabled: %d\n", Stage);
4402 } else if(Value != WINED3DTOP_DISABLE && oldColorOp == WINED3DTOP_DISABLE) {
4403 /* Previously disabled stage enabled. Stages above it may need enabling
4404 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4405 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4407 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4410 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4411 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4414 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4415 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4417 This->stateBlock->lowest_disabled_stage = i;
4418 TRACE("New lowest disabled: %d\n", i);
4420 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4421 /* TODO: Built a stage -> texture unit mapping for register combiners */
4425 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4430 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4431 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4432 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4433 *pValue = This->updateStateBlock->textureState[Stage][Type];
4440 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4442 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4443 IWineD3DBaseTexture *oldTexture;
4445 oldTexture = This->updateStateBlock->textures[Stage];
4446 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4448 #if 0 /* TODO: check so vertex textures */
4449 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4450 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4455 /* Reject invalid texture units */
4456 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
4457 WARN("Attempt to access invalid texture rejected\n");
4458 return WINED3DERR_INVALIDCALL;
4461 if(pTexture != NULL) {
4462 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4464 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4465 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4466 return WINED3DERR_INVALIDCALL;
4470 oldTexture = This->updateStateBlock->textures[Stage];
4471 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4472 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4474 This->updateStateBlock->set.textures[Stage] = TRUE;
4475 This->updateStateBlock->changed.textures[Stage] = TRUE;
4476 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4477 This->updateStateBlock->textures[Stage] = pTexture;
4479 /* Handle recording of state blocks */
4480 if (This->isRecordingState) {
4481 TRACE("Recording... not performing anything\n");
4485 /** NOTE: MSDN says that setTexture increases the reference count,
4486 * and the the application nust set the texture back to null (or have a leaky application),
4487 * This means we should pass the refcount up to the parent
4488 *******************************/
4489 if (NULL != This->updateStateBlock->textures[Stage]) {
4490 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4491 if(oldTexture == NULL) {
4492 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4493 * so the COLOROP and ALPHAOP have to be dirtified.
4495 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4496 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4500 if (NULL != oldTexture) {
4501 IWineD3DBaseTexture_Release(oldTexture);
4502 if(pTexture == NULL) {
4503 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4504 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4508 /* Color keying is affected by the texture. Temporarily mark the color key state (=alpha test)
4509 * dirty until textures are integrated with the state management
4511 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
4512 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORKEYENABLE));
4518 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4519 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4520 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4522 /* Reject invalid texture units */
4523 if (Stage >= GL_LIMITS(sampler_stages)) {
4524 TRACE("Attempt to access invalid texture rejected\n");
4525 return WINED3DERR_INVALIDCALL;
4527 *ppTexture=This->stateBlock->textures[Stage];
4529 IWineD3DBaseTexture_AddRef(*ppTexture);
4537 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4538 IWineD3DSurface **ppBackBuffer) {
4539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4540 IWineD3DSwapChain *swapChain;
4543 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4545 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4546 if (hr == WINED3D_OK) {
4547 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4548 IWineD3DSwapChain_Release(swapChain);
4550 *ppBackBuffer = NULL;
4555 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4557 WARN("(%p) : stub, calling idirect3d for now\n", This);
4558 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4561 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4563 IWineD3DSwapChain *swapChain;
4566 if(iSwapChain > 0) {
4567 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4568 if (hr == WINED3D_OK) {
4569 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4570 IWineD3DSwapChain_Release(swapChain);
4572 FIXME("(%p) Error getting display mode\n", This);
4575 /* Don't read the real display mode,
4576 but return the stored mode instead. X11 can't change the color
4577 depth, and some apps are pretty angry if they SetDisplayMode from
4578 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4580 Also don't relay to the swapchain because with ddraw it's possible
4581 that there isn't a swapchain at all */
4582 pMode->Width = This->ddraw_width;
4583 pMode->Height = This->ddraw_height;
4584 pMode->Format = This->ddraw_format;
4585 pMode->RefreshRate = 0;
4592 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4593 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4594 TRACE("(%p)->(%p)\n", This, hWnd);
4596 This->ddraw_window = hWnd;
4600 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4601 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4602 TRACE("(%p)->(%p)\n", This, hWnd);
4604 *hWnd = This->ddraw_window;
4609 * Stateblock related functions
4612 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4613 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4614 IWineD3DStateBlockImpl *object;
4615 HRESULT temp_result;
4617 TRACE("(%p)\n", This);
4619 if (This->isRecordingState) {
4620 return WINED3DERR_INVALIDCALL;
4623 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4624 if (NULL == object ) {
4625 FIXME("(%p)Error allocating memory for stateblock\n", This);
4626 return E_OUTOFMEMORY;
4628 TRACE("(%p) created object %p\n", This, object);
4629 object->wineD3DDevice= This;
4630 /** FIXME: object->parent = parent; **/
4631 object->parent = NULL;
4632 object->blockType = WINED3DSBT_ALL;
4634 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4636 temp_result = allocate_shader_constants(object);
4637 if (WINED3D_OK != temp_result)
4640 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4641 This->updateStateBlock = object;
4642 This->isRecordingState = TRUE;
4644 TRACE("(%p) recording stateblock %p\n",This , object);
4648 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4651 if (!This->isRecordingState) {
4652 FIXME("(%p) not recording! returning error\n", This);
4653 *ppStateBlock = NULL;
4654 return WINED3DERR_INVALIDCALL;
4657 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4658 This->isRecordingState = FALSE;
4659 This->updateStateBlock = This->stateBlock;
4660 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4661 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4662 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4667 * Scene related functions
4669 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4670 /* At the moment we have no need for any functionality at the beginning
4672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4673 TRACE("(%p) : stub\n", This);
4677 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4678 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4679 TRACE("(%p)\n", This);
4681 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4683 checkGLcall("glFlush");
4685 TRACE("End Scene\n");
4686 /* If we're using FBOs this isn't needed */
4687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_targets[0] != NULL) {
4689 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4690 IUnknown *targetContainer = NULL;
4691 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4692 || WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DDevice, (void **)&targetContainer)) {
4693 TRACE("(%p) : Texture rendertarget %p\n", This ,This->render_targets[0]);
4694 /** always dirtify for now. we must find a better way to see that surface have been modified
4695 (Modifications should will only occur via draw-primitive, but we do need better locking
4696 switching to render-to-texture should remove the overhead though.
4698 IWineD3DSurface_SetPBufferState(This->render_targets[0], TRUE /* inPBuffer */, FALSE /* inTexture */);
4699 IWineD3DSurface_AddDirtyRect(This->render_targets[0], NULL);
4700 IWineD3DSurface_PreLoad(This->render_targets[0]);
4701 IWineD3DSurface_SetPBufferState(This->render_targets[0], FALSE /* inPBuffer */, FALSE /* inTexture */);
4702 IUnknown_Release(targetContainer);
4705 This->sceneEnded = TRUE;
4710 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4711 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4712 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4713 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4714 IWineD3DSwapChain *swapChain = NULL;
4716 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4718 TRACE("(%p) Presenting the frame\n", This);
4720 for(i = 0 ; i < swapchains ; i ++) {
4722 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4723 TRACE("presentinng chain %d, %p\n", i, swapChain);
4724 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4725 IWineD3DSwapChain_Release(swapChain);
4731 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4732 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4733 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4735 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
4736 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
4737 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4738 GLbitfield glMask = 0;
4739 GLboolean old_ztest;
4740 GLfloat old_z_clear_value;
4741 GLint old_stencil_clear_value;
4742 GLfloat old_color_clear_value[4];
4744 CONST WINED3DRECT* curRect;
4746 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
4747 Count, pRects, Flags, Z, Stencil);
4751 glEnable(GL_SCISSOR_TEST);
4752 checkGLcall("glEnable GL_SCISSOR_TEST");
4754 if (Count > 0 && pRects) {
4760 /* Only set the values up once, as they are not changing */
4761 if (Flags & WINED3DCLEAR_STENCIL) {
4762 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4763 glClearStencil(Stencil);
4764 checkGLcall("glClearStencil");
4765 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4766 glStencilMask(0xFFFFFFFF);
4769 if (Flags & WINED3DCLEAR_ZBUFFER) {
4770 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4771 glDepthMask(GL_TRUE);
4772 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4774 checkGLcall("glClearDepth");
4775 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4778 if (Flags & WINED3DCLEAR_TARGET) {
4779 TRACE("Clearing screen with glClear to color %x\n", Color);
4780 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4781 glClearColor(D3DCOLOR_R(Color),
4785 checkGLcall("glClearColor");
4787 /* Clear ALL colors! */
4788 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4789 glMask = glMask | GL_COLOR_BUFFER_BIT;
4792 /* Now process each rect in turn */
4793 for (i = 0; i < Count || i == 0; i++) {
4796 /* Note gl uses lower left, width/height */
4797 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4798 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4799 curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4800 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4801 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4802 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4803 checkGLcall("glScissor");
4805 glScissor(This->stateBlock->viewport.X,
4806 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4807 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4808 This->stateBlock->viewport.Width,
4809 This->stateBlock->viewport.Height);
4810 checkGLcall("glScissor");
4813 /* Clear the selected rectangle (or full screen) */
4815 checkGLcall("glClear");
4817 /* Step to the next rectangle */
4818 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
4821 /* Restore the old values (why..?) */
4822 if (Flags & WINED3DCLEAR_STENCIL) {
4823 glClearStencil(old_stencil_clear_value);
4824 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4826 if (Flags & WINED3DCLEAR_ZBUFFER) {
4827 glDepthMask(old_ztest);
4828 glClearDepth(old_z_clear_value);
4830 if (Flags & WINED3DCLEAR_TARGET) {
4831 glClearColor(old_color_clear_value[0],
4832 old_color_clear_value[1],
4833 old_color_clear_value[2],
4834 old_color_clear_value[3]);
4835 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4836 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4837 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4838 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4841 glDisable(GL_SCISSOR_TEST);
4842 checkGLcall("glDisable");
4851 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4852 UINT PrimitiveCount) {
4854 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4855 This->stateBlock->streamIsUP = FALSE;
4857 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4858 debug_d3dprimitivetype(PrimitiveType),
4859 StartVertex, PrimitiveCount);
4860 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4861 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
4867 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4868 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4869 WINED3DPRIMITIVETYPE PrimitiveType,
4870 INT baseVIndex, UINT minIndex,
4871 UINT NumVertices, UINT startIndex, UINT primCount) {
4873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4875 IWineD3DIndexBuffer *pIB;
4876 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4878 pIB = This->stateBlock->pIndexData;
4879 This->stateBlock->streamIsUP = FALSE;
4881 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
4882 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4883 minIndex, NumVertices, startIndex, baseVIndex, primCount);
4885 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4886 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4892 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
4893 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
4898 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4899 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4900 UINT VertexStreamZeroStride) {
4901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4903 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4904 debug_d3dprimitivetype(PrimitiveType),
4905 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4907 /* release the stream source */
4908 if (This->stateBlock->streamSource[0] != NULL) {
4909 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4912 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4913 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4914 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4915 This->stateBlock->streamIsUP = TRUE;
4917 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4918 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
4920 /* MSDN specifies stream zero settings must be set to NULL */
4921 This->stateBlock->streamStride[0] = 0;
4922 This->stateBlock->streamSource[0] = NULL;
4924 /*stream zero settings set to null at end, as per the msdn */
4928 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4929 UINT MinVertexIndex, UINT NumVertices,
4930 UINT PrimitiveCount, CONST void* pIndexData,
4931 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4932 UINT VertexStreamZeroStride) {
4934 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4936 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4937 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4938 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4939 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4941 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4947 /* release the stream and index data */
4948 if (This->stateBlock->streamSource[0] != NULL) {
4949 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4951 if (This->stateBlock->pIndexData) {
4952 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
4955 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4956 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4957 This->stateBlock->streamIsUP = TRUE;
4958 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4960 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
4962 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4963 This->stateBlock->streamSource[0] = NULL;
4964 This->stateBlock->streamStride[0] = 0;
4965 This->stateBlock->pIndexData = NULL;
4970 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4972 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
4975 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4976 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4977 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4978 HRESULT hr = WINED3D_OK;
4979 WINED3DRESOURCETYPE sourceType;
4980 WINED3DRESOURCETYPE destinationType;
4983 /* TODO: think about moving the code into IWineD3DBaseTexture */
4985 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4987 /* verify that the source and destination textures aren't NULL */
4988 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4989 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4990 This, pSourceTexture, pDestinationTexture);
4991 hr = WINED3DERR_INVALIDCALL;
4994 if (pSourceTexture == pDestinationTexture) {
4995 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4996 This, pSourceTexture, pDestinationTexture);
4997 hr = WINED3DERR_INVALIDCALL;
4999 /* Verify that the source and destination textures are the same type */
5000 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5001 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5003 if (sourceType != destinationType) {
5004 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5006 hr = WINED3DERR_INVALIDCALL;
5009 /* check that both textures have the identical numbers of levels */
5010 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5011 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5012 hr = WINED3DERR_INVALIDCALL;
5015 if (WINED3D_OK == hr) {
5017 /* Make sure that the destination texture is loaded */
5018 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5020 /* Update every surface level of the texture */
5021 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5023 switch (sourceType) {
5024 case WINED3DRTYPE_TEXTURE:
5026 IWineD3DSurface *srcSurface;
5027 IWineD3DSurface *destSurface;
5029 for (i = 0 ; i < levels ; ++i) {
5030 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5031 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5032 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5033 IWineD3DSurface_Release(srcSurface);
5034 IWineD3DSurface_Release(destSurface);
5035 if (WINED3D_OK != hr) {
5036 WARN("(%p) : Call to update surface failed\n", This);
5042 case WINED3DRTYPE_CUBETEXTURE:
5044 IWineD3DSurface *srcSurface;
5045 IWineD3DSurface *destSurface;
5046 WINED3DCUBEMAP_FACES faceType;
5048 for (i = 0 ; i < levels ; ++i) {
5049 /* Update each cube face */
5050 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5051 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5052 if (WINED3D_OK != hr) {
5053 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5055 TRACE("Got srcSurface %p\n", srcSurface);
5057 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5058 if (WINED3D_OK != hr) {
5059 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5061 TRACE("Got desrSurface %p\n", destSurface);
5063 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5064 IWineD3DSurface_Release(srcSurface);
5065 IWineD3DSurface_Release(destSurface);
5066 if (WINED3D_OK != hr) {
5067 WARN("(%p) : Call to update surface failed\n", This);
5074 #if 0 /* TODO: Add support for volume textures */
5075 case WINED3DRTYPE_VOLUMETEXTURE:
5077 IWineD3DVolume srcVolume = NULL;
5078 IWineD3DSurface destVolume = NULL;
5080 for (i = 0 ; i < levels ; ++i) {
5081 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5082 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5083 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5084 IWineD3DVolume_Release(srcSurface);
5085 IWineD3DVolume_Release(destSurface);
5086 if (WINED3D_OK != hr) {
5087 WARN("(%p) : Call to update volume failed\n", This);
5095 FIXME("(%p) : Unsupported source and destination type\n", This);
5096 hr = WINED3DERR_INVALIDCALL;
5103 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5104 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5105 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
5106 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5108 TRACE("(%p) : stub\n", This);
5111 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5113 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5114 * NOTE It may be best to move the code into surface to occomplish this
5115 ****************************************/
5117 WINED3DSURFACE_DESC surfaceDesc;
5118 unsigned int surfaceWidth, surfaceHeight;
5119 glDescriptor *targetGlDescription = NULL;
5120 glDescriptor *surfaceGlDescription = NULL;
5121 IWineD3DSwapChainImpl *container = NULL;
5123 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5124 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5125 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5127 surfaceDesc.Width = &surfaceWidth;
5128 surfaceDesc.Height = &surfaceHeight;
5129 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5130 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5132 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5133 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5135 /* TODO: opengl Context switching for swapchains etc... */
5136 if (NULL != container || pRenderTarget == This->render_targets[0] || pRenderTarget == This->depthStencilBuffer) {
5137 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
5138 glReadBuffer(GL_BACK);
5139 vcheckGLcall("glReadBuffer(GL_BACK)");
5140 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->render_targets[0])) {
5141 glReadBuffer(GL_FRONT);
5142 vcheckGLcall("glReadBuffer(GL_FRONT)");
5143 } else if (pRenderTarget == This->depthStencilBuffer) {
5144 FIXME("Reading of depthstencil not yet supported\n");
5151 surfaceGlDescription->glFormat,
5152 surfaceGlDescription->glType,
5153 (void *)IWineD3DSurface_GetData(pSurface));
5154 vcheckGLcall("glReadPixels(...)");
5155 if(NULL != container ){
5156 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5159 IWineD3DBaseTexture *container;
5160 GLenum textureDimensions = GL_TEXTURE_2D;
5162 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5163 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5164 IWineD3DBaseTexture_Release(container);
5166 /* TODO: 2D -> Cube surface coppies etc.. */
5167 if (surfaceGlDescription->target != textureDimensions) {
5168 FIXME("(%p) : Texture dimension mismatch\n", This);
5170 glEnable(textureDimensions);
5171 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5172 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5173 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5174 vcheckGLcall("glBindTexture");
5175 glGetTexImage(surfaceGlDescription->target,
5176 surfaceGlDescription->level,
5177 surfaceGlDescription->glFormat,
5178 surfaceGlDescription->glType,
5179 (void *)IWineD3DSurface_GetData(pSurface));
5180 glDisable(textureDimensions);
5181 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5188 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5189 IWineD3DSwapChain *swapChain;
5191 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5192 if(hr == WINED3D_OK) {
5193 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5194 IWineD3DSwapChain_Release(swapChain);
5199 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5200 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5201 /* return a sensible default */
5203 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5204 FIXME("(%p) : stub\n", This);
5208 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5211 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5212 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5213 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5214 return WINED3DERR_INVALIDCALL;
5216 for (j = 0; j < 256; ++j) {
5217 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5218 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5219 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5220 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5222 TRACE("(%p) : returning\n", This);
5226 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5229 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5230 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5231 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5232 return WINED3DERR_INVALIDCALL;
5234 for (j = 0; j < 256; ++j) {
5235 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5236 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5237 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5238 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5240 TRACE("(%p) : returning\n", This);
5244 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5246 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5247 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5248 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5249 return WINED3DERR_INVALIDCALL;
5251 /*TODO: stateblocks */
5252 This->currentPalette = PaletteNumber;
5253 TRACE("(%p) : returning\n", This);
5257 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5259 if (PaletteNumber == NULL) {
5260 WARN("(%p) : returning Invalid Call\n", This);
5261 return WINED3DERR_INVALIDCALL;
5263 /*TODO: stateblocks */
5264 *PaletteNumber = This->currentPalette;
5265 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5269 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5270 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5271 static BOOL showFixmes = TRUE;
5273 FIXME("(%p) : stub\n", This);
5277 This->softwareVertexProcessing = bSoftware;
5282 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5284 static BOOL showFixmes = TRUE;
5286 FIXME("(%p) : stub\n", This);
5289 return This->softwareVertexProcessing;
5293 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5294 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5295 IWineD3DSwapChain *swapChain;
5298 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5300 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5301 if(hr == WINED3D_OK){
5302 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5303 IWineD3DSwapChain_Release(swapChain);
5305 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5311 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5312 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5313 static BOOL showfixmes = TRUE;
5314 if(nSegments != 0.0f) {
5316 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5323 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5325 static BOOL showfixmes = TRUE;
5327 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5333 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5334 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5335 /** TODO: remove casts to IWineD3DSurfaceImpl
5336 * NOTE: move code to surface to accomplish this
5337 ****************************************/
5338 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5339 int srcWidth, srcHeight;
5340 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5341 WINED3DFORMAT destFormat, srcFormat;
5343 int destLeft, destTop;
5344 WINED3DPOOL srcPool, destPool;
5346 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5347 glDescriptor *glDescription = NULL;
5348 GLenum textureDimensions = GL_TEXTURE_2D;
5349 IWineD3DBaseTexture *baseTexture;
5351 WINED3DSURFACE_DESC winedesc;
5353 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5354 memset(&winedesc, 0, sizeof(winedesc));
5355 winedesc.Width = &srcSurfaceWidth;
5356 winedesc.Height = &srcSurfaceHeight;
5357 winedesc.Pool = &srcPool;
5358 winedesc.Format = &srcFormat;
5360 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5362 winedesc.Width = &destSurfaceWidth;
5363 winedesc.Height = &destSurfaceHeight;
5364 winedesc.Pool = &destPool;
5365 winedesc.Format = &destFormat;
5366 winedesc.Size = &destSize;
5368 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5370 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5371 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5372 return WINED3DERR_INVALIDCALL;
5375 if (destFormat == WINED3DFMT_UNKNOWN) {
5376 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5377 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5379 /* Get the update surface description */
5380 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5383 /* Make sure the surface is loaded and up to date */
5384 IWineD3DSurface_PreLoad(pDestinationSurface);
5386 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5390 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5391 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5392 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5393 destLeft = pDestPoint ? pDestPoint->x : 0;
5394 destTop = pDestPoint ? pDestPoint->y : 0;
5397 /* This function doesn't support compressed textures
5398 the pitch is just bytesPerPixel * width */
5399 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5400 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5401 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5402 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5404 /* TODO DXT formats */
5406 if(pSourceRect != NULL && pSourceRect->top != 0){
5407 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5409 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5411 ,glDescription->level
5416 ,glDescription->glFormat
5417 ,glDescription->glType
5418 ,IWineD3DSurface_GetData(pSourceSurface)
5422 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5424 /* need to lock the surface to get the data */
5425 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5428 /* TODO: Cube and volume support */
5430 /* not a whole row so we have to do it a line at a time */
5433 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5434 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5436 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5438 glTexSubImage2D(glDescription->target
5439 ,glDescription->level
5444 ,glDescription->glFormat
5445 ,glDescription->glType
5446 ,data /* could be quicker using */
5451 } else { /* Full width, so just write out the whole texture */
5453 if (WINED3DFMT_DXT1 == destFormat ||
5454 WINED3DFMT_DXT2 == destFormat ||
5455 WINED3DFMT_DXT3 == destFormat ||
5456 WINED3DFMT_DXT4 == destFormat ||
5457 WINED3DFMT_DXT5 == destFormat) {
5458 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5459 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5460 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5461 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5462 } if (destFormat != srcFormat) {
5463 FIXME("Updating mixed format compressed texture is not curretly support\n");
5465 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5466 glDescription->level,
5467 glDescription->glFormatInternal,
5472 IWineD3DSurface_GetData(pSourceSurface));
5475 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5480 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5482 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5483 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5484 data returned by GetData non-power2 width/height with hardware non-power2
5485 pow2Width/height are set to surface width height, repacking isn't needed so it
5486 doesn't matter which function gets called. */
5487 glTexSubImage2D(glDescription->target
5488 ,glDescription->level
5493 ,glDescription->glFormat
5494 ,glDescription->glType
5495 ,IWineD3DSurface_GetData(pSourceSurface)
5499 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5500 glTexSubImage2D(glDescription->target
5501 ,glDescription->level
5504 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5505 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5506 ,glDescription->glFormat
5507 ,glDescription->glType
5508 ,IWineD3DSurface_GetData(pSourceSurface)
5514 checkGLcall("glTexSubImage2D");
5515 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
5517 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5518 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5519 * surface bigger than it needs to be hmm.. */
5520 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5521 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5522 IWineD3DBaseTexture_Release(baseTexture);
5525 glDisable(textureDimensions); /* This needs to be managed better.... */
5531 /* Implementation details at http://developer.nvidia.com/attach/6494
5533 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5534 hmm.. no longer supported use
5535 OpenGL evaluators or tessellate surfaces within your application.
5538 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5539 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5540 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5541 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5542 FIXME("(%p) : Stub\n", This);
5547 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5548 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5549 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5550 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5551 FIXME("(%p) : Stub\n", This);
5555 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5557 TRACE("(%p) Handle(%d)\n", This, Handle);
5558 FIXME("(%p) : Stub\n", This);
5562 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5563 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5564 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5566 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
5568 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5569 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5570 return WINED3DERR_INVALIDCALL;
5573 /* Just forward this to the DirectDraw blitting engine */
5574 memset(&BltFx, 0, sizeof(BltFx));
5575 BltFx.dwSize = sizeof(BltFx);
5576 BltFx.u5.dwFillColor = color;
5577 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
5580 /* rendertarget and deptth stencil functions */
5581 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5584 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5585 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5586 return WINED3DERR_INVALIDCALL;
5589 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5590 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5591 /* Note inc ref on returned surface */
5592 if(*ppRenderTarget != NULL)
5593 IWineD3DSurface_AddRef(*ppRenderTarget);
5597 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5599 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5600 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5601 IWineD3DSwapChainImpl *Swapchain;
5604 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5606 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5607 if(hr != WINED3D_OK) {
5608 ERR("Can't get the swapchain\n");
5612 /* Make sure to release the swapchain */
5613 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5615 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5616 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5617 return WINED3DERR_INVALIDCALL;
5619 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5620 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5621 return WINED3DERR_INVALIDCALL;
5624 if(Swapchain->frontBuffer != Front) {
5625 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5627 if(Swapchain->frontBuffer)
5628 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5629 Swapchain->frontBuffer = Front;
5631 if(Swapchain->frontBuffer) {
5632 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5636 if(Back && !Swapchain->backBuffer) {
5637 /* We need memory for the back buffer array - only one back buffer this way */
5638 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5639 if(!Swapchain->backBuffer) {
5640 ERR("Out of memory\n");
5641 return E_OUTOFMEMORY;
5645 if(Swapchain->backBuffer[0] != Back) {
5646 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5648 if(!Swapchain->backBuffer[0]) {
5649 /* GL was told to draw to the front buffer at creation,
5652 glDrawBuffer(GL_BACK);
5653 checkGLcall("glDrawBuffer(GL_BACK)");
5654 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5655 Swapchain->presentParms.BackBufferCount = 1;
5657 /* That makes problems - disable for now */
5658 /* glDrawBuffer(GL_FRONT); */
5659 checkGLcall("glDrawBuffer(GL_FRONT)");
5660 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5661 Swapchain->presentParms.BackBufferCount = 0;
5665 if(Swapchain->backBuffer[0])
5666 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5667 Swapchain->backBuffer[0] = Back;
5669 if(Swapchain->backBuffer[0]) {
5670 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5672 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5680 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5681 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5682 *ppZStencilSurface = This->depthStencilBuffer;
5683 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5685 if(*ppZStencilSurface != NULL) {
5686 /* Note inc ref on returned surface */
5687 IWineD3DSurface_AddRef(*ppZStencilSurface);
5692 static void bind_fbo(IWineD3DDevice *iface) {
5693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5696 GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
5697 checkGLcall("glGenFramebuffersEXT()");
5699 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
5700 checkGLcall("glBindFramebuffer()");
5703 /* TODO: Handle stencil attachments */
5704 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5706 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5708 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5712 if (depth_stencil_impl) {
5713 GLenum texttarget, target;
5715 IWineD3DSurface_PreLoad(depth_stencil);
5716 texttarget = depth_stencil_impl->glDescription.target;
5717 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5719 glBindTexture(target, depth_stencil_impl->glDescription.textureName);
5720 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5721 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5722 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5723 glBindTexture(target, 0);
5725 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5726 checkGLcall("glFramebufferTexture2DEXT()");
5728 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5729 checkGLcall("glFramebufferTexture2DEXT()");
5732 if (!This->render_offscreen) {
5733 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5734 checkGLcall("glBindFramebuffer()");
5738 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5740 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5742 if (idx >= GL_LIMITS(buffers)) {
5743 ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
5749 GLenum texttarget, target;
5751 IWineD3DSurface_PreLoad(render_target);
5752 texttarget = rtimpl->glDescription.target;
5753 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5755 glBindTexture(target, rtimpl->glDescription.textureName);
5756 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5757 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5758 glBindTexture(target, 0);
5760 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
5761 checkGLcall("glFramebufferTexture2DEXT()");
5763 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5765 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5766 checkGLcall("glFramebufferTexture2DEXT()");
5768 This->draw_buffers[idx] = GL_NONE;
5771 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5772 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5773 checkGLcall("glDrawBuffers()");
5776 if (!This->render_offscreen) {
5777 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5778 checkGLcall("glBindFramebuffer()");
5782 /* internal static helper functions */
5783 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5784 IWineD3DSurface *RenderSurface);
5786 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5787 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5788 HRESULT hr = WINED3D_OK;
5789 WINED3DVIEWPORT viewport;
5791 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5793 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5794 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5795 return WINED3DERR_INVALIDCALL;
5798 /* MSDN says that null disables the render target
5799 but a device must always be associated with a render target
5800 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5802 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5805 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5806 FIXME("Trying to set render target 0 to NULL\n");
5807 return WINED3DERR_INVALIDCALL;
5809 /* TODO: replace Impl* usage with interface usage */
5810 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5811 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5812 return WINED3DERR_INVALIDCALL;
5814 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5815 * builds, but I think wine counts as a 'debug' build for now.
5816 ******************************/
5817 /* If we are trying to set what we already have, don't bother */
5818 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5819 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5821 /* Otherwise, set the render target up */
5823 if (!This->sceneEnded) {
5824 IWineD3DDevice_EndScene(iface);
5826 TRACE("clearing renderer\n");
5827 /* IWineD3DDeviceImpl_CleanRender(iface); */
5828 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5829 depending on the renter target implementation being used.
5830 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5831 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5832 stencil buffer and incure an extra memory overhead */
5833 if (RenderTargetIndex == 0) {
5834 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5839 /* Replace the render target */
5840 if (This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5841 This->render_targets[RenderTargetIndex] = pRenderTarget;
5842 if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5844 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5845 set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
5849 if (SUCCEEDED(hr)) {
5850 /* Finally, reset the viewport as the MSDN states. */
5851 /* TODO: Replace impl usage */
5852 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5853 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5856 viewport.MaxZ = 1.0f;
5857 viewport.MinZ = 0.0f;
5858 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5860 FIXME("Unknown error setting the render target\n");
5862 This->sceneEnded = FALSE;
5866 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5867 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5868 HRESULT hr = WINED3D_OK;
5869 IWineD3DSurface *tmp;
5871 TRACE("(%p) Swapping z-buffer\n",This);
5873 if (pNewZStencil == This->stencilBufferTarget) {
5874 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5876 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5877 * depending on the renter target implementation being used.
5878 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5879 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5880 * stencil buffer and incure an extra memory overhead
5881 ******************************************************/
5884 tmp = This->stencilBufferTarget;
5885 This->stencilBufferTarget = pNewZStencil;
5886 /* should we be calling the parent or the wined3d surface? */
5887 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5888 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5890 /** TODO: glEnable/glDisable on depth/stencil depending on
5891 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5892 **********************************************************/
5893 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5894 set_depth_stencil_fbo(iface, pNewZStencil);
5902 #ifdef GL_VERSION_1_3
5903 /* Internal functions not in DirectX */
5904 /** TODO: move this off to the opengl context manager
5905 *(the swapchain doesn't need to know anything about offscreen rendering!)
5906 ****************************************************/
5908 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5910 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5912 TRACE("(%p), %p\n", This, swapchain);
5914 if (swapchain->win != swapchain->drawable) {
5915 /* Set everything back the way it ws */
5916 swapchain->render_ctx = swapchain->glCtx;
5917 swapchain->drawable = swapchain->win;
5922 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5923 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5927 unsigned int height;
5928 WINED3DFORMAT format;
5929 WINED3DSURFACE_DESC surfaceDesc;
5930 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5931 surfaceDesc.Width = &width;
5932 surfaceDesc.Height = &height;
5933 surfaceDesc.Format = &format;
5934 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5936 /* I need a get width/height function (and should do something with the format) */
5937 for (i = 0; i < CONTEXT_CACHE; ++i) {
5938 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5939 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5940 the pSurface can be set to 0 allowing it to be reused from cache **/
5941 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5942 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5943 *context = &This->contextCache[i];
5946 if (This->contextCache[i].Width == 0) {
5947 This->contextCache[i].pSurface = pSurface;
5948 This->contextCache[i].Width = width;
5949 This->contextCache[i].Height = height;
5950 *context = &This->contextCache[i];
5954 if (i == CONTEXT_CACHE) {
5955 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5956 glContext *dropContext = 0;
5957 for (i = 0; i < CONTEXT_CACHE; i++) {
5958 if (This->contextCache[i].usedcount < minUsage) {
5959 dropContext = &This->contextCache[i];
5960 minUsage = This->contextCache[i].usedcount;
5963 /* clean up the context (this doesn't work for ATI at the moment */
5965 glXDestroyContext(swapchain->display, dropContext->context);
5966 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5969 dropContext->Width = 0;
5970 dropContext->pSurface = pSurface;
5971 *context = dropContext;
5973 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5974 for (i = 0; i < CONTEXT_CACHE; i++) {
5975 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5979 if (*context != NULL)
5982 return E_OUTOFMEMORY;
5986 /* Reapply the device stateblock */
5987 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
5990 IWineD3DStateBlockImpl *oldUpdateStateBlock;
5993 /* Disable recording */
5994 oldUpdateStateBlock = This->updateStateBlock;
5995 oldRecording= This->isRecordingState;
5996 This->isRecordingState = FALSE;
5997 This->updateStateBlock = This->stateBlock;
5999 /* Reapply the state block */
6000 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6002 /* Temporaryily mark all render states dirty to force reapplication
6003 * until the context management for is integrated with the state management
6005 for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
6006 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
6009 /* Restore recording */
6010 This->isRecordingState = oldRecording;
6011 This->updateStateBlock = oldUpdateStateBlock;
6014 /* Set offscreen rendering. When rendering offscreen the surface will be
6015 * rendered upside down to compensate for the fact that D3D texture coordinates
6016 * are flipped compared to GL texture coordinates. The cullmode is affected by
6017 * this, so it must be updated. To update the cullmode stateblock recording has
6018 * to be temporarily disabled. The new state management code will hopefully
6019 * make this unnecessary */
6020 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
6023 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6025 /* Nothing to update, return. */
6026 if (This->render_offscreen == isTexture) return;
6028 /* Disable recording */
6029 oldUpdateStateBlock = This->updateStateBlock;
6030 oldRecording= This->isRecordingState;
6031 This->isRecordingState = FALSE;
6032 This->updateStateBlock = This->stateBlock;
6034 This->render_offscreen = isTexture;
6035 if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
6036 This->depth_copy_state = WINED3D_DCS_COPY;
6038 This->last_was_rhw = FALSE;
6039 This->proj_valid = FALSE;
6040 IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
6042 /* Restore recording */
6043 This->isRecordingState = oldRecording;
6044 This->updateStateBlock = oldUpdateStateBlock;
6047 /* Returns an array of compatible FBconfig(s).
6048 * The array must be freed with XFree. Requires ENTER_GL() */
6050 static GLXFBConfig* device_find_fbconfigs(
6051 IWineD3DDeviceImpl* This,
6052 IWineD3DSwapChainImpl* implicitSwapchainImpl,
6053 IWineD3DSurface* RenderSurface) {
6055 GLXFBConfig* cfgs = NULL;
6060 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
6061 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
6062 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
6065 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
6066 it StencilSurface != NULL && zBufferTarget == NULL switch it on
6069 #define PUSH1(att) attribs[nAttribs++] = (att);
6070 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
6072 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
6074 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
6075 PUSH2(GLX_X_RENDERABLE, TRUE);
6076 PUSH2(GLX_DOUBLEBUFFER, TRUE);
6077 TRACE("calling makeglcfg\n");
6078 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
6080 TRACE("calling chooseFGConfig\n");
6081 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
6082 DefaultScreen(implicitSwapchainImpl->display),
6085 /* OK we didn't find the exact config, so use any reasonable match */
6086 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
6088 static BOOL show_message = TRUE;
6090 ERR("Failed to find exact match, finding alternative but you may "
6091 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
6092 show_message = FALSE;
6095 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
6096 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
6097 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
6098 PUSH2(GLX_DOUBLEBUFFER, FALSE);
6099 TRACE("calling makeglcfg\n");
6100 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6102 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
6103 DefaultScreen(implicitSwapchainImpl->display),
6108 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
6109 BackBufferFormat, debug_d3dformat(BackBufferFormat),
6110 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6114 for (i = 0; i < nCfgs; ++i) {
6115 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6116 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6117 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6119 if (NULL != This->renderTarget) {
6121 vcheckGLcall("glFlush");
6122 /** This is only useful if the old render target was a swapchain,
6123 * we need to supercede this with a function that displays
6124 * the current buffer on the screen. This is easy to do in glx1.3 but
6125 * we need to do copy-write pixels in glx 1.2.
6126 ************************************************/
6127 glXSwapBuffers(implicitSwapChainImpl->display,
6128 implicitSwapChainImpl->drawable);
6129 printf("Hit Enter to get next frame ...\n");
6140 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6141 * the functionality needs splitting up so that we don't do more than we should do.
6142 * this only seems to impact performance a little.
6143 ******************************/
6144 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6145 IWineD3DSurface *RenderSurface) {
6148 * Currently only active for GLX >= 1.3
6149 * for others versions we'll have to use GLXPixmaps
6151 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6152 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6153 * so only check OpenGL version
6154 * ..........................
6155 * I don't believe that it is a problem with NVidia headers,
6156 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6157 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6159 * Your application will report GLX version 1.2 on glXQueryVersion.
6160 * However, it is safe to call the GLX 1.3 functions as described below.
6162 #if defined(GL_VERSION_1_3)
6164 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6165 GLXFBConfig* cfgs = NULL;
6166 IWineD3DSwapChain *currentSwapchain;
6167 IWineD3DSwapChainImpl *currentSwapchainImpl;
6168 IWineD3DSwapChain *implicitSwapchain;
6169 IWineD3DSwapChainImpl *implicitSwapchainImpl;
6170 IWineD3DSwapChain *renderSurfaceSwapchain;
6171 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
6173 /* Obtain a reference to the device implicit swapchain,
6174 * the swapchain of the current render target,
6175 * and the swapchain of the new render target.
6176 * Fallback to device implicit swapchain if the current render target doesn't have one */
6177 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
6178 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
6179 IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
6180 if (currentSwapchain == NULL)
6181 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
6183 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
6184 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
6185 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
6190 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6191 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
6192 **********************************************************************/
6193 if (renderSurfaceSwapchain != NULL) {
6195 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6196 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
6197 TRACE("making swapchain active\n");
6198 if (RenderSurface != This->render_targets[0]) {
6199 BOOL backbuf = FALSE;
6202 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
6203 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
6211 /* This could be flagged so that some operations work directly with the front buffer */
6212 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6214 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
6215 renderSurfaceSwapchainImpl->win,
6216 renderSurfaceSwapchainImpl->glCtx) == False) {
6218 TRACE("Error in setting current context: context %p drawable %ld !\n",
6219 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
6221 checkGLcall("glXMakeContextCurrent");
6223 /* Clean up the old context */
6224 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6226 /* Reapply the stateblock, and set the device not to render to texture */
6227 device_reapply_stateblock(This);
6228 device_render_to_texture(This, FALSE);
6231 /* Offscreen rendering: PBuffers (currently disabled).
6232 * Also note that this path is never reached if FBOs are supported */
6233 } else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
6234 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
6236 /** ********************************************************************
6237 * This is a quickly hacked out implementation of offscreen textures.
6238 * It will work in most cases but there may be problems if the client
6239 * modifies the texture directly, or expects the contents of the rendertarget
6242 * There are some real speed vs compatibility issues here:
6243 * we should really use a new context for every texture, but that eats ram.
6244 * we should also be restoring the texture to the pbuffer but that eats CPU
6245 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6246 * but if this means reusing the display backbuffer then we need to make sure that
6247 * states are correctly preserved.
6248 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6249 * and gain a good performance increase at the cost of compatibility.
6250 * I would suggest that, when this is the case, a user configurable flag be made
6251 * available, allowing the user to choose the best emulated experience for them.
6252 *********************************************************************/
6254 XVisualInfo *visinfo;
6255 glContext *newContext;
6257 /* Here were using a shared context model */
6258 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6259 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6262 /* If the context doesn't exist then create a new one */
6263 /* TODO: This should really be part of findGlContext */
6264 if (NULL == newContext->context) {
6269 TRACE("making new buffer\n");
6270 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
6271 attribs[nAttribs++] = newContext->Width;
6272 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
6273 attribs[nAttribs++] = newContext->Height;
6274 attribs[nAttribs++] = None;
6276 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
6278 /** ****************************************
6279 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6281 * In future releases, we may provide the calls glXCreateNewContext,
6282 * glXQueryDrawable and glXMakeContextCurrent.
6283 * so until then we have to use glXGetVisualFromFBConfig &co..
6284 ********************************************/
6286 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
6288 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6290 newContext->context = glXCreateContext(
6291 implicitSwapchainImpl->display, visinfo,
6292 implicitSwapchainImpl->glCtx, GL_TRUE);
6297 if (NULL == newContext || NULL == newContext->context) {
6298 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6300 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6301 if (glXMakeCurrent(implicitSwapchainImpl->display,
6302 newContext->drawable, newContext->context) == False) {
6304 TRACE("Error in setting current context: context %p drawable %ld\n",
6305 newContext->context, newContext->drawable);
6307 checkGLcall("glXMakeContextCurrent");
6309 /* Clean up the old context */
6310 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6312 /* Reapply stateblock, and set device to render to a texture */
6313 device_reapply_stateblock(This);
6314 device_render_to_texture(This, TRUE);
6316 /* Set the current context of the swapchain to the new context */
6317 implicitSwapchainImpl->drawable = newContext->drawable;
6318 implicitSwapchainImpl->render_ctx = newContext->context;
6321 /* Same context, but update render_offscreen and cull mode */
6322 device_render_to_texture(This, TRUE);
6325 if (cfgs != NULL) XFree(cfgs);
6326 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
6327 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
6328 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
6334 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6335 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6336 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6337 /* TODO: the use of Impl is deprecated. */
6338 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6340 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6342 /* some basic validation checks */
6343 if(This->cursorTexture) {
6345 glDeleteTextures(1, &This->cursorTexture);
6347 This->cursorTexture = 0;
6351 /* MSDN: Cursor must be A8R8G8B8 */
6352 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6353 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6354 return WINED3DERR_INVALIDCALL;
6357 /* MSDN: Cursor must be smaller than the display mode */
6358 if(pSur->currentDesc.Width > This->ddraw_width ||
6359 pSur->currentDesc.Height > This->ddraw_height) {
6360 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6361 return WINED3DERR_INVALIDCALL;
6364 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6365 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
6366 * Texture and Blitting code to draw the cursor
6368 pSur->Flags |= SFLAG_FORCELOAD;
6369 IWineD3DSurface_PreLoad(pCursorBitmap);
6370 pSur->Flags &= ~SFLAG_FORCELOAD;
6371 /* Do not store the surface's pointer because the application may release
6372 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
6373 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
6375 This->cursorTexture = pSur->glDescription.textureName;
6376 This->cursorWidth = pSur->currentDesc.Width;
6377 This->cursorHeight = pSur->currentDesc.Height;
6378 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
6381 This->xHotSpot = XHotSpot;
6382 This->yHotSpot = YHotSpot;
6386 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6388 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6390 This->xScreenSpace = XScreenSpace;
6391 This->yScreenSpace = YScreenSpace;
6397 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6399 BOOL oldVisible = This->bCursorVisible;
6400 TRACE("(%p) : visible(%d)\n", This, bShow);
6402 if(This->cursorTexture)
6403 This->bCursorVisible = bShow;
6408 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6410 TRACE("(%p) : state (%u)\n", This, This->state);
6411 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6412 switch (This->state) {
6415 case WINED3DERR_DEVICELOST:
6417 ResourceList *resourceList = This->resources;
6418 while (NULL != resourceList) {
6419 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6420 return WINED3DERR_DEVICENOTRESET;
6421 resourceList = resourceList->next;
6423 return WINED3DERR_DEVICELOST;
6425 case WINED3DERR_DRIVERINTERNALERROR:
6426 return WINED3DERR_DRIVERINTERNALERROR;
6430 return WINED3DERR_DRIVERINTERNALERROR;
6434 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6436 /** FIXME: Resource tracking needs to be done,
6437 * The closes we can do to this is set the priorities of all managed textures low
6438 * and then reset them.
6439 ***********************************************************/
6440 FIXME("(%p) : stub\n", This);
6444 void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6445 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6446 if(surface->Flags & SFLAG_DIBSECTION) {
6447 /* Release the DC */
6448 SelectObject(surface->hDC, surface->dib.holdbitmap);
6449 DeleteDC(surface->hDC);
6450 /* Release the DIB section */
6451 DeleteObject(surface->dib.DIBsection);
6452 surface->dib.bitmap_data = NULL;
6453 surface->resource.allocatedMemory = NULL;
6454 surface->Flags &= ~SFLAG_DIBSECTION;
6456 surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
6457 surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
6458 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
6459 surface->pow2Width = *pPresentationParameters->BackBufferWidth;
6460 surface->pow2Height = *pPresentationParameters->BackBufferHeight;
6462 surface->pow2Width = surface->pow2Height = 1;
6463 while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6464 while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6466 if(surface->glDescription.textureName) {
6468 glDeleteTextures(1, &surface->glDescription.textureName);
6470 surface->glDescription.textureName = 0;
6472 if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
6473 surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
6474 surface->Flags |= SFLAG_NONPOW2;
6476 surface->Flags &= ~SFLAG_NONPOW2;
6478 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6479 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6482 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6483 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6484 IWineD3DSwapChainImpl *swapchain;
6486 BOOL DisplayModeChanged = FALSE;
6487 WINED3DDISPLAYMODE mode;
6488 TRACE("(%p)\n", This);
6490 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6492 ERR("Failed to get the first implicit swapchain\n");
6496 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6497 * on an existing gl context, so there's no real need for recreation.
6499 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6501 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6503 TRACE("New params:\n");
6504 TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
6505 TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
6506 TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
6507 TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
6508 TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
6509 TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
6510 TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
6511 TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
6512 TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
6513 TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6514 TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
6515 TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
6516 TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
6518 /* No special treatment of these parameters. Just store them */
6519 swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
6520 swapchain->presentParms.Flags = *pPresentationParameters->Flags;
6521 swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
6522 swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
6524 /* What to do about these? */
6525 if(*pPresentationParameters->BackBufferCount != 0 &&
6526 *pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6527 ERR("Cannot change the back buffer count yet\n");
6529 if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6530 *pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6531 ERR("Cannot change the back buffer format yet\n");
6533 if(*pPresentationParameters->hDeviceWindow != NULL &&
6534 *pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6535 ERR("Cannot change the device window yet\n");
6537 if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6538 ERR("What do do about a changed auto depth stencil parameter?\n");
6541 if(*pPresentationParameters->Windowed) {
6542 mode.Width = swapchain->orig_width;
6543 mode.Height = swapchain->orig_height;
6544 mode.RefreshRate = 0;
6545 mode.Format = swapchain->presentParms.BackBufferFormat;
6547 mode.Width = *pPresentationParameters->BackBufferWidth;
6548 mode.Height = *pPresentationParameters->BackBufferHeight;
6549 mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
6550 mode.Format = swapchain->presentParms.BackBufferFormat;
6553 /* Should Width == 800 && Height == 0 set 800x600? */
6554 if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
6555 (*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6556 *pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6563 vp.Width = *pPresentationParameters->BackBufferWidth;
6564 vp.Height = *pPresentationParameters->BackBufferHeight;
6568 if(!*pPresentationParameters->Windowed) {
6569 DisplayModeChanged = TRUE;
6571 swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
6572 swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
6574 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6575 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6576 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6579 /* Now set the new viewport */
6580 IWineD3DDevice_SetViewport(iface, &vp);
6583 if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6584 (swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
6585 DisplayModeChanged) {
6586 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6589 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6593 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6595 /** FIXME: always true at the moment **/
6596 if(!bEnableDialogs) {
6597 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6603 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6604 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6605 TRACE("(%p) : pParameters %p\n", This, pParameters);
6607 *pParameters = This->createParms;
6611 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6612 IWineD3DSwapChain *swapchain;
6613 HRESULT hrc = WINED3D_OK;
6615 TRACE("Relaying to swapchain\n");
6617 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6618 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6619 IWineD3DSwapChain_Release(swapchain);
6624 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6625 IWineD3DSwapChain *swapchain;
6626 HRESULT hrc = WINED3D_OK;
6628 TRACE("Relaying to swapchain\n");
6630 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6631 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6632 IWineD3DSwapChain_Release(swapchain);
6638 /** ********************************************************
6639 * Notification functions
6640 ** ********************************************************/
6641 /** This function must be called in the release of a resource when ref == 0,
6642 * the contents of resource must still be correct,
6643 * any handels to other resource held by the caller must be closed
6644 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6645 *****************************************************/
6646 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6648 ResourceList* resourceList;
6650 TRACE("(%p) : resource %p\n", This, resource);
6652 EnterCriticalSection(&resourceStoreCriticalSection);
6654 /* add a new texture to the frot of the linked list */
6655 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6656 resourceList->resource = resource;
6658 /* Get the old head */
6659 resourceList->next = This->resources;
6661 This->resources = resourceList;
6662 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6665 LeaveCriticalSection(&resourceStoreCriticalSection);
6670 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6671 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6672 ResourceList* resourceList = NULL;
6673 ResourceList* previousResourceList = NULL;
6675 TRACE("(%p) : resource %p\n", This, resource);
6678 EnterCriticalSection(&resourceStoreCriticalSection);
6680 resourceList = This->resources;
6682 while (resourceList != NULL) {
6683 if(resourceList->resource == resource) break;
6684 previousResourceList = resourceList;
6685 resourceList = resourceList->next;
6688 if (resourceList == NULL) {
6689 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6691 LeaveCriticalSection(&resourceStoreCriticalSection);
6695 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6697 /* make sure we don't leave a hole in the list */
6698 if (previousResourceList != NULL) {
6699 previousResourceList->next = resourceList->next;
6701 This->resources = resourceList->next;
6705 LeaveCriticalSection(&resourceStoreCriticalSection);
6711 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6712 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6715 TRACE("(%p) : resource %p\n", This, resource);
6716 switch(IWineD3DResource_GetType(resource)){
6717 case WINED3DRTYPE_SURFACE:
6718 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6720 case WINED3DRTYPE_TEXTURE:
6721 case WINED3DRTYPE_CUBETEXTURE:
6722 case WINED3DRTYPE_VOLUMETEXTURE:
6723 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6724 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6725 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6726 This->stateBlock->textures[counter] = NULL;
6728 if (This->updateStateBlock != This->stateBlock ){
6729 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6730 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6731 This->updateStateBlock->textures[counter] = NULL;
6736 case WINED3DRTYPE_VOLUME:
6737 /* TODO: nothing really? */
6739 case WINED3DRTYPE_VERTEXBUFFER:
6740 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6743 TRACE("Cleaning up stream pointers\n");
6745 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6746 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6747 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6749 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6750 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6751 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6752 This->updateStateBlock->streamSource[streamNumber] = 0;
6753 /* Set changed flag? */
6756 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6757 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6758 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6759 This->stateBlock->streamSource[streamNumber] = 0;
6762 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6763 else { /* This shouldn't happen */
6764 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6771 case WINED3DRTYPE_INDEXBUFFER:
6772 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6773 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6774 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6775 This->updateStateBlock->pIndexData = NULL;
6778 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6779 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6780 This->stateBlock->pIndexData = NULL;
6786 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6791 /* Remove the resoruce from the resourceStore */
6792 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6794 TRACE("Resource released\n");
6798 /**********************************************************
6799 * IWineD3DDevice VTbl follows
6800 **********************************************************/
6802 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6804 /*** IUnknown methods ***/
6805 IWineD3DDeviceImpl_QueryInterface,
6806 IWineD3DDeviceImpl_AddRef,
6807 IWineD3DDeviceImpl_Release,
6808 /*** IWineD3DDevice methods ***/
6809 IWineD3DDeviceImpl_GetParent,
6810 /*** Creation methods**/
6811 IWineD3DDeviceImpl_CreateVertexBuffer,
6812 IWineD3DDeviceImpl_CreateIndexBuffer,
6813 IWineD3DDeviceImpl_CreateStateBlock,
6814 IWineD3DDeviceImpl_CreateSurface,
6815 IWineD3DDeviceImpl_CreateTexture,
6816 IWineD3DDeviceImpl_CreateVolumeTexture,
6817 IWineD3DDeviceImpl_CreateVolume,
6818 IWineD3DDeviceImpl_CreateCubeTexture,
6819 IWineD3DDeviceImpl_CreateQuery,
6820 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6821 IWineD3DDeviceImpl_CreateVertexDeclaration,
6822 IWineD3DDeviceImpl_CreateVertexShader,
6823 IWineD3DDeviceImpl_CreatePixelShader,
6824 IWineD3DDeviceImpl_CreatePalette,
6825 /*** Odd functions **/
6826 IWineD3DDeviceImpl_Init3D,
6827 IWineD3DDeviceImpl_Uninit3D,
6828 IWineD3DDeviceImpl_SetFullscreen,
6829 IWineD3DDeviceImpl_EnumDisplayModes,
6830 IWineD3DDeviceImpl_EvictManagedResources,
6831 IWineD3DDeviceImpl_GetAvailableTextureMem,
6832 IWineD3DDeviceImpl_GetBackBuffer,
6833 IWineD3DDeviceImpl_GetCreationParameters,
6834 IWineD3DDeviceImpl_GetDeviceCaps,
6835 IWineD3DDeviceImpl_GetDirect3D,
6836 IWineD3DDeviceImpl_GetDisplayMode,
6837 IWineD3DDeviceImpl_SetDisplayMode,
6838 IWineD3DDeviceImpl_GetHWND,
6839 IWineD3DDeviceImpl_SetHWND,
6840 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6841 IWineD3DDeviceImpl_GetRasterStatus,
6842 IWineD3DDeviceImpl_GetSwapChain,
6843 IWineD3DDeviceImpl_Reset,
6844 IWineD3DDeviceImpl_SetDialogBoxMode,
6845 IWineD3DDeviceImpl_SetCursorProperties,
6846 IWineD3DDeviceImpl_SetCursorPosition,
6847 IWineD3DDeviceImpl_ShowCursor,
6848 IWineD3DDeviceImpl_TestCooperativeLevel,
6849 /*** Getters and setters **/
6850 IWineD3DDeviceImpl_SetClipPlane,
6851 IWineD3DDeviceImpl_GetClipPlane,
6852 IWineD3DDeviceImpl_SetClipStatus,
6853 IWineD3DDeviceImpl_GetClipStatus,
6854 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6855 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6856 IWineD3DDeviceImpl_SetDepthStencilSurface,
6857 IWineD3DDeviceImpl_GetDepthStencilSurface,
6858 IWineD3DDeviceImpl_SetFVF,
6859 IWineD3DDeviceImpl_GetFVF,
6860 IWineD3DDeviceImpl_SetGammaRamp,
6861 IWineD3DDeviceImpl_GetGammaRamp,
6862 IWineD3DDeviceImpl_SetIndices,
6863 IWineD3DDeviceImpl_GetIndices,
6864 IWineD3DDeviceImpl_SetLight,
6865 IWineD3DDeviceImpl_GetLight,
6866 IWineD3DDeviceImpl_SetLightEnable,
6867 IWineD3DDeviceImpl_GetLightEnable,
6868 IWineD3DDeviceImpl_SetMaterial,
6869 IWineD3DDeviceImpl_GetMaterial,
6870 IWineD3DDeviceImpl_SetNPatchMode,
6871 IWineD3DDeviceImpl_GetNPatchMode,
6872 IWineD3DDeviceImpl_SetPaletteEntries,
6873 IWineD3DDeviceImpl_GetPaletteEntries,
6874 IWineD3DDeviceImpl_SetPixelShader,
6875 IWineD3DDeviceImpl_GetPixelShader,
6876 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6877 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6878 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6879 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6880 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6881 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6882 IWineD3DDeviceImpl_SetRenderState,
6883 IWineD3DDeviceImpl_GetRenderState,
6884 IWineD3DDeviceImpl_SetRenderTarget,
6885 IWineD3DDeviceImpl_GetRenderTarget,
6886 IWineD3DDeviceImpl_SetFrontBackBuffers,
6887 IWineD3DDeviceImpl_SetSamplerState,
6888 IWineD3DDeviceImpl_GetSamplerState,
6889 IWineD3DDeviceImpl_SetScissorRect,
6890 IWineD3DDeviceImpl_GetScissorRect,
6891 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6892 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6893 IWineD3DDeviceImpl_SetStreamSource,
6894 IWineD3DDeviceImpl_GetStreamSource,
6895 IWineD3DDeviceImpl_SetStreamSourceFreq,
6896 IWineD3DDeviceImpl_GetStreamSourceFreq,
6897 IWineD3DDeviceImpl_SetTexture,
6898 IWineD3DDeviceImpl_GetTexture,
6899 IWineD3DDeviceImpl_SetTextureStageState,
6900 IWineD3DDeviceImpl_GetTextureStageState,
6901 IWineD3DDeviceImpl_SetTransform,
6902 IWineD3DDeviceImpl_GetTransform,
6903 IWineD3DDeviceImpl_SetVertexDeclaration,
6904 IWineD3DDeviceImpl_GetVertexDeclaration,
6905 IWineD3DDeviceImpl_SetVertexShader,
6906 IWineD3DDeviceImpl_GetVertexShader,
6907 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6908 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6909 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6910 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6911 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6912 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6913 IWineD3DDeviceImpl_SetViewport,
6914 IWineD3DDeviceImpl_GetViewport,
6915 IWineD3DDeviceImpl_MultiplyTransform,
6916 IWineD3DDeviceImpl_ValidateDevice,
6917 IWineD3DDeviceImpl_ProcessVertices,
6918 /*** State block ***/
6919 IWineD3DDeviceImpl_BeginStateBlock,
6920 IWineD3DDeviceImpl_EndStateBlock,
6921 /*** Scene management ***/
6922 IWineD3DDeviceImpl_BeginScene,
6923 IWineD3DDeviceImpl_EndScene,
6924 IWineD3DDeviceImpl_Present,
6925 IWineD3DDeviceImpl_Clear,
6927 IWineD3DDeviceImpl_DrawPrimitive,
6928 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6929 IWineD3DDeviceImpl_DrawPrimitiveUP,
6930 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6931 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6932 IWineD3DDeviceImpl_DrawRectPatch,
6933 IWineD3DDeviceImpl_DrawTriPatch,
6934 IWineD3DDeviceImpl_DeletePatch,
6935 IWineD3DDeviceImpl_ColorFill,
6936 IWineD3DDeviceImpl_UpdateTexture,
6937 IWineD3DDeviceImpl_UpdateSurface,
6938 IWineD3DDeviceImpl_StretchRect,
6939 IWineD3DDeviceImpl_GetRenderTargetData,
6940 IWineD3DDeviceImpl_GetFrontBufferData,
6941 /*** Internal use IWineD3DDevice methods ***/
6942 IWineD3DDeviceImpl_SetupTextureStates,
6943 /*** object tracking ***/
6944 IWineD3DDeviceImpl_ResourceReleased
6948 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6949 WINED3DRS_ALPHABLENDENABLE ,
6950 WINED3DRS_ALPHAFUNC ,
6951 WINED3DRS_ALPHAREF ,
6952 WINED3DRS_ALPHATESTENABLE ,
6954 WINED3DRS_COLORWRITEENABLE ,
6955 WINED3DRS_DESTBLEND ,
6956 WINED3DRS_DITHERENABLE ,
6957 WINED3DRS_FILLMODE ,
6958 WINED3DRS_FOGDENSITY ,
6960 WINED3DRS_FOGSTART ,
6961 WINED3DRS_LASTPIXEL ,
6962 WINED3DRS_SHADEMODE ,
6963 WINED3DRS_SRCBLEND ,
6964 WINED3DRS_STENCILENABLE ,
6965 WINED3DRS_STENCILFAIL ,
6966 WINED3DRS_STENCILFUNC ,
6967 WINED3DRS_STENCILMASK ,
6968 WINED3DRS_STENCILPASS ,
6969 WINED3DRS_STENCILREF ,
6970 WINED3DRS_STENCILWRITEMASK ,
6971 WINED3DRS_STENCILZFAIL ,
6972 WINED3DRS_TEXTUREFACTOR ,
6983 WINED3DRS_ZWRITEENABLE
6986 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6987 WINED3DTSS_ADDRESSW ,
6988 WINED3DTSS_ALPHAARG0 ,
6989 WINED3DTSS_ALPHAARG1 ,
6990 WINED3DTSS_ALPHAARG2 ,
6991 WINED3DTSS_ALPHAOP ,
6992 WINED3DTSS_BUMPENVLOFFSET ,
6993 WINED3DTSS_BUMPENVLSCALE ,
6994 WINED3DTSS_BUMPENVMAT00 ,
6995 WINED3DTSS_BUMPENVMAT01 ,
6996 WINED3DTSS_BUMPENVMAT10 ,
6997 WINED3DTSS_BUMPENVMAT11 ,
6998 WINED3DTSS_COLORARG0 ,
6999 WINED3DTSS_COLORARG1 ,
7000 WINED3DTSS_COLORARG2 ,
7001 WINED3DTSS_COLOROP ,
7002 WINED3DTSS_RESULTARG ,
7003 WINED3DTSS_TEXCOORDINDEX ,
7004 WINED3DTSS_TEXTURETRANSFORMFLAGS
7007 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7008 WINED3DSAMP_ADDRESSU ,
7009 WINED3DSAMP_ADDRESSV ,
7010 WINED3DSAMP_ADDRESSW ,
7011 WINED3DSAMP_BORDERCOLOR ,
7012 WINED3DSAMP_MAGFILTER ,
7013 WINED3DSAMP_MINFILTER ,
7014 WINED3DSAMP_MIPFILTER ,
7015 WINED3DSAMP_MIPMAPLODBIAS ,
7016 WINED3DSAMP_MAXMIPLEVEL ,
7017 WINED3DSAMP_MAXANISOTROPY ,
7018 WINED3DSAMP_SRGBTEXTURE ,
7019 WINED3DSAMP_ELEMENTINDEX
7022 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7024 WINED3DRS_AMBIENTMATERIALSOURCE ,
7025 WINED3DRS_CLIPPING ,
7026 WINED3DRS_CLIPPLANEENABLE ,
7027 WINED3DRS_COLORVERTEX ,
7028 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7029 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7030 WINED3DRS_FOGDENSITY ,
7032 WINED3DRS_FOGSTART ,
7033 WINED3DRS_FOGTABLEMODE ,
7034 WINED3DRS_FOGVERTEXMODE ,
7035 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7036 WINED3DRS_LIGHTING ,
7037 WINED3DRS_LOCALVIEWER ,
7038 WINED3DRS_MULTISAMPLEANTIALIAS ,
7039 WINED3DRS_MULTISAMPLEMASK ,
7040 WINED3DRS_NORMALIZENORMALS ,
7041 WINED3DRS_PATCHEDGESTYLE ,
7042 WINED3DRS_POINTSCALE_A ,
7043 WINED3DRS_POINTSCALE_B ,
7044 WINED3DRS_POINTSCALE_C ,
7045 WINED3DRS_POINTSCALEENABLE ,
7046 WINED3DRS_POINTSIZE ,
7047 WINED3DRS_POINTSIZE_MAX ,
7048 WINED3DRS_POINTSIZE_MIN ,
7049 WINED3DRS_POINTSPRITEENABLE ,
7050 WINED3DRS_RANGEFOGENABLE ,
7051 WINED3DRS_SPECULARMATERIALSOURCE ,
7052 WINED3DRS_TWEENFACTOR ,
7053 WINED3DRS_VERTEXBLEND
7056 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7057 WINED3DTSS_TEXCOORDINDEX ,
7058 WINED3DTSS_TEXTURETRANSFORMFLAGS
7061 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7062 WINED3DSAMP_DMAPOFFSET
7065 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7066 DWORD rep = StateTable[state].representative;
7070 if(!rep || isStateDirty(This, rep)) return;
7072 This->dirtyArray[This->numDirtyEntries++] = rep;
7075 This->isStateDirty[idx] |= (1 << shift);