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 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2008 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
43 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
45 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
46 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
54 /**********************************************************
55 * Global variable / Constants follow
56 **********************************************************/
57 const float identity[] =
59 1.0f, 0.0f, 0.0f, 0.0f,
60 0.0f, 1.0f, 0.0f, 0.0f,
61 0.0f, 0.0f, 1.0f, 0.0f,
62 0.0f, 0.0f, 0.0f, 1.0f,
63 }; /* When needed for comparisons */
65 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
66 * actually have the same values in GL and D3D. */
67 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
69 switch(primitive_type)
71 case WINED3DPT_POINTLIST:
74 case WINED3DPT_LINELIST:
77 case WINED3DPT_LINESTRIP:
80 case WINED3DPT_TRIANGLELIST:
83 case WINED3DPT_TRIANGLESTRIP:
84 return GL_TRIANGLE_STRIP;
86 case WINED3DPT_TRIANGLEFAN:
87 return GL_TRIANGLE_FAN;
89 case WINED3DPT_LINELIST_ADJ:
90 return GL_LINES_ADJACENCY_ARB;
92 case WINED3DPT_LINESTRIP_ADJ:
93 return GL_LINE_STRIP_ADJACENCY_ARB;
95 case WINED3DPT_TRIANGLELIST_ADJ:
96 return GL_TRIANGLES_ADJACENCY_ARB;
98 case WINED3DPT_TRIANGLESTRIP_ADJ:
99 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
102 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
107 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
109 switch(primitive_type)
112 return WINED3DPT_POINTLIST;
115 return WINED3DPT_LINELIST;
118 return WINED3DPT_LINESTRIP;
121 return WINED3DPT_TRIANGLELIST;
123 case GL_TRIANGLE_STRIP:
124 return WINED3DPT_TRIANGLESTRIP;
126 case GL_TRIANGLE_FAN:
127 return WINED3DPT_TRIANGLEFAN;
129 case GL_LINES_ADJACENCY_ARB:
130 return WINED3DPT_LINELIST_ADJ;
132 case GL_LINE_STRIP_ADJACENCY_ARB:
133 return WINED3DPT_LINESTRIP_ADJ;
135 case GL_TRIANGLES_ADJACENCY_ARB:
136 return WINED3DPT_TRIANGLELIST_ADJ;
138 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
139 return WINED3DPT_TRIANGLESTRIP_ADJ;
142 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
143 return WINED3DPT_UNDEFINED;
147 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
149 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
150 *regnum = WINED3D_FFP_POSITION;
151 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDWEIGHT;
153 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
154 *regnum = WINED3D_FFP_BLENDINDICES;
155 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
156 *regnum = WINED3D_FFP_NORMAL;
157 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
158 *regnum = WINED3D_FFP_PSIZE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
160 *regnum = WINED3D_FFP_DIFFUSE;
161 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
162 *regnum = WINED3D_FFP_SPECULAR;
163 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
164 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
167 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
175 /* Context activation is done by the caller. */
176 void device_stream_info_from_declaration(struct wined3d_device *device,
177 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
179 /* We need to deal with frequency data! */
180 struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 if (declaration->position_transformed) use_vshader = FALSE;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 struct wined3d_buffer *buffer = device->stateBlock->state.streams[element->input_slot].buffer;
195 GLuint buffer_object = 0;
196 const BYTE *data = NULL;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 stride = device->stateBlock->state.streams[element->input_slot].stride;
207 if (device->stateBlock->state.user_stream)
209 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
211 data = (BYTE *)buffer;
215 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
216 data = buffer_get_memory(buffer, &device->adapter->gl_info, &buffer_object);
218 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
219 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
220 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
221 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
222 * not, drawStridedSlow is needed, including a vertex buffer path. */
223 if (device->stateBlock->state.load_base_vertex_index < 0)
225 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
226 device->stateBlock->state.load_base_vertex_index);
228 data = buffer_get_sysmem(buffer, &device->adapter->gl_info);
229 if ((UINT_PTR)data < -device->stateBlock->state.load_base_vertex_index * stride)
231 FIXME("System memory vertex data load offset is negative!\n");
237 if (buffer_object) *fixup = TRUE;
238 else if (*fixup && !use_vshader
239 && (element->usage == WINED3DDECLUSAGE_COLOR
240 || element->usage == WINED3DDECLUSAGE_POSITIONT))
242 static BOOL warned = FALSE;
245 /* This may be bad with the fixed function pipeline. */
246 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
252 data += element->offset;
254 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
258 if (element->output_slot == ~0U)
260 /* TODO: Assuming vertexdeclarations are usually used with the
261 * same or a similar shader, it might be worth it to store the
262 * last used output slot and try that one first. */
263 stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
264 element->usage, element->usage_idx, &idx);
268 idx = element->output_slot;
274 if (!element->ffp_valid)
276 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
277 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
288 TRACE("Load %s array %u [usage %s, usage_idx %u, "
289 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
290 use_vshader ? "shader": "fixed function", idx,
291 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
292 element->offset, stride, debug_d3dformat(element->format->id), buffer_object);
294 stream_info->elements[idx].format = element->format;
295 stream_info->elements[idx].stride = stride;
296 stream_info->elements[idx].data = data;
297 stream_info->elements[idx].stream_idx = element->input_slot;
298 stream_info->elements[idx].buffer_object = buffer_object;
300 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
301 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
303 stream_info->swizzle_map |= 1 << idx;
305 stream_info->use_map |= 1 << idx;
309 device->num_buffer_queries = 0;
310 if (!device->stateBlock->state.user_stream)
312 WORD map = stream_info->use_map;
314 /* PreLoad all the vertex buffers. */
315 for (i = 0; map; map >>= 1, ++i)
317 struct wined3d_stream_info_element *element;
318 struct wined3d_buffer *buffer;
320 if (!(map & 1)) continue;
322 element = &stream_info->elements[i];
323 buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
324 wined3d_buffer_preload(buffer);
326 /* If PreLoad dropped the buffer object, update the stream info. */
327 if (buffer->buffer_object != element->buffer_object)
329 element->buffer_object = 0;
330 element->data = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data;
334 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
339 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
340 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
342 e->format = wined3d_get_format(gl_info, strided->format);
343 e->stride = strided->dwStride;
344 e->data = strided->lpData;
346 e->buffer_object = 0;
349 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
350 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
354 memset(stream_info, 0, sizeof(*stream_info));
356 if (strided->position.lpData)
357 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
358 if (strided->normal.lpData)
359 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
360 if (strided->diffuse.lpData)
361 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
362 if (strided->specular.lpData)
363 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
365 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
367 if (strided->texCoords[i].lpData)
368 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
369 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
372 stream_info->position_transformed = strided->position_transformed;
374 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
376 if (!stream_info->elements[i].format) continue;
378 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
379 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
381 stream_info->swizzle_map |= 1 << i;
383 stream_info->use_map |= 1 << i;
387 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
389 TRACE("Strided Data:\n");
390 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
407 /* Context activation is done by the caller. */
408 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
410 struct wined3d_stream_info *stream_info = &device->strided_streams;
411 const struct wined3d_state *state = &device->stateBlock->state;
414 if (device->up_strided)
416 /* Note: this is a ddraw fixed-function code path. */
417 TRACE("=============================== Strided Input ================================\n");
418 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
419 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
423 TRACE("============================= Vertex Declaration =============================\n");
424 device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
427 if (state->vertex_shader && !stream_info->position_transformed)
429 if (state->vertex_declaration->half_float_conv_needed && !fixup)
431 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
432 device->useDrawStridedSlow = TRUE;
436 device->useDrawStridedSlow = FALSE;
441 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
442 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
443 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
445 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
447 device->useDrawStridedSlow = TRUE;
451 device->useDrawStridedSlow = FALSE;
456 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
458 struct wined3d_texture *texture;
459 enum WINED3DSRGB srgb;
461 if (!(texture = state->textures[idx])) return;
462 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
463 texture->texture_ops->texture_preload(texture, srgb);
466 void device_preload_textures(struct wined3d_device *device)
468 const struct wined3d_state *state = &device->stateBlock->state;
473 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
475 if (state->vertex_shader->reg_maps.sampler_type[i])
476 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
482 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
484 if (state->pixel_shader->reg_maps.sampler_type[i])
485 device_preload_texture(state, i);
490 WORD ffu_map = device->fixed_function_usage_map;
492 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
495 device_preload_texture(state, i);
500 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
502 struct wined3d_context **new_array;
504 TRACE("Adding context %p.\n", context);
506 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
507 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
508 sizeof(*new_array) * (device->context_count + 1));
512 ERR("Failed to grow the context array.\n");
516 new_array[device->context_count++] = context;
517 device->contexts = new_array;
521 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
523 struct wined3d_context **new_array;
527 TRACE("Removing context %p.\n", context);
529 for (i = 0; i < device->context_count; ++i)
531 if (device->contexts[i] == context)
540 ERR("Context %p doesn't exist in context array.\n", context);
544 if (!--device->context_count)
546 HeapFree(GetProcessHeap(), 0, device->contexts);
547 device->contexts = NULL;
551 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
552 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
555 ERR("Failed to shrink context array. Oh well.\n");
559 device->contexts = new_array;
562 void device_get_draw_rect(struct wined3d_device *device, RECT *rect)
564 struct wined3d_stateblock *stateblock = device->stateBlock;
565 WINED3DVIEWPORT *vp = &stateblock->state.viewport;
567 SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
569 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
571 IntersectRect(rect, rect, &stateblock->state.scissor_rect);
575 /* Do not call while under the GL lock. */
576 void device_switch_onscreen_ds(struct wined3d_device *device,
577 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
579 if (device->onscreen_depth_stencil)
581 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
582 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
583 device->onscreen_depth_stencil->ds_current_size.cx,
584 device->onscreen_depth_stencil->ds_current_size.cy);
585 wined3d_surface_decref(device->onscreen_depth_stencil);
587 device->onscreen_depth_stencil = depth_stencil;
588 wined3d_surface_incref(device->onscreen_depth_stencil);
591 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
593 /* partial draw rect */
594 if (draw_rect->left || draw_rect->top
595 || draw_rect->right < target->resource.width
596 || draw_rect->bottom < target->resource.height)
599 /* partial clear rect */
600 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
601 || clear_rect->right < target->resource.width
602 || clear_rect->bottom < target->resource.height))
608 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
609 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
611 RECT current_rect, r;
613 if (ds->flags & location)
614 SetRect(¤t_rect, 0, 0,
615 ds->ds_current_size.cx,
616 ds->ds_current_size.cy);
618 SetRectEmpty(¤t_rect);
620 IntersectRect(&r, draw_rect, ¤t_rect);
621 if (EqualRect(&r, draw_rect))
623 /* current_rect ⊇ draw_rect, modify only. */
624 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
628 if (EqualRect(&r, ¤t_rect))
630 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
634 /* Full clear, modify only. */
635 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
639 IntersectRect(&r, draw_rect, clear_rect);
640 if (EqualRect(&r, draw_rect))
642 /* clear_rect ⊇ draw_rect, modify only. */
643 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
649 surface_load_ds_location(ds, context, location);
650 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
653 /* Do not call while under the GL lock. */
654 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
655 struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
656 DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
658 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
659 struct wined3d_surface *target = rt_count ? rts[0] : NULL;
660 UINT drawable_width, drawable_height;
661 struct wined3d_context *context;
662 GLbitfield clear_mask = 0;
663 BOOL render_offscreen;
666 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
667 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
668 * for the cleared parts, and the untouched parts.
670 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
671 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
672 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
673 * checking all this if the dest surface is in the drawable anyway. */
674 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
676 for (i = 0; i < rt_count; ++i)
678 if (rts[i]) surface_load_location(rts[i], SFLAG_INDRAWABLE, NULL);
682 context = context_acquire(device, target);
685 context_release(context);
686 WARN("Invalid context, skipping clear.\n");
690 if (!context_apply_clear_state(context, device, rt_count, rts, depth_stencil))
692 context_release(context);
693 WARN("Failed to apply clear state, skipping clear.\n");
699 render_offscreen = context->render_offscreen;
700 target->get_drawable_size(context, &drawable_width, &drawable_height);
704 render_offscreen = TRUE;
705 drawable_width = depth_stencil->pow2Width;
706 drawable_height = depth_stencil->pow2Height;
711 /* Only set the values up once, as they are not changing. */
712 if (flags & WINED3DCLEAR_STENCIL)
714 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
716 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
717 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
720 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
721 glClearStencil(stencil);
722 checkGLcall("glClearStencil");
723 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
726 if (flags & WINED3DCLEAR_ZBUFFER)
728 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
730 if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
733 device_switch_onscreen_ds(device, context, depth_stencil);
736 prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect);
737 surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
739 glDepthMask(GL_TRUE);
740 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
742 checkGLcall("glClearDepth");
743 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
746 if (flags & WINED3DCLEAR_TARGET)
748 for (i = 0; i < rt_count; ++i)
750 if (rts[i]) surface_modify_location(rts[i], SFLAG_INDRAWABLE, TRUE);
753 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
754 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
755 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
756 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
757 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
758 glClearColor(color->r, color->g, color->b, color->a);
759 checkGLcall("glClearColor");
760 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
765 if (render_offscreen)
767 glScissor(draw_rect->left, draw_rect->top,
768 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
773 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
775 checkGLcall("glScissor");
777 checkGLcall("glClear");
783 /* Now process each rect in turn. */
784 for (i = 0; i < rect_count; ++i)
786 /* Note that GL uses lower left, width/height. */
787 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
789 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
790 wine_dbgstr_rect(&clear_rect[i]),
791 wine_dbgstr_rect(¤t_rect));
793 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794 * The rectangle is not cleared, no error is returned, but further rectanlges are
795 * still cleared if they are valid. */
796 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
798 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 if (render_offscreen)
804 glScissor(current_rect.left, current_rect.top,
805 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809 glScissor(current_rect.left, drawable_height - current_rect.bottom,
810 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
812 checkGLcall("glScissor");
815 checkGLcall("glClear");
821 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
822 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
823 && target->container.u.swapchain->front_buffer == target))
824 wglFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context);
831 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
833 ULONG refcount = InterlockedIncrement(&device->ref);
835 TRACE("%p increasing refcount to %u.\n", device, refcount);
840 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
842 ULONG refcount = InterlockedDecrement(&device->ref);
844 TRACE("%p decreasing refcount to %u.\n", device, refcount);
850 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
852 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
853 device->multistate_funcs[i] = NULL;
856 if (!list_empty(&device->resources))
858 struct wined3d_resource *resource;
860 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
862 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
864 FIXME("Leftover resource %p with type %s (%#x).\n",
865 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
869 if (device->contexts)
870 ERR("Context array not freed!\n");
871 if (device->hardwareCursor)
872 DestroyCursor(device->hardwareCursor);
873 device->hardwareCursor = 0;
875 wined3d_decref(device->wined3d);
876 device->wined3d = NULL;
877 HeapFree(GetProcessHeap(), 0, device);
878 TRACE("Freed device %p.\n", device);
884 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
886 TRACE("device %p.\n", device);
888 return device->swapchain_count;
891 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
892 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
894 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
895 device, swapchain_idx, swapchain);
897 if (swapchain_idx >= device->swapchain_count)
899 WARN("swapchain_idx %u >= swapchain_count %u.\n",
900 swapchain_idx, device->swapchain_count);
903 return WINED3DERR_INVALIDCALL;
906 *swapchain = device->swapchains[swapchain_idx];
907 wined3d_swapchain_incref(*swapchain);
908 TRACE("Returning %p.\n", *swapchain);
913 static void IWineD3DDeviceImpl_LoadLogo(struct wined3d_device *device, const char *filename)
918 HDC dcb = NULL, dcs = NULL;
919 WINEDDCOLORKEY colorkey;
921 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
924 GetObjectA(hbm, sizeof(BITMAP), &bm);
925 dcb = CreateCompatibleDC(NULL);
927 SelectObject(dcb, hbm);
931 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
934 memset(&bm, 0, sizeof(bm));
939 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
940 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
941 &wined3d_null_parent_ops, &device->logo_surface);
944 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
950 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
952 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
953 wined3d_surface_releasedc(device->logo_surface, dcs);
955 colorkey.dwColorSpaceLowValue = 0;
956 colorkey.dwColorSpaceHighValue = 0;
957 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
961 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
962 /* Fill the surface with a white color to show that wined3d is there */
963 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
967 if (dcb) DeleteDC(dcb);
968 if (hbm) DeleteObject(hbm);
971 /* Context activation is done by the caller. */
972 static void create_dummy_textures(struct wined3d_device *device)
974 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
976 /* Under DirectX you can have texture stage operations even if no texture is
977 bound, whereas opengl will only do texture operations when a valid texture is
978 bound. We emulate this by creating dummy textures and binding them to each
979 texture stage, but disable all stages by default. Hence if a stage is enabled
980 then the default texture will kick in until replaced by a SetTexture call */
983 if (gl_info->supported[APPLE_CLIENT_STORAGE])
985 /* The dummy texture does not have client storage backing */
986 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
987 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
990 for (i = 0; i < gl_info->limits.textures; ++i)
994 /* Make appropriate texture active */
995 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
996 checkGLcall("glActiveTextureARB");
998 /* Generate an opengl texture name */
999 glGenTextures(1, &device->dummyTextureName[i]);
1000 checkGLcall("glGenTextures");
1001 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
1003 /* Generate a dummy 2d texture (not using 1d because they cause many
1004 * DRI drivers fall back to sw) */
1005 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
1006 checkGLcall("glBindTexture");
1008 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1009 checkGLcall("glTexImage2D");
1012 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1014 /* Reenable because if supported it is enabled by default */
1015 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1016 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1022 /* Context activation is done by the caller. */
1023 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1026 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1027 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1030 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1033 static LONG fullscreen_style(LONG style)
1035 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1036 style |= WS_POPUP | WS_SYSMENU;
1037 style &= ~(WS_CAPTION | WS_THICKFRAME);
1042 static LONG fullscreen_exstyle(LONG exstyle)
1044 /* Filter out window decorations. */
1045 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1050 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1052 BOOL filter_messages;
1053 LONG style, exstyle;
1055 TRACE("Setting up window %p for fullscreen mode.\n", window);
1057 if (device->style || device->exStyle)
1059 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1060 window, device->style, device->exStyle);
1063 device->style = GetWindowLongW(window, GWL_STYLE);
1064 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1066 style = fullscreen_style(device->style);
1067 exstyle = fullscreen_exstyle(device->exStyle);
1069 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1070 device->style, device->exStyle, style, exstyle);
1072 filter_messages = device->filter_messages;
1073 device->filter_messages = TRUE;
1075 SetWindowLongW(window, GWL_STYLE, style);
1076 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1077 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1079 device->filter_messages = filter_messages;
1082 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1084 BOOL filter_messages;
1085 LONG style, exstyle;
1087 if (!device->style && !device->exStyle) return;
1089 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1090 window, device->style, device->exStyle);
1092 style = GetWindowLongW(window, GWL_STYLE);
1093 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1095 filter_messages = device->filter_messages;
1096 device->filter_messages = TRUE;
1098 /* Only restore the style if the application didn't modify it during the
1099 * fullscreen phase. Some applications change it before calling Reset()
1100 * when switching between windowed and fullscreen modes (HL2), some
1101 * depend on the original style (Eve Online). */
1102 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1104 SetWindowLongW(window, GWL_STYLE, device->style);
1105 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1107 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1109 device->filter_messages = filter_messages;
1111 /* Delete the old values. */
1113 device->exStyle = 0;
1116 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1118 TRACE("device %p, window %p.\n", device, window);
1120 if (!wined3d_register_window(window, device))
1122 ERR("Failed to register window %p.\n", window);
1126 device->focus_window = window;
1127 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1132 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1134 TRACE("device %p.\n", device);
1136 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1137 device->focus_window = NULL;
1140 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1141 WINED3DPRESENT_PARAMETERS *present_parameters)
1143 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1144 struct wined3d_swapchain *swapchain = NULL;
1145 struct wined3d_context *context;
1150 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1152 if (device->d3d_initialized)
1153 return WINED3DERR_INVALIDCALL;
1154 if (!device->adapter->opengl)
1155 return WINED3DERR_INVALIDCALL;
1157 TRACE("Creating stateblock.\n");
1158 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1161 WARN("Failed to create stateblock\n");
1165 TRACE("Created stateblock %p.\n", device->stateBlock);
1166 device->updateStateBlock = device->stateBlock;
1167 wined3d_stateblock_incref(device->updateStateBlock);
1169 device->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1170 sizeof(*device->render_targets) * gl_info->limits.buffers);
1172 device->palette_count = 1;
1173 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1174 if (!device->palettes || !device->render_targets)
1176 ERR("Out of memory!\n");
1181 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1182 if (!device->palettes[0])
1184 ERR("Out of memory!\n");
1189 for (i = 0; i < 256; ++i)
1191 device->palettes[0][i].peRed = 0xff;
1192 device->palettes[0][i].peGreen = 0xff;
1193 device->palettes[0][i].peBlue = 0xff;
1194 device->palettes[0][i].peFlags = 0xff;
1196 device->currentPalette = 0;
1198 /* Initialize the texture unit mapping to a 1:1 mapping */
1199 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1201 if (state < gl_info->limits.fragment_samplers)
1203 device->texUnitMap[state] = state;
1204 device->rev_tex_unit_map[state] = state;
1208 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1209 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1213 /* Setup the implicit swapchain. This also initializes a context. */
1214 TRACE("Creating implicit swapchain\n");
1215 hr = IWineD3DDeviceParent_CreateSwapChain(device->device_parent,
1216 present_parameters, &swapchain);
1219 WARN("Failed to create implicit swapchain\n");
1223 device->swapchain_count = 1;
1224 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1225 if (!device->swapchains)
1227 ERR("Out of memory!\n");
1230 device->swapchains[0] = swapchain;
1232 if (swapchain->back_buffers && swapchain->back_buffers[0])
1234 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1235 device->render_targets[0] = swapchain->back_buffers[0];
1239 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1240 device->render_targets[0] = swapchain->front_buffer;
1242 wined3d_surface_incref(device->render_targets[0]);
1244 /* Depth Stencil support */
1245 device->depth_stencil = device->auto_depth_stencil;
1246 if (device->depth_stencil)
1247 wined3d_surface_incref(device->depth_stencil);
1249 hr = device->shader_backend->shader_alloc_private(device);
1252 TRACE("Shader private data couldn't be allocated\n");
1255 hr = device->frag_pipe->alloc_private(device);
1258 TRACE("Fragment pipeline private data couldn't be allocated\n");
1261 hr = device->blitter->alloc_private(device);
1264 TRACE("Blitter private data couldn't be allocated\n");
1268 /* Set up some starting GL setup */
1270 /* Setup all the devices defaults */
1271 stateblock_init_default_state(device->stateBlock);
1273 context = context_acquire(device, swapchain->front_buffer);
1275 create_dummy_textures(device);
1279 /* Initialize the current view state */
1280 device->view_ident = 1;
1281 device->contexts[0]->last_was_rhw = 0;
1282 glGetIntegerv(GL_MAX_LIGHTS, &device->maxConcurrentLights);
1283 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &device->maxConcurrentLights)");
1285 switch (wined3d_settings.offscreen_rendering_mode)
1288 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1291 case ORM_BACKBUFFER:
1293 if (context_get_current()->aux_buffers > 0)
1295 TRACE("Using auxilliary buffer for offscreen rendering\n");
1296 device->offscreenBuffer = GL_AUX0;
1300 TRACE("Using back buffer for offscreen rendering\n");
1301 device->offscreenBuffer = GL_BACK;
1306 TRACE("All defaults now set up, leaving 3D init.\n");
1309 context_release(context);
1311 /* Clear the screen */
1312 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1313 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1316 device->d3d_initialized = TRUE;
1318 if (wined3d_settings.logo)
1319 IWineD3DDeviceImpl_LoadLogo(device, wined3d_settings.logo);
1320 device->highest_dirty_ps_const = 0;
1321 device->highest_dirty_vs_const = 0;
1325 HeapFree(GetProcessHeap(), 0, device->render_targets);
1326 HeapFree(GetProcessHeap(), 0, device->swapchains);
1327 device->swapchain_count = 0;
1328 if (device->palettes)
1330 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1331 HeapFree(GetProcessHeap(), 0, device->palettes);
1333 device->palette_count = 0;
1335 wined3d_swapchain_decref(swapchain);
1336 if (device->stateBlock)
1338 wined3d_stateblock_decref(device->stateBlock);
1339 device->stateBlock = NULL;
1341 if (device->blit_priv)
1342 device->blitter->free_private(device);
1343 if (device->fragment_priv)
1344 device->frag_pipe->free_private(device);
1345 if (device->shader_priv)
1346 device->shader_backend->shader_free_private(device);
1351 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1352 WINED3DPRESENT_PARAMETERS *present_parameters)
1354 struct wined3d_swapchain *swapchain = NULL;
1357 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1359 /* Setup the implicit swapchain */
1360 TRACE("Creating implicit swapchain\n");
1361 hr = IWineD3DDeviceParent_CreateSwapChain(device->device_parent,
1362 present_parameters, &swapchain);
1365 WARN("Failed to create implicit swapchain\n");
1369 device->swapchain_count = 1;
1370 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1371 if (!device->swapchains)
1373 ERR("Out of memory!\n");
1376 device->swapchains[0] = swapchain;
1380 wined3d_swapchain_decref(swapchain);
1384 static HRESULT WINAPI device_unload_resource(struct wined3d_resource *resource, void *data)
1386 TRACE("Unloading resource %p.\n", resource);
1388 resource->resource_ops->resource_unload(resource);
1393 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1395 const struct wined3d_gl_info *gl_info;
1396 struct wined3d_context *context;
1397 struct wined3d_surface *surface;
1400 TRACE("device %p.\n", device);
1402 if (!device->d3d_initialized)
1403 return WINED3DERR_INVALIDCALL;
1405 /* Force making the context current again, to verify it is still valid
1406 * (workaround for broken drivers) */
1407 context_set_current(NULL);
1408 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1409 * it was created. Thus make sure a context is active for the glDelete* calls
1411 context = context_acquire(device, NULL);
1412 gl_info = context->gl_info;
1414 if (device->logo_surface)
1415 wined3d_surface_decref(device->logo_surface);
1417 /* Unload resources */
1418 wined3d_device_enum_resources(device, device_unload_resource, NULL);
1420 TRACE("Deleting high order patches\n");
1421 for(i = 0; i < PATCHMAP_SIZE; i++) {
1422 struct list *e1, *e2;
1423 struct WineD3DRectPatch *patch;
1424 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1426 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1427 wined3d_device_delete_patch(device, patch->Handle);
1431 /* Delete the mouse cursor texture */
1432 if (device->cursorTexture)
1435 glDeleteTextures(1, &device->cursorTexture);
1437 device->cursorTexture = 0;
1440 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1441 * private data, it might contain opengl pointers
1443 if (device->depth_blt_texture)
1446 glDeleteTextures(1, &device->depth_blt_texture);
1448 device->depth_blt_texture = 0;
1450 if (device->depth_blt_rb)
1453 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1455 device->depth_blt_rb = 0;
1456 device->depth_blt_rb_w = 0;
1457 device->depth_blt_rb_h = 0;
1460 /* Release the update stateblock */
1461 if (wined3d_stateblock_decref(device->updateStateBlock))
1463 if (device->updateStateBlock != device->stateBlock)
1464 FIXME("Something's still holding the update stateblock.\n");
1466 device->updateStateBlock = NULL;
1469 struct wined3d_stateblock *stateblock = device->stateBlock;
1470 device->stateBlock = NULL;
1472 /* Release the stateblock */
1473 if (wined3d_stateblock_decref(stateblock))
1474 FIXME("Something's still holding the stateblock.\n");
1477 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1478 device->blitter->free_private(device);
1479 device->frag_pipe->free_private(device);
1480 device->shader_backend->shader_free_private(device);
1482 /* Release the buffers (with sanity checks)*/
1483 if (device->onscreen_depth_stencil)
1485 surface = device->onscreen_depth_stencil;
1486 device->onscreen_depth_stencil = NULL;
1487 wined3d_surface_decref(surface);
1490 if (device->depth_stencil)
1492 surface = device->depth_stencil;
1494 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1496 device->depth_stencil = NULL;
1497 if (wined3d_surface_decref(surface)
1498 && surface != device->auto_depth_stencil)
1499 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1502 if (device->auto_depth_stencil)
1504 surface = device->auto_depth_stencil;
1505 device->auto_depth_stencil = NULL;
1506 if (wined3d_surface_decref(surface))
1507 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1510 for (i = 1; i < gl_info->limits.buffers; ++i)
1512 wined3d_device_set_render_target(device, i, NULL, FALSE);
1515 surface = device->render_targets[0];
1516 TRACE("Setting rendertarget 0 to NULL\n");
1517 device->render_targets[0] = NULL;
1518 TRACE("Releasing the render target at %p\n", surface);
1519 wined3d_surface_decref(surface);
1521 context_release(context);
1523 for (i = 0; i < device->swapchain_count; ++i)
1525 TRACE("Releasing the implicit swapchain %u.\n", i);
1526 if (wined3d_swapchain_decref(device->swapchains[i]))
1527 FIXME("Something's still holding the implicit swapchain.\n");
1530 HeapFree(GetProcessHeap(), 0, device->swapchains);
1531 device->swapchains = NULL;
1532 device->swapchain_count = 0;
1534 for (i = 0; i < device->palette_count; ++i)
1535 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1536 HeapFree(GetProcessHeap(), 0, device->palettes);
1537 device->palettes = NULL;
1538 device->palette_count = 0;
1540 HeapFree(GetProcessHeap(), 0, device->render_targets);
1541 device->render_targets = NULL;
1543 device->d3d_initialized = FALSE;
1548 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1552 for (i = 0; i < device->swapchain_count; ++i)
1554 TRACE("Releasing the implicit swapchain %u.\n", i);
1555 if (wined3d_swapchain_decref(device->swapchains[i]))
1556 FIXME("Something's still holding the implicit swapchain.\n");
1559 HeapFree(GetProcessHeap(), 0, device->swapchains);
1560 device->swapchains = NULL;
1561 device->swapchain_count = 0;
1565 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1566 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1567 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1569 * There is no way to deactivate thread safety once it is enabled.
1571 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1573 TRACE("device %p.\n", device);
1575 /* For now just store the flag (needed in case of ddraw). */
1576 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1579 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1580 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1582 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1587 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1588 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1590 /* Resize the screen even without a window:
1591 * The app could have unset it with SetCooperativeLevel, but not called
1592 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1593 * but we don't have any hwnd
1596 memset(&devmode, 0, sizeof(devmode));
1597 devmode.dmSize = sizeof(devmode);
1598 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1599 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1600 devmode.dmPelsWidth = mode->Width;
1601 devmode.dmPelsHeight = mode->Height;
1603 devmode.dmDisplayFrequency = mode->RefreshRate;
1604 if (mode->RefreshRate)
1605 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1607 /* Only change the mode if necessary */
1608 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1609 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1612 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1613 if (ret != DISP_CHANGE_SUCCESSFUL)
1615 if (devmode.dmDisplayFrequency)
1617 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1618 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1619 devmode.dmDisplayFrequency = 0;
1620 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1622 if(ret != DISP_CHANGE_SUCCESSFUL) {
1623 return WINED3DERR_NOTAVAILABLE;
1627 /* Store the new values */
1628 device->ddraw_width = mode->Width;
1629 device->ddraw_height = mode->Height;
1630 device->ddraw_format = mode->Format;
1632 /* And finally clip mouse to our screen */
1633 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1634 ClipCursor(&clip_rc);
1639 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1641 TRACE("device %p, wined3d %p.\n", device, wined3d);
1643 *wined3d = device->wined3d;
1644 wined3d_incref(*wined3d);
1646 TRACE("Returning %p.\n", *wined3d);
1651 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1653 TRACE("device %p.\n", device);
1655 TRACE("Emulating %d MB, returning %d MB left.\n",
1656 device->adapter->TextureRam / (1024 * 1024),
1657 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1659 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1662 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1663 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1665 struct wined3d_stream_state *stream;
1666 struct wined3d_buffer *prev_buffer;
1668 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1669 device, stream_idx, buffer, offset, stride);
1671 if (stream_idx >= MAX_STREAMS)
1673 WARN("Stream index %u out of range.\n", stream_idx);
1674 return WINED3DERR_INVALIDCALL;
1676 else if (offset & 0x3)
1678 WARN("Offset %u is not 4 byte aligned.\n", offset);
1679 return WINED3DERR_INVALIDCALL;
1682 stream = &device->updateStateBlock->state.streams[stream_idx];
1683 prev_buffer = stream->buffer;
1685 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1687 if (prev_buffer == buffer
1688 && stream->stride == stride
1689 && stream->offset == offset)
1691 TRACE("Application is setting the old values over, nothing to do.\n");
1695 stream->buffer = buffer;
1698 stream->stride = stride;
1699 stream->offset = offset;
1702 /* Handle recording of state blocks. */
1703 if (device->isRecordingState)
1705 TRACE("Recording... not performing anything.\n");
1707 wined3d_buffer_incref(buffer);
1709 wined3d_buffer_decref(prev_buffer);
1715 InterlockedIncrement(&buffer->bind_count);
1716 wined3d_buffer_incref(buffer);
1720 InterlockedDecrement(&prev_buffer->bind_count);
1721 wined3d_buffer_decref(prev_buffer);
1724 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1729 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1730 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1732 struct wined3d_stream_state *stream;
1734 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1735 device, stream_idx, buffer, offset, stride);
1737 if (stream_idx >= MAX_STREAMS)
1739 WARN("Stream index %u out of range.\n", stream_idx);
1740 return WINED3DERR_INVALIDCALL;
1743 stream = &device->stateBlock->state.streams[stream_idx];
1744 *buffer = stream->buffer;
1746 wined3d_buffer_incref(*buffer);
1748 *offset = stream->offset;
1749 *stride = stream->stride;
1754 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1756 struct wined3d_stream_state *stream;
1757 UINT old_flags, old_freq;
1759 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1761 /* Verify input. At least in d3d9 this is invalid. */
1762 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1764 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1765 return WINED3DERR_INVALIDCALL;
1767 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1769 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1770 return WINED3DERR_INVALIDCALL;
1774 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1775 return WINED3DERR_INVALIDCALL;
1778 stream = &device->updateStateBlock->state.streams[stream_idx];
1779 old_flags = stream->flags;
1780 old_freq = stream->frequency;
1782 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1783 stream->frequency = divider & 0x7fffff;
1785 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1787 if (stream->frequency != old_freq || stream->flags != old_flags)
1788 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
1793 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1795 struct wined3d_stream_state *stream;
1797 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1799 stream = &device->updateStateBlock->state.streams[stream_idx];
1800 *divider = stream->flags | stream->frequency;
1802 TRACE("Returning %#x.\n", *divider);
1807 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1808 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1810 TRACE("device %p, state %s, matrix %p.\n",
1811 device, debug_d3dtstype(d3dts), matrix);
1813 /* Handle recording of state blocks. */
1814 if (device->isRecordingState)
1816 TRACE("Recording... not performing anything.\n");
1817 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1818 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1822 /* If the new matrix is the same as the current one,
1823 * we cut off any further processing. this seems to be a reasonable
1824 * optimization because as was noticed, some apps (warcraft3 for example)
1825 * tend towards setting the same matrix repeatedly for some reason.
1827 * From here on we assume that the new matrix is different, wherever it matters. */
1828 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1830 TRACE("The application is setting the same matrix over again.\n");
1834 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1836 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1837 * where ViewMat = Camera space, WorldMat = world space.
1839 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1840 * matrix. The Projection matrix stay projection matrix. */
1842 if (d3dts == WINED3DTS_VIEW)
1843 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1845 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1846 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TRANSFORM(d3dts));
1852 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1853 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1855 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1857 *matrix = device->stateBlock->state.transforms[state];
1862 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1863 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1865 const WINED3DMATRIX *mat = NULL;
1868 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1870 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1871 * below means it will be recorded in a state block change, but it
1872 * works regardless where it is recorded.
1873 * If this is found to be wrong, change to StateBlock. */
1875 if (state <= HIGHEST_TRANSFORMSTATE)
1876 mat = &device->updateStateBlock->state.transforms[state];
1878 FIXME("Unhandled transform state %#x.\n", state);
1880 multiply_matrix(&temp, mat, matrix);
1882 /* Apply change via set transform - will reapply to eg. lights this way. */
1883 return wined3d_device_set_transform(device, state, &temp);
1886 /* Note lights are real special cases. Although the device caps state only
1887 * e.g. 8 are supported, you can reference any indexes you want as long as
1888 * that number max are enabled at any one point in time. Therefore since the
1889 * indices can be anything, we need a hashmap of them. However, this causes
1890 * stateblock problems. When capturing the state block, I duplicate the
1891 * hashmap, but when recording, just build a chain pretty much of commands to
1893 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, DWORD light_idx, const WINED3DLIGHT *light)
1895 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1896 struct wined3d_light_info *object = NULL;
1900 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1902 /* Check the parameter range. Need for speed most wanted sets junk lights
1903 * which confuse the GL driver. */
1905 return WINED3DERR_INVALIDCALL;
1907 switch (light->Type)
1909 case WINED3DLIGHT_POINT:
1910 case WINED3DLIGHT_SPOT:
1911 case WINED3DLIGHT_PARALLELPOINT:
1912 case WINED3DLIGHT_GLSPOT:
1913 /* Incorrect attenuation values can cause the gl driver to crash.
1914 * Happens with Need for speed most wanted. */
1915 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1917 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1918 return WINED3DERR_INVALIDCALL;
1922 case WINED3DLIGHT_DIRECTIONAL:
1923 /* Ignores attenuation */
1927 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1928 return WINED3DERR_INVALIDCALL;
1931 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1933 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1934 if (object->OriginalIndex == light_idx)
1941 TRACE("Adding new light\n");
1942 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1945 ERR("Out of memory error when allocating a light\n");
1946 return E_OUTOFMEMORY;
1948 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1949 object->glIndex = -1;
1950 object->OriginalIndex = light_idx;
1953 /* Initialize the object. */
1954 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1955 light_idx, light->Type,
1956 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1957 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1958 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1959 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1960 light->Direction.x, light->Direction.y, light->Direction.z);
1961 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1962 light->Range, light->Falloff, light->Theta, light->Phi);
1964 /* Save away the information. */
1965 object->OriginalParms = *light;
1967 switch (light->Type)
1969 case WINED3DLIGHT_POINT:
1971 object->lightPosn[0] = light->Position.x;
1972 object->lightPosn[1] = light->Position.y;
1973 object->lightPosn[2] = light->Position.z;
1974 object->lightPosn[3] = 1.0f;
1975 object->cutoff = 180.0f;
1979 case WINED3DLIGHT_DIRECTIONAL:
1981 object->lightPosn[0] = -light->Direction.x;
1982 object->lightPosn[1] = -light->Direction.y;
1983 object->lightPosn[2] = -light->Direction.z;
1984 object->lightPosn[3] = 0.0f;
1985 object->exponent = 0.0f;
1986 object->cutoff = 180.0f;
1989 case WINED3DLIGHT_SPOT:
1991 object->lightPosn[0] = light->Position.x;
1992 object->lightPosn[1] = light->Position.y;
1993 object->lightPosn[2] = light->Position.z;
1994 object->lightPosn[3] = 1.0f;
1997 object->lightDirn[0] = light->Direction.x;
1998 object->lightDirn[1] = light->Direction.y;
1999 object->lightDirn[2] = light->Direction.z;
2000 object->lightDirn[3] = 1.0f;
2002 /* opengl-ish and d3d-ish spot lights use too different models
2003 * for the light "intensity" as a function of the angle towards
2004 * the main light direction, so we only can approximate very
2005 * roughly. However, spot lights are rather rarely used in games
2006 * (if ever used at all). Furthermore if still used, probably
2007 * nobody pays attention to such details. */
2008 if (!light->Falloff)
2010 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2011 * equations have the falloff resp. exponent parameter as an
2012 * exponent, so the spot light lighting will always be 1.0 for
2013 * both of them, and we don't have to care for the rest of the
2014 * rather complex calculation. */
2015 object->exponent = 0.0f;
2019 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2022 object->exponent = -0.3f / logf(cosf(rho / 2));
2025 if (object->exponent > 128.0f)
2026 object->exponent = 128.0f;
2028 object->cutoff = (float)(light->Phi * 90 / M_PI);
2033 FIXME("Unrecognized light type %#x.\n", light->Type);
2036 /* Update the live definitions if the light is currently assigned a glIndex. */
2037 if (object->glIndex != -1 && !device->isRecordingState)
2038 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(object->glIndex));
2043 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2045 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2046 struct wined3d_light_info *light_info = NULL;
2049 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2051 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2053 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2054 if (light_info->OriginalIndex == light_idx)
2061 TRACE("Light information requested but light not defined\n");
2062 return WINED3DERR_INVALIDCALL;
2065 *light = light_info->OriginalParms;
2069 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2071 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2072 struct wined3d_light_info *light_info = NULL;
2075 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2077 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2079 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2080 if (light_info->OriginalIndex == light_idx)
2084 TRACE("Found light %p.\n", light_info);
2086 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2089 TRACE("Light enabled requested but light not defined, so defining one!\n");
2090 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2092 /* Search for it again! Should be fairly quick as near head of list. */
2093 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2095 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2096 if (light_info->OriginalIndex == light_idx)
2102 FIXME("Adding default lights has failed dismally\n");
2103 return WINED3DERR_INVALIDCALL;
2109 if (light_info->glIndex != -1)
2111 if (!device->isRecordingState)
2112 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(light_info->glIndex));
2114 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2115 light_info->glIndex = -1;
2119 TRACE("Light already disabled, nothing to do\n");
2121 light_info->enabled = FALSE;
2125 light_info->enabled = TRUE;
2126 if (light_info->glIndex != -1)
2128 TRACE("Nothing to do as light was enabled\n");
2133 /* Find a free GL light. */
2134 for (i = 0; i < device->maxConcurrentLights; ++i)
2136 if (!device->updateStateBlock->state.lights[i])
2138 device->updateStateBlock->state.lights[i] = light_info;
2139 light_info->glIndex = i;
2143 if (light_info->glIndex == -1)
2145 /* Our tests show that Windows returns D3D_OK in this situation, even with
2146 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2147 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2148 * as well for those lights.
2150 * TODO: Test how this affects rendering. */
2151 WARN("Too many concurrently active lights\n");
2155 /* i == light_info->glIndex */
2156 if (!device->isRecordingState)
2157 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_ACTIVELIGHT(i));
2164 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2166 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2167 struct wined3d_light_info *light_info = NULL;
2170 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2172 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2174 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2175 if (light_info->OriginalIndex == light_idx)
2182 TRACE("Light enabled state requested but light not defined.\n");
2183 return WINED3DERR_INVALIDCALL;
2185 /* true is 128 according to SetLightEnable */
2186 *enable = light_info->enabled ? 128 : 0;
2190 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2192 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2194 /* Validate plane_idx. */
2195 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2197 TRACE("Application has requested clipplane this device doesn't support.\n");
2198 return WINED3DERR_INVALIDCALL;
2201 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2203 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2204 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2205 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2206 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2208 TRACE("Application is setting old values over, nothing to do.\n");
2212 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2213 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2214 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2215 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2217 /* Handle recording of state blocks. */
2218 if (device->isRecordingState)
2220 TRACE("Recording... not performing anything.\n");
2224 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_CLIPPLANE(plane_idx));
2229 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, DWORD plane_idx, float *plane)
2231 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2233 /* Validate plane_idx. */
2234 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2236 TRACE("Application has requested clipplane this device doesn't support.\n");
2237 return WINED3DERR_INVALIDCALL;
2240 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2241 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2242 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2243 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2248 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2250 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2253 return WINED3DERR_INVALIDCALL;
2255 device->updateStateBlock->state.clip_status.ClipUnion = clip_status->ClipUnion;
2256 device->updateStateBlock->state.clip_status.ClipIntersection = clip_status->ClipIntersection;
2261 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2263 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2266 return WINED3DERR_INVALIDCALL;
2268 clip_status->ClipUnion = device->updateStateBlock->state.clip_status.ClipUnion;
2269 clip_status->ClipIntersection = device->updateStateBlock->state.clip_status.ClipIntersection;
2274 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2276 TRACE("device %p, material %p.\n", device, material);
2278 device->updateStateBlock->changed.material = TRUE;
2279 device->updateStateBlock->state.material = *material;
2281 /* Handle recording of state blocks */
2282 if (device->isRecordingState)
2284 TRACE("Recording... not performing anything.\n");
2288 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_MATERIAL);
2293 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2295 TRACE("device %p, material %p.\n", device, material);
2297 *material = device->updateStateBlock->state.material;
2299 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2300 material->Diffuse.r, material->Diffuse.g,
2301 material->Diffuse.b, material->Diffuse.a);
2302 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2303 material->Ambient.r, material->Ambient.g,
2304 material->Ambient.b, material->Ambient.a);
2305 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2306 material->Specular.r, material->Specular.g,
2307 material->Specular.b, material->Specular.a);
2308 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2309 material->Emissive.r, material->Emissive.g,
2310 material->Emissive.b, material->Emissive.a);
2311 TRACE("Power %.8e.\n", material->Power);
2316 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2317 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2319 struct wined3d_buffer *prev_buffer;
2321 TRACE("device %p, buffer %p, format %s.\n",
2322 device, buffer, debug_d3dformat(format_id));
2324 prev_buffer = device->updateStateBlock->state.index_buffer;
2326 device->updateStateBlock->changed.indices = TRUE;
2327 device->updateStateBlock->state.index_buffer = buffer;
2328 device->updateStateBlock->state.index_format = format_id;
2330 /* Handle recording of state blocks. */
2331 if (device->isRecordingState)
2333 TRACE("Recording... not performing anything.\n");
2335 wined3d_buffer_incref(buffer);
2337 wined3d_buffer_decref(prev_buffer);
2341 if (prev_buffer != buffer)
2343 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
2346 InterlockedIncrement(&buffer->bind_count);
2347 wined3d_buffer_incref(buffer);
2351 InterlockedDecrement(&prev_buffer->bind_count);
2352 wined3d_buffer_decref(prev_buffer);
2359 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2361 TRACE("device %p, buffer %p.\n", device, buffer);
2363 *buffer = device->stateBlock->state.index_buffer;
2366 wined3d_buffer_incref(*buffer);
2368 TRACE("Returning %p.\n", *buffer);
2373 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2374 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2376 TRACE("device %p, base_index %d.\n", device, base_index);
2378 if (device->updateStateBlock->state.base_vertex_index == base_index)
2380 TRACE("Application is setting the old value over, nothing to do\n");
2384 device->updateStateBlock->state.base_vertex_index = base_index;
2386 if (device->isRecordingState)
2388 TRACE("Recording... not performing anything\n");
2392 /* The base vertex index affects the stream sources */
2393 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
2398 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2400 TRACE("device %p.\n", device);
2402 return device->stateBlock->state.base_vertex_index;
2405 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2407 TRACE("device %p, viewport %p.\n", device, viewport);
2408 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2409 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2411 device->updateStateBlock->changed.viewport = TRUE;
2412 device->updateStateBlock->state.viewport = *viewport;
2414 /* Handle recording of state blocks */
2415 if (device->isRecordingState)
2417 TRACE("Recording... not performing anything\n");
2421 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VIEWPORT);
2426 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2428 TRACE("device %p, viewport %p.\n", device, viewport);
2430 *viewport = device->stateBlock->state.viewport;
2435 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2436 WINED3DRENDERSTATETYPE state, DWORD value)
2438 DWORD old_value = device->stateBlock->state.render_states[state];
2440 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2442 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2443 device->updateStateBlock->state.render_states[state] = value;
2445 /* Handle recording of state blocks. */
2446 if (device->isRecordingState)
2448 TRACE("Recording... not performing anything.\n");
2452 /* Compared here and not before the assignment to allow proper stateblock recording. */
2453 if (value == old_value)
2454 TRACE("Application is setting the old value over, nothing to do.\n");
2456 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(state));
2461 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2462 WINED3DRENDERSTATETYPE state, DWORD *value)
2464 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2466 *value = device->stateBlock->state.render_states[state];
2471 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2472 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2476 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2477 device, sampler_idx, debug_d3dsamplerstate(state), value);
2479 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2480 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2482 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2483 / sizeof(*device->stateBlock->state.sampler_states))
2485 WARN("Invalid sampler %u.\n", sampler_idx);
2486 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2489 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2490 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2491 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2493 /* Handle recording of state blocks. */
2494 if (device->isRecordingState)
2496 TRACE("Recording... not performing anything.\n");
2500 if (old_value == value)
2502 TRACE("Application is setting the old value over, nothing to do.\n");
2506 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler_idx));
2511 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2512 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2514 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2515 device, sampler_idx, debug_d3dsamplerstate(state), value);
2517 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2518 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2520 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2521 / sizeof(*device->stateBlock->state.sampler_states))
2523 WARN("Invalid sampler %u.\n", sampler_idx);
2524 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2527 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2528 TRACE("Returning %#x.\n", *value);
2533 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2535 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2537 device->updateStateBlock->changed.scissorRect = TRUE;
2538 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2540 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2543 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2545 if (device->isRecordingState)
2547 TRACE("Recording... not performing anything.\n");
2551 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SCISSORRECT);
2556 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2558 TRACE("device %p, rect %p.\n", device, rect);
2560 *rect = device->updateStateBlock->state.scissor_rect;
2561 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2566 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2567 struct wined3d_vertex_declaration *declaration)
2569 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2571 TRACE("device %p, declaration %p.\n", device, declaration);
2574 wined3d_vertex_declaration_incref(declaration);
2576 wined3d_vertex_declaration_decref(prev);
2578 device->updateStateBlock->state.vertex_declaration = declaration;
2579 device->updateStateBlock->changed.vertexDecl = TRUE;
2581 if (device->isRecordingState)
2583 TRACE("Recording... not performing anything.\n");
2586 else if (declaration == prev)
2588 /* Checked after the assignment to allow proper stateblock recording. */
2589 TRACE("Application is setting the old declaration over, nothing to do.\n");
2593 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
2597 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2598 struct wined3d_vertex_declaration **declaration)
2600 TRACE("device %p, declaration %p.\n", device, declaration);
2602 *declaration = device->stateBlock->state.vertex_declaration;
2604 wined3d_vertex_declaration_incref(*declaration);
2609 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2611 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2613 TRACE("device %p, shader %p.\n", device, shader);
2615 device->updateStateBlock->state.vertex_shader = shader;
2616 device->updateStateBlock->changed.vertexShader = TRUE;
2618 if (device->isRecordingState)
2621 wined3d_shader_incref(shader);
2623 wined3d_shader_decref(prev);
2624 TRACE("Recording... not performing anything.\n");
2630 TRACE("Application is setting the old shader over, nothing to do.\n");
2635 wined3d_shader_incref(shader);
2637 wined3d_shader_decref(prev);
2639 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VSHADER);
2644 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2646 struct wined3d_shader *shader;
2648 TRACE("device %p.\n", device);
2650 shader = device->stateBlock->state.vertex_shader;
2652 wined3d_shader_incref(shader);
2654 TRACE("Returning %p.\n", shader);
2658 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2659 UINT start_register, const BOOL *constants, UINT bool_count)
2661 UINT count = min(bool_count, MAX_CONST_B - start_register);
2664 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2665 device, start_register, constants, bool_count);
2667 if (!constants || start_register >= MAX_CONST_B)
2668 return WINED3DERR_INVALIDCALL;
2670 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2671 for (i = 0; i < count; ++i)
2672 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2674 for (i = start_register; i < count + start_register; ++i)
2675 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2677 if (!device->isRecordingState)
2678 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
2683 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2684 UINT start_register, BOOL *constants, UINT bool_count)
2686 UINT count = min(bool_count, MAX_CONST_B - start_register);
2688 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2689 device, start_register, constants, bool_count);
2691 if (!constants || start_register >= MAX_CONST_B)
2692 return WINED3DERR_INVALIDCALL;
2694 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2699 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2700 UINT start_register, const int *constants, UINT vector4i_count)
2702 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2705 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2706 device, start_register, constants, vector4i_count);
2708 if (!constants || start_register >= MAX_CONST_I)
2709 return WINED3DERR_INVALIDCALL;
2711 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2712 for (i = 0; i < count; ++i)
2713 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2714 constants[i * 4], constants[i * 4 + 1],
2715 constants[i * 4 + 2], constants[i * 4 + 3]);
2717 for (i = start_register; i < count + start_register; ++i)
2718 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2720 if (!device->isRecordingState)
2721 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
2726 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2727 UINT start_register, int *constants, UINT vector4i_count)
2729 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2731 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2732 device, start_register, constants, vector4i_count);
2734 if (!constants || start_register >= MAX_CONST_I)
2735 return WINED3DERR_INVALIDCALL;
2737 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2741 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2742 UINT start_register, const float *constants, UINT vector4f_count)
2746 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2747 device, start_register, constants, vector4f_count);
2749 /* Specifically test start_register > limit to catch MAX_UINT overflows
2750 * when adding start_register + vector4f_count. */
2752 || start_register + vector4f_count > device->d3d_vshader_constantF
2753 || start_register > device->d3d_vshader_constantF)
2754 return WINED3DERR_INVALIDCALL;
2756 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2757 constants, vector4f_count * sizeof(float) * 4);
2760 for (i = 0; i < vector4f_count; ++i)
2761 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2762 constants[i * 4], constants[i * 4 + 1],
2763 constants[i * 4 + 2], constants[i * 4 + 3]);
2766 if (!device->isRecordingState)
2768 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2769 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VERTEXSHADERCONSTANT);
2772 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2773 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2778 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2779 UINT start_register, float *constants, UINT vector4f_count)
2781 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2783 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2784 device, start_register, constants, vector4f_count);
2786 if (!constants || count < 0)
2787 return WINED3DERR_INVALIDCALL;
2789 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2794 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2798 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2800 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, i));
2804 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2806 DWORD i = device->rev_tex_unit_map[unit];
2807 DWORD j = device->texUnitMap[stage];
2809 device->texUnitMap[stage] = unit;
2810 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2811 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2813 device->rev_tex_unit_map[unit] = stage;
2814 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2815 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2818 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2822 device->fixed_function_usage_map = 0;
2823 for (i = 0; i < MAX_TEXTURES; ++i)
2825 const struct wined3d_state *state = &device->stateBlock->state;
2826 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2827 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2828 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2829 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2830 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2831 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2832 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2833 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2835 if (color_op == WINED3DTOP_DISABLE) {
2836 /* Not used, and disable higher stages */
2840 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2841 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2842 || ((color_arg3 == WINED3DTA_TEXTURE)
2843 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2844 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2845 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2846 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2847 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2848 device->fixed_function_usage_map |= (1 << i);
2850 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2851 device->fixed_function_usage_map |= (1 << (i + 1));
2855 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2857 unsigned int i, tex;
2860 device_update_fixed_function_usage_map(device);
2861 ffu_map = device->fixed_function_usage_map;
2863 if (device->max_ffp_textures == gl_info->limits.texture_stages
2864 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2866 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2868 if (!(ffu_map & 1)) continue;
2870 if (device->texUnitMap[i] != i)
2872 device_map_stage(device, i, i);
2873 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
2874 markTextureStagesDirty(device, i);
2880 /* Now work out the mapping */
2882 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2884 if (!(ffu_map & 1)) continue;
2886 if (device->texUnitMap[i] != tex)
2888 device_map_stage(device, i, tex);
2889 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
2890 markTextureStagesDirty(device, i);
2897 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2899 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2900 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2903 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2905 if (sampler_type[i] && device->texUnitMap[i] != i)
2907 device_map_stage(device, i, i);
2908 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
2909 if (i < gl_info->limits.texture_stages)
2911 markTextureStagesDirty(device, i);
2917 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2918 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2919 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2921 DWORD current_mapping = device->rev_tex_unit_map[unit];
2923 /* Not currently used */
2924 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2926 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2927 /* Used by a fragment sampler */
2929 if (!pshader_sampler_tokens) {
2930 /* No pixel shader, check fixed function */
2931 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2934 /* Pixel shader, check the shader's sampler map */
2935 return !pshader_sampler_tokens[current_mapping];
2938 /* Used by a vertex sampler */
2939 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2942 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2944 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2945 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2946 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2947 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2952 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2953 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2954 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2957 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2958 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2959 if (vshader_sampler_type[i])
2961 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2963 /* Already mapped somewhere */
2969 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2971 device_map_stage(device, vsampler_idx, start);
2972 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(vsampler_idx));
2984 void IWineD3DDeviceImpl_FindTexUnitMap(struct wined3d_device *device)
2986 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2987 const struct wined3d_state *state = &device->stateBlock->state;
2988 BOOL vs = use_vs(state);
2989 BOOL ps = use_ps(state);
2992 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2993 * that would be really messy and require shader recompilation
2994 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2995 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2998 device_map_psamplers(device, gl_info);
3000 device_map_fixed_function_samplers(device, gl_info);
3003 device_map_vsamplers(device, ps, gl_info);
3006 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3008 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3010 TRACE("device %p, shader %p.\n", device, shader);
3012 device->updateStateBlock->state.pixel_shader = shader;
3013 device->updateStateBlock->changed.pixelShader = TRUE;
3015 if (device->isRecordingState)
3018 wined3d_shader_incref(shader);
3020 wined3d_shader_decref(prev);
3021 TRACE("Recording... not performing anything.\n");
3027 TRACE("Application is setting the old shader over, nothing to do.\n");
3032 wined3d_shader_incref(shader);
3034 wined3d_shader_decref(prev);
3036 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADER);
3041 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3043 struct wined3d_shader *shader;
3045 TRACE("device %p.\n", device);
3047 shader = device->stateBlock->state.pixel_shader;
3049 wined3d_shader_incref(shader);
3051 TRACE("Returning %p.\n", shader);
3055 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3056 UINT start_register, const BOOL *constants, UINT bool_count)
3058 UINT count = min(bool_count, MAX_CONST_B - start_register);
3061 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3062 device, start_register, constants, bool_count);
3064 if (!constants || start_register >= MAX_CONST_B)
3065 return WINED3DERR_INVALIDCALL;
3067 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3068 for (i = 0; i < count; ++i)
3069 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3071 for (i = start_register; i < count + start_register; ++i)
3072 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3074 if (!device->isRecordingState)
3075 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
3080 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3081 UINT start_register, BOOL *constants, UINT bool_count)
3083 UINT count = min(bool_count, MAX_CONST_B - start_register);
3085 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3086 device, start_register, constants, bool_count);
3088 if (!constants || start_register >= MAX_CONST_B)
3089 return WINED3DERR_INVALIDCALL;
3091 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3096 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3097 UINT start_register, const int *constants, UINT vector4i_count)
3099 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3102 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3103 device, start_register, constants, vector4i_count);
3105 if (!constants || start_register >= MAX_CONST_I)
3106 return WINED3DERR_INVALIDCALL;
3108 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3109 for (i = 0; i < count; ++i)
3110 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3111 constants[i * 4], constants[i * 4 + 1],
3112 constants[i * 4 + 2], constants[i * 4 + 3]);
3114 for (i = start_register; i < count + start_register; ++i)
3115 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3117 if (!device->isRecordingState)
3118 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
3123 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3124 UINT start_register, int *constants, UINT vector4i_count)
3126 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3128 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3129 device, start_register, constants, vector4i_count);
3131 if (!constants || start_register >= MAX_CONST_I)
3132 return WINED3DERR_INVALIDCALL;
3134 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3139 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3140 UINT start_register, const float *constants, UINT vector4f_count)
3144 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3145 device, start_register, constants, vector4f_count);
3147 /* Specifically test start_register > limit to catch MAX_UINT overflows
3148 * when adding start_register + vector4f_count. */
3150 || start_register + vector4f_count > device->d3d_pshader_constantF
3151 || start_register > device->d3d_pshader_constantF)
3152 return WINED3DERR_INVALIDCALL;
3154 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3155 constants, vector4f_count * sizeof(float) * 4);
3158 for (i = 0; i < vector4f_count; ++i)
3159 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3160 constants[i * 4], constants[i * 4 + 1],
3161 constants[i * 4 + 2], constants[i * 4 + 3]);
3164 if (!device->isRecordingState)
3166 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3167 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADERCONSTANT);
3170 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3171 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3176 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3177 UINT start_register, float *constants, UINT vector4f_count)
3179 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3181 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3182 device, start_register, constants, vector4f_count);
3184 if (!constants || count < 0)
3185 return WINED3DERR_INVALIDCALL;
3187 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3192 /* Context activation is done by the caller. */
3193 /* Do not call while under the GL lock. */
3194 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3195 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3196 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3199 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3200 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3203 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3207 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3209 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3212 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3214 ERR("Source has no position mask\n");
3215 return WINED3DERR_INVALIDCALL;
3218 if (!dest->resource.allocatedMemory)
3219 buffer_get_sysmem(dest, gl_info);
3221 /* Get a pointer into the destination vbo(create one if none exists) and
3222 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3224 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3226 dest->flags |= WINED3D_BUFFER_CREATEBO;
3227 wined3d_buffer_preload(dest);
3230 if (dest->buffer_object)
3232 unsigned char extrabytes = 0;
3233 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3234 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3235 * this may write 4 extra bytes beyond the area that should be written
3237 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3238 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3239 if(!dest_conv_addr) {
3240 ERR("Out of memory\n");
3241 /* Continue without storing converted vertices */
3243 dest_conv = dest_conv_addr;
3246 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3248 static BOOL warned = FALSE;
3250 * The clipping code is not quite correct. Some things need
3251 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3252 * so disable clipping for now.
3253 * (The graphics in Half-Life are broken, and my processvertices
3254 * test crashes with IDirect3DDevice3)
3260 FIXME("Clipping is broken and disabled for now\n");
3262 } else doClip = FALSE;
3263 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3265 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3266 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3267 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3269 TRACE("View mat:\n");
3270 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);
3271 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);
3272 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);
3273 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);
3275 TRACE("Proj mat:\n");
3276 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);
3277 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);
3278 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);
3279 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);
3281 TRACE("World mat:\n");
3282 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);
3283 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);
3284 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);
3285 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);
3287 /* Get the viewport */
3288 wined3d_device_get_viewport(device, &vp);
3289 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3290 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3292 multiply_matrix(&mat,&view_mat,&world_mat);
3293 multiply_matrix(&mat,&proj_mat,&mat);
3295 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3297 for (i = 0; i < dwCount; i+= 1) {
3298 unsigned int tex_index;
3300 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3301 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3302 /* The position first */
3303 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3304 const float *p = (const float *)(element->data + i * element->stride);
3306 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3308 /* Multiplication with world, view and projection matrix */
3309 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3310 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3311 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3312 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3314 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3316 /* WARNING: The following things are taken from d3d7 and were not yet checked
3317 * against d3d8 or d3d9!
3320 /* Clipping conditions: From msdn
3322 * A vertex is clipped if it does not match the following requirements
3326 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3328 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3329 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3334 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3335 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3338 /* "Normal" viewport transformation (not clipped)
3339 * 1) The values are divided by rhw
3340 * 2) The y axis is negative, so multiply it with -1
3341 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3342 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3343 * 4) Multiply x with Width/2 and add Width/2
3344 * 5) The same for the height
3345 * 6) Add the viewpoint X and Y to the 2D coordinates and
3346 * The minimum Z value to z
3347 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3349 * Well, basically it's simply a linear transformation into viewport
3361 z *= vp.MaxZ - vp.MinZ;
3363 x += vp.Width / 2 + vp.X;
3364 y += vp.Height / 2 + vp.Y;
3369 /* That vertex got clipped
3370 * Contrary to OpenGL it is not dropped completely, it just
3371 * undergoes a different calculation.
3373 TRACE("Vertex got clipped\n");
3380 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3381 * outside of the main vertex buffer memory. That needs some more
3386 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3389 ( (float *) dest_ptr)[0] = x;
3390 ( (float *) dest_ptr)[1] = y;
3391 ( (float *) dest_ptr)[2] = z;
3392 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3394 dest_ptr += 3 * sizeof(float);
3396 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3397 dest_ptr += sizeof(float);
3402 ( (float *) dest_conv)[0] = x * w;
3403 ( (float *) dest_conv)[1] = y * w;
3404 ( (float *) dest_conv)[2] = z * w;
3405 ( (float *) dest_conv)[3] = w;
3407 dest_conv += 3 * sizeof(float);
3409 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3410 dest_conv += sizeof(float);
3414 if (DestFVF & WINED3DFVF_PSIZE) {
3415 dest_ptr += sizeof(DWORD);
3416 if(dest_conv) dest_conv += sizeof(DWORD);
3418 if (DestFVF & WINED3DFVF_NORMAL) {
3419 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3420 const float *normal = (const float *)(element->data + i * element->stride);
3421 /* AFAIK this should go into the lighting information */
3422 FIXME("Didn't expect the destination to have a normal\n");
3423 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3425 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3429 if (DestFVF & WINED3DFVF_DIFFUSE) {
3430 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3431 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3432 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3434 static BOOL warned = FALSE;
3437 ERR("No diffuse color in source, but destination has one\n");
3441 *( (DWORD *) dest_ptr) = 0xffffffff;
3442 dest_ptr += sizeof(DWORD);
3445 *( (DWORD *) dest_conv) = 0xffffffff;
3446 dest_conv += sizeof(DWORD);
3450 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3452 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3453 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3454 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3455 dest_conv += sizeof(DWORD);
3460 if (DestFVF & WINED3DFVF_SPECULAR)
3462 /* What's the color value in the feedback buffer? */
3463 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3464 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3465 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3467 static BOOL warned = FALSE;
3470 ERR("No specular color in source, but destination has one\n");
3474 *( (DWORD *) dest_ptr) = 0xFF000000;
3475 dest_ptr += sizeof(DWORD);
3478 *( (DWORD *) dest_conv) = 0xFF000000;
3479 dest_conv += sizeof(DWORD);
3483 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3485 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3486 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3487 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3488 dest_conv += sizeof(DWORD);
3493 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3494 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3495 const float *tex_coord = (const float *)(element->data + i * element->stride);
3496 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3498 ERR("No source texture, but destination requests one\n");
3499 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3500 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3503 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3505 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3515 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3516 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3517 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3518 dwCount * get_flexible_vertex_size(DestFVF),
3520 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3524 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3529 #undef copy_and_next
3531 /* Do not call while under the GL lock. */
3532 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3533 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3534 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3536 BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
3537 struct wined3d_stream_info stream_info;
3538 const struct wined3d_gl_info *gl_info;
3539 struct wined3d_context *context;
3542 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3543 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3544 device, src_start_idx, dst_idx, vertex_count,
3545 dst_buffer, declaration, flags, dst_fvf);
3548 FIXME("Output vertex declaration not implemented yet.\n");
3550 /* Need any context to write to the vbo. */
3551 context = context_acquire(device, NULL);
3552 gl_info = context->gl_info;
3554 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3555 * control the streamIsUP flag, thus restore it afterwards.
3557 device->stateBlock->state.user_stream = FALSE;
3558 device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
3559 device->stateBlock->state.user_stream = streamWasUP;
3561 if (vbo || src_start_idx)
3564 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3565 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3567 * Also get the start index in, but only loop over all elements if there's something to add at all.
3569 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3571 struct wined3d_stream_info_element *e;
3573 if (!(stream_info.use_map & (1 << i))) continue;
3575 e = &stream_info.elements[i];
3576 if (e->buffer_object)
3578 struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
3579 e->buffer_object = 0;
3580 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3582 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3583 vb->buffer_object = 0;
3587 e->data += e->stride * src_start_idx;
3591 hr = process_vertices_strided(device, dst_idx, vertex_count,
3592 &stream_info, dst_buffer, flags, dst_fvf);
3594 context_release(context);
3599 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3600 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3602 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3605 TRACE("device %p, stage %u, state %s, value %#x.\n",
3606 device, stage, debug_d3dtexturestate(state), value);
3608 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3610 WARN("Invalid state %#x passed.\n", state);
3614 if (stage >= gl_info->limits.texture_stages)
3616 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3617 stage, gl_info->limits.texture_stages - 1);
3621 old_value = device->updateStateBlock->state.texture_states[stage][state];
3622 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3623 device->updateStateBlock->state.texture_states[stage][state] = value;
3625 if (device->isRecordingState)
3627 TRACE("Recording... not performing anything.\n");
3631 /* Checked after the assignments to allow proper stateblock recording. */
3632 if (old_value == value)
3634 TRACE("Application is setting the old value over, nothing to do.\n");
3638 if (stage > device->stateBlock->state.lowest_disabled_stage
3639 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3640 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3642 /* Colorop change above lowest disabled stage? That won't change
3643 * anything in the GL setup. Changes in other states are important on
3644 * disabled stages too. */
3648 if (state == WINED3DTSS_COLOROP)
3652 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3654 /* Previously enabled stage disabled now. Make sure to dirtify
3655 * all enabled stages above stage, they have to be disabled.
3657 * The current stage is dirtified below. */
3658 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3660 TRACE("Additionally dirtifying stage %u.\n", i);
3661 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3663 device->stateBlock->state.lowest_disabled_stage = stage;
3664 TRACE("New lowest disabled: %u.\n", stage);
3666 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3668 /* Previously disabled stage enabled. Stages above it may need
3669 * enabling. Stage must be lowest_disabled_stage here, if it's
3670 * bigger success is returned above, and stages below the lowest
3671 * disabled stage can't be enabled (because they are enabled
3674 * Again stage stage doesn't need to be dirtified here, it is
3676 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3678 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3680 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3681 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3683 device->stateBlock->state.lowest_disabled_stage = i;
3684 TRACE("New lowest disabled: %u.\n", i);
3688 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, state));
3693 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3694 DWORD stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3696 TRACE("device %p, stage %u, state %s, value %p.\n",
3697 device, stage, debug_d3dtexturestate(state), value);
3699 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3701 WARN("Invalid state %#x passed.\n", state);
3705 *value = device->updateStateBlock->state.texture_states[stage][state];
3706 TRACE("Returning %#x.\n", *value);
3711 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3712 DWORD stage, struct wined3d_texture *texture)
3714 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3715 struct wined3d_texture *prev;
3717 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3719 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3720 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3722 /* Windows accepts overflowing this array... we do not. */
3723 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3725 WARN("Ignoring invalid stage %u.\n", stage);
3729 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3730 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3732 WARN("Rejecting attempt to set scratch texture.\n");
3733 return WINED3DERR_INVALIDCALL;
3736 device->updateStateBlock->changed.textures |= 1 << stage;
3738 prev = device->updateStateBlock->state.textures[stage];
3739 TRACE("Previous texture %p.\n", prev);
3741 if (texture == prev)
3743 TRACE("App is setting the same texture again, nothing to do.\n");
3747 TRACE("Setting new texture to %p.\n", texture);
3748 device->updateStateBlock->state.textures[stage] = texture;
3750 if (device->isRecordingState)
3752 TRACE("Recording... not performing anything\n");
3754 if (texture) wined3d_texture_incref(texture);
3755 if (prev) wined3d_texture_decref(prev);
3762 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3764 wined3d_texture_incref(texture);
3766 if (!prev || texture->target != prev->target)
3767 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADER);
3769 if (!prev && stage < gl_info->limits.texture_stages)
3771 /* The source arguments for color and alpha ops have different
3772 * meanings when a NULL texture is bound, so the COLOROP and
3773 * ALPHAOP have to be dirtified. */
3774 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3775 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3778 if (bind_count == 1)
3779 texture->sampler = stage;
3784 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3786 wined3d_texture_decref(prev);
3788 if (!texture && stage < gl_info->limits.texture_stages)
3790 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3791 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3794 if (bind_count && prev->sampler == stage)
3798 /* Search for other stages the texture is bound to. Shouldn't
3799 * happen if applications bind textures to a single stage only. */
3800 TRACE("Searching for other stages the texture is bound to.\n");
3801 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3803 if (device->updateStateBlock->state.textures[i] == prev)
3805 TRACE("Texture is also bound to stage %u.\n", i);
3813 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(stage));
3818 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3819 DWORD stage, struct wined3d_texture **texture)
3821 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3823 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3824 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3826 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3828 WARN("Ignoring invalid stage %u.\n", stage);
3829 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3832 *texture = device->stateBlock->state.textures[stage];
3834 wined3d_texture_incref(*texture);
3836 TRACE("Returning %p.\n", *texture);
3841 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3842 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3844 struct wined3d_swapchain *swapchain;
3847 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3848 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3850 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3853 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3857 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3858 wined3d_swapchain_decref(swapchain);
3861 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3868 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3870 TRACE("device %p, caps %p.\n", device, caps);
3872 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3875 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3876 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3878 struct wined3d_swapchain *swapchain;
3881 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3885 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3888 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3889 wined3d_swapchain_decref(swapchain);
3894 /* Don't read the real display mode, but return the stored mode
3895 * instead. X11 can't change the color depth, and some apps are
3896 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3897 * that GetDisplayMode still returns 24 bpp.
3899 * Also don't relay to the swapchain because with ddraw it's possible
3900 * that there isn't a swapchain at all. */
3901 mode->Width = device->ddraw_width;
3902 mode->Height = device->ddraw_height;
3903 mode->Format = device->ddraw_format;
3904 mode->RefreshRate = 0;
3911 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3913 struct wined3d_stateblock *stateblock;
3916 TRACE("device %p.\n", device);
3918 if (device->isRecordingState)
3919 return WINED3DERR_INVALIDCALL;
3921 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3925 wined3d_stateblock_decref(device->updateStateBlock);
3926 device->updateStateBlock = stateblock;
3927 device->isRecordingState = TRUE;
3929 TRACE("Recording stateblock %p.\n", stateblock);
3934 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3935 struct wined3d_stateblock **stateblock)
3937 struct wined3d_stateblock *object = device->updateStateBlock;
3939 TRACE("device %p, stateblock %p.\n", device, stateblock);
3941 if (!device->isRecordingState)
3943 WARN("Not recording.\n");
3945 return WINED3DERR_INVALIDCALL;
3948 stateblock_init_contained_states(object);
3950 *stateblock = object;
3951 device->isRecordingState = FALSE;
3952 device->updateStateBlock = device->stateBlock;
3953 wined3d_stateblock_incref(device->updateStateBlock);
3955 TRACE("Returning stateblock %p.\n", *stateblock);
3960 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3962 /* At the moment we have no need for any functionality at the beginning
3964 TRACE("device %p.\n", device);
3966 if (device->inScene)
3968 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3969 return WINED3DERR_INVALIDCALL;
3971 device->inScene = TRUE;
3975 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3977 struct wined3d_context *context;
3979 TRACE("device %p.\n", device);
3981 if (!device->inScene)
3983 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3984 return WINED3DERR_INVALIDCALL;
3987 context = context_acquire(device, NULL);
3988 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3990 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3992 context_release(context);
3994 device->inScene = FALSE;
3998 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3999 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4003 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4004 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4005 dst_window_override, dirty_region);
4007 for (i = 0; i < device->swapchain_count; ++i)
4009 wined3d_swapchain_present(device->swapchains[i], src_rect,
4010 dst_rect, dst_window_override, dirty_region, 0);
4016 /* Do not call while under the GL lock. */
4017 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4018 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4020 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4023 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4024 device, rect_count, rects, flags, color, depth, stencil);
4026 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4028 struct wined3d_surface *ds = device->depth_stencil;
4031 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4032 /* TODO: What about depth stencil buffers without stencil bits? */
4033 return WINED3DERR_INVALIDCALL;
4035 else if (flags & WINED3DCLEAR_TARGET)
4037 if(ds->resource.width < device->render_targets[0]->resource.width ||
4038 ds->resource.height < device->render_targets[0]->resource.height)
4040 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4046 device_get_draw_rect(device, &draw_rect);
4048 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4049 device->render_targets, device->depth_stencil, rect_count, rects,
4050 &draw_rect, flags, &c, depth, stencil);
4053 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4054 WINED3DPRIMITIVETYPE primitive_type)
4056 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4058 device->updateStateBlock->changed.primitive_type = TRUE;
4059 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4062 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4063 WINED3DPRIMITIVETYPE *primitive_type)
4065 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4067 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4069 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4072 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4074 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4076 if (!device->stateBlock->state.vertex_declaration)
4078 WARN("Called without a valid vertex declaration set.\n");
4079 return WINED3DERR_INVALIDCALL;
4082 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4083 if (device->stateBlock->state.user_stream)
4085 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
4086 device->stateBlock->state.user_stream = FALSE;
4089 if (device->stateBlock->state.load_base_vertex_index)
4091 device->stateBlock->state.load_base_vertex_index = 0;
4092 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
4095 /* Account for the loading offset due to index buffers. Instead of
4096 * reloading all sources correct it with the startvertex parameter. */
4097 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4101 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4103 struct wined3d_buffer *index_buffer;
4104 UINT index_size = 2;
4107 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4109 index_buffer = device->stateBlock->state.index_buffer;
4112 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4113 * without an index buffer set. (The first time at least...)
4114 * D3D8 simply dies, but I doubt it can do much harm to return
4115 * D3DERR_INVALIDCALL there as well. */
4116 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4117 return WINED3DERR_INVALIDCALL;
4120 if (!device->stateBlock->state.vertex_declaration)
4122 WARN("Called without a valid vertex declaration set.\n");
4123 return WINED3DERR_INVALIDCALL;
4126 if (device->stateBlock->state.user_stream)
4128 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
4129 device->stateBlock->state.user_stream = FALSE;
4131 vbo = index_buffer->buffer_object;
4133 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4138 if (device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4140 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4141 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
4144 drawPrimitive(device, index_count, start_idx, index_size,
4145 vbo ? NULL : index_buffer->resource.allocatedMemory);
4150 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4151 const void *stream_data, UINT stream_stride)
4153 struct wined3d_stream_state *stream;
4154 struct wined3d_buffer *vb;
4156 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4157 device, vertex_count, stream_data, stream_stride);
4159 if (!device->stateBlock->state.vertex_declaration)
4161 WARN("Called without a valid vertex declaration set.\n");
4162 return WINED3DERR_INVALIDCALL;
4165 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4166 stream = &device->stateBlock->state.streams[0];
4167 vb = stream->buffer;
4168 stream->buffer = (struct wined3d_buffer *)stream_data;
4170 wined3d_buffer_decref(vb);
4172 stream->stride = stream_stride;
4173 device->stateBlock->state.user_stream = TRUE;
4174 device->stateBlock->state.load_base_vertex_index = 0;
4176 /* TODO: Only mark dirty if drawing from a different UP address */
4177 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
4179 drawPrimitive(device, vertex_count, 0, 0, NULL);
4181 /* MSDN specifies stream zero settings must be set to NULL */
4182 stream->buffer = NULL;
4185 /* stream zero settings set to null at end, as per the msdn. No need to
4186 * mark dirty here, the app has to set the new stream sources or use UP
4191 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4192 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4193 const void *stream_data, UINT stream_stride)
4195 struct wined3d_stream_state *stream;
4196 struct wined3d_buffer *vb, *ib;
4199 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4200 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4202 if (!device->stateBlock->state.vertex_declaration)
4204 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4205 return WINED3DERR_INVALIDCALL;
4208 if (index_data_format_id == WINED3DFMT_R16_UINT)
4213 stream = &device->stateBlock->state.streams[0];
4214 vb = stream->buffer;
4215 stream->buffer = (struct wined3d_buffer *)stream_data;
4217 wined3d_buffer_decref(vb);
4219 stream->stride = stream_stride;
4220 device->stateBlock->state.user_stream = TRUE;
4222 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4223 device->stateBlock->state.base_vertex_index = 0;
4224 device->stateBlock->state.load_base_vertex_index = 0;
4225 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4226 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
4227 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
4229 drawPrimitive(device, index_count, 0, index_size, index_data);
4231 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4232 stream->buffer = NULL;
4234 ib = device->stateBlock->state.index_buffer;
4237 wined3d_buffer_decref(ib);
4238 device->stateBlock->state.index_buffer = NULL;
4240 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4241 * SetStreamSource to specify a vertex buffer
4247 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4248 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4250 /* Mark the state dirty until we have nicer tracking. It's fine to change
4251 * baseVertexIndex because that call is only called by ddraw which does
4252 * not need that value. */
4253 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
4254 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
4255 device->stateBlock->state.base_vertex_index = 0;
4256 device->up_strided = strided_data;
4257 drawPrimitive(device, vertex_count, 0, 0, NULL);
4258 device->up_strided = NULL;
4262 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4263 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4264 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4266 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4268 /* Mark the state dirty until we have nicer tracking
4269 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4272 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VDECL);
4273 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
4274 device->stateBlock->state.user_stream = TRUE;
4275 device->stateBlock->state.base_vertex_index = 0;
4276 device->up_strided = strided_data;
4277 drawPrimitive(device, index_count, 0, index_size, index_data);
4278 device->up_strided = NULL;
4282 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4283 static HRESULT IWineD3DDeviceImpl_UpdateVolume(struct wined3d_device *device,
4284 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4286 WINED3DLOCKED_BOX src;
4287 WINED3DLOCKED_BOX dst;
4290 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4291 device, src_volume, dst_volume);
4293 /* TODO: Implement direct loading into the gl volume instead of using
4294 * memcpy and dirtification to improve loading performance. */
4295 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4296 if (FAILED(hr)) return hr;
4297 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4300 wined3d_volume_unmap(src_volume);
4304 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4306 hr = wined3d_volume_unmap(dst_volume);
4308 wined3d_volume_unmap(src_volume);
4310 hr = wined3d_volume_unmap(src_volume);
4315 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4316 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4318 unsigned int level_count, i;
4319 WINED3DRESOURCETYPE type;
4322 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4324 /* Verify that the source and destination textures are non-NULL. */
4325 if (!src_texture || !dst_texture)
4327 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4328 return WINED3DERR_INVALIDCALL;
4331 if (src_texture == dst_texture)
4333 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4334 return WINED3DERR_INVALIDCALL;
4337 /* Verify that the source and destination textures are the same type. */
4338 type = wined3d_texture_get_type(src_texture);
4339 if (wined3d_texture_get_type(dst_texture) != type)
4341 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4342 return WINED3DERR_INVALIDCALL;
4345 /* Check that both textures have the identical numbers of levels. */
4346 level_count = wined3d_texture_get_level_count(src_texture);
4347 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4349 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4350 return WINED3DERR_INVALIDCALL;
4353 /* Make sure that the destination texture is loaded. */
4354 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4356 /* Update every surface level of the texture. */
4359 case WINED3DRTYPE_TEXTURE:
4361 struct wined3d_surface *src_surface;
4362 struct wined3d_surface *dst_surface;
4364 for (i = 0; i < level_count; ++i)
4366 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4367 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4368 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4371 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4378 case WINED3DRTYPE_CUBETEXTURE:
4380 struct wined3d_surface *src_surface;
4381 struct wined3d_surface *dst_surface;
4383 for (i = 0; i < level_count * 6; ++i)
4385 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4386 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4387 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4390 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4397 case WINED3DRTYPE_VOLUMETEXTURE:
4399 for (i = 0; i < level_count; ++i)
4401 hr = IWineD3DDeviceImpl_UpdateVolume(device,
4402 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4403 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4406 WARN("IWineD3DDeviceImpl_UpdateVolume failed, hr %#x.\n", hr);
4414 FIXME("Unsupported texture type %#x.\n", type);
4415 return WINED3DERR_INVALIDCALL;
4421 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4422 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4424 struct wined3d_swapchain *swapchain;
4427 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4429 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4430 if (FAILED(hr)) return hr;
4432 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4433 wined3d_swapchain_decref(swapchain);
4438 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4440 const struct wined3d_state *state = &device->stateBlock->state;
4441 struct wined3d_texture *texture;
4444 TRACE("device %p, num_passes %p.\n", device, num_passes);
4446 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4448 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4450 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4451 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4453 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4455 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4456 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4459 texture = state->textures[i];
4460 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4462 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4464 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4467 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4469 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4472 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4473 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4475 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4480 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4481 state->render_states[WINED3DRS_STENCILENABLE])
4483 struct wined3d_surface *ds = device->depth_stencil;
4484 struct wined3d_surface *target = device->render_targets[0];
4487 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4489 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4490 return WINED3DERR_CONFLICTINGRENDERSTATE;
4494 /* return a sensible default */
4497 TRACE("returning D3D_OK\n");
4501 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4505 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4507 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4508 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4509 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4511 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
4516 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4517 UINT palette_idx, const PALETTEENTRY *entries)
4521 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4523 if (palette_idx >= MAX_PALETTES)
4525 WARN("Invalid palette index %u.\n", palette_idx);
4526 return WINED3DERR_INVALIDCALL;
4529 if (palette_idx >= device->palette_count)
4531 UINT new_size = device->palette_count;
4532 PALETTEENTRY **palettes;
4537 } while (palette_idx >= new_size);
4538 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4541 ERR("Out of memory!\n");
4542 return E_OUTOFMEMORY;
4544 device->palettes = palettes;
4545 device->palette_count = new_size;
4548 if (!device->palettes[palette_idx])
4550 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4551 if (!device->palettes[palette_idx])
4553 ERR("Out of memory!\n");
4554 return E_OUTOFMEMORY;
4558 for (i = 0; i < 256; ++i)
4560 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4561 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4562 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4563 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4566 if (palette_idx == device->currentPalette)
4567 dirtify_p8_texture_samplers(device);
4572 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4573 UINT palette_idx, PALETTEENTRY *entries)
4577 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4579 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4581 /* What happens in such situation isn't documented; Native seems to
4582 * silently abort on such conditions. */
4583 WARN("Invalid palette index %u.\n", palette_idx);
4584 return WINED3DERR_INVALIDCALL;
4587 for (i = 0; i < 256; ++i)
4589 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4590 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4591 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4592 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4598 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4600 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4602 /* Native appears to silently abort on attempt to make an uninitialized
4603 * palette current and render. (tested with reference rasterizer). */
4604 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4606 WARN("Invalid palette index %u.\n", palette_idx);
4607 return WINED3DERR_INVALIDCALL;
4610 /* TODO: stateblocks? */
4611 if (device->currentPalette != palette_idx)
4613 device->currentPalette = palette_idx;
4614 dirtify_p8_texture_samplers(device);
4620 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4622 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4625 return WINED3DERR_INVALIDCALL;
4627 *palette_idx = device->currentPalette;
4632 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4636 TRACE("device %p, software %#x.\n", device, software);
4640 FIXME("device %p, software %#x stub!\n", device, software);
4644 device->softwareVertexProcessing = software;
4649 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4653 TRACE("device %p.\n", device);
4657 TRACE("device %p stub!\n", device);
4661 return device->softwareVertexProcessing;
4664 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4665 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4667 struct wined3d_swapchain *swapchain;
4670 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4671 device, swapchain_idx, raster_status);
4673 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4676 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4680 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4681 wined3d_swapchain_decref(swapchain);
4684 WARN("Failed to get raster status, hr %#x.\n", hr);
4691 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4695 TRACE("device %p, segments %.8e.\n", device, segments);
4697 if (segments != 0.0f)
4701 FIXME("device %p, segments %.8e stub!\n", device, segments);
4709 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4713 TRACE("device %p.\n", device);
4717 FIXME("device %p stub!\n", device);
4724 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4725 struct wined3d_surface *src_surface, const RECT *src_rect,
4726 struct wined3d_surface *dst_surface, const POINT *dst_point)
4728 const struct wined3d_format *src_format;
4729 const struct wined3d_format *dst_format;
4730 const struct wined3d_gl_info *gl_info;
4731 struct wined3d_context *context;
4732 const unsigned char *data;
4733 UINT update_w, update_h;
4734 CONVERT_TYPES convert;
4738 struct wined3d_format format;
4740 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4741 device, src_surface, wine_dbgstr_rect(src_rect),
4742 dst_surface, wine_dbgstr_point(dst_point));
4744 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4746 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4747 src_surface, dst_surface);
4748 return WINED3DERR_INVALIDCALL;
4751 src_format = src_surface->resource.format;
4752 dst_format = dst_surface->resource.format;
4754 if (src_format->id != dst_format->id)
4756 WARN("Source and destination surfaces should have the same format.\n");
4757 return WINED3DERR_INVALIDCALL;
4760 dst_x = dst_point ? dst_point->x : 0;
4761 dst_y = dst_point ? dst_point->y : 0;
4763 /* This call loads the OpenGL surface directly, instead of copying the
4764 * surface to the destination's sysmem copy. If surface conversion is
4765 * needed, use BltFast instead to copy in sysmem and use regular surface
4767 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4768 if (convert != NO_CONVERSION || format.convert)
4769 return wined3d_surface_bltfast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
4771 context = context_acquire(device, NULL);
4772 gl_info = context->gl_info;
4775 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4776 checkGLcall("glActiveTextureARB");
4779 /* Make sure the surface is loaded and up to date */
4780 surface_internal_preload(dst_surface, SRGB_RGB);
4781 surface_bind(dst_surface, gl_info, FALSE);
4783 src_w = src_surface->resource.width;
4784 src_h = src_surface->resource.height;
4785 update_w = src_rect ? src_rect->right - src_rect->left : src_w;
4786 update_h = src_rect ? src_rect->bottom - src_rect->top : src_h;
4788 data = src_surface->resource.allocatedMemory;
4789 if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4793 if (dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4795 UINT row_length = wined3d_format_calculate_size(src_format, 1, update_w, 1);
4796 UINT row_count = (update_h + src_format->block_height - 1) / src_format->block_height;
4797 UINT src_pitch = wined3d_format_calculate_size(src_format, 1, src_w, 1);
4801 data += (src_rect->top / src_format->block_height) * src_pitch;
4802 data += (src_rect->left / src_format->block_width) * src_format->block_byte_count;
4805 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
4806 "format %#x, image_size %#x, data %p.\n", dst_surface->texture_target, dst_surface->texture_level,
4807 dst_x, dst_y, update_w, update_h, dst_format->glFormat, row_count * row_length, data);
4809 if (row_length == src_pitch)
4811 GL_EXTCALL(glCompressedTexSubImage2DARB(dst_surface->texture_target, dst_surface->texture_level,
4812 dst_x, dst_y, update_w, update_h, dst_format->glInternal, row_count * row_length, data));
4818 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
4819 * can't use the unpack row length like below. */
4820 for (row = 0, y = dst_y; row < row_count; ++row)
4822 GL_EXTCALL(glCompressedTexSubImage2DARB(dst_surface->texture_target, dst_surface->texture_level,
4823 dst_x, y, update_w, src_format->block_height, dst_format->glInternal, row_length, data));
4824 y += src_format->block_height;
4828 checkGLcall("glCompressedTexSubImage2DARB");
4834 data += src_rect->top * src_w * src_format->byte_count;
4835 data += src_rect->left * src_format->byte_count;
4838 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, data %p.\n",
4839 dst_surface->texture_target, dst_surface->texture_level, dst_x, dst_y,
4840 update_w, update_h, dst_format->glFormat, dst_format->glType, data);
4842 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
4843 glTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, dst_x, dst_y,
4844 update_w, update_h, dst_format->glFormat, dst_format->glType, data);
4845 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4846 checkGLcall("glTexSubImage2D");
4850 context_release(context);
4852 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4853 sampler = device->rev_tex_unit_map[0];
4854 if (sampler != WINED3D_UNMAPPED_STAGE)
4856 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
4862 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4863 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4865 struct WineD3DRectPatch *patch;
4866 GLenum old_primitive_type;
4871 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4872 device, handle, num_segs, rect_patch_info);
4874 if (!(handle || rect_patch_info))
4876 /* TODO: Write a test for the return value, thus the FIXME */
4877 FIXME("Both handle and rect_patch_info are NULL.\n");
4878 return WINED3DERR_INVALIDCALL;
4883 i = PATCHMAP_HASHFUNC(handle);
4885 LIST_FOR_EACH(e, &device->patches[i])
4887 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4888 if (patch->Handle == handle)
4897 TRACE("Patch does not exist. Creating a new one\n");
4898 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4899 patch->Handle = handle;
4900 list_add_head(&device->patches[i], &patch->entry);
4902 TRACE("Found existing patch %p\n", patch);
4907 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4908 * attributes we have to tesselate, read back, and draw. This needs a patch
4909 * management structure instance. Create one.
4911 * A possible improvement is to check if a vertex shader is used, and if not directly
4914 FIXME("Drawing an uncached patch. This is slow\n");
4915 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4918 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4919 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4920 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4923 TRACE("Tesselation density or patch info changed, retesselating\n");
4925 if (rect_patch_info)
4926 patch->RectPatchInfo = *rect_patch_info;
4928 patch->numSegs[0] = num_segs[0];
4929 patch->numSegs[1] = num_segs[1];
4930 patch->numSegs[2] = num_segs[2];
4931 patch->numSegs[3] = num_segs[3];
4933 hr = tesselate_rectpatch(device, patch);
4936 WARN("Patch tesselation failed.\n");
4938 /* Do not release the handle to store the params of the patch */
4940 HeapFree(GetProcessHeap(), 0, patch);
4946 device->currentPatch = patch;
4947 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4948 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4949 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4950 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4951 device->currentPatch = NULL;
4953 /* Destroy uncached patches */
4956 HeapFree(GetProcessHeap(), 0, patch->mem);
4957 HeapFree(GetProcessHeap(), 0, patch);
4962 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4963 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4965 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4966 device, handle, segment_count, patch_info);
4971 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4973 struct WineD3DRectPatch *patch;
4977 TRACE("device %p, handle %#x.\n", device, handle);
4979 i = PATCHMAP_HASHFUNC(handle);
4980 LIST_FOR_EACH(e, &device->patches[i])
4982 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4983 if (patch->Handle == handle)
4985 TRACE("Deleting patch %p\n", patch);
4986 list_remove(&patch->entry);
4987 HeapFree(GetProcessHeap(), 0, patch->mem);
4988 HeapFree(GetProcessHeap(), 0, patch);
4993 /* TODO: Write a test for the return value */
4994 FIXME("Attempt to destroy nonexistent patch\n");
4995 return WINED3DERR_INVALIDCALL;
4998 /* Do not call while under the GL lock. */
4999 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
5000 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
5002 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5003 device, surface, wine_dbgstr_rect(rect),
5004 color->r, color->g, color->b, color->a);
5006 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
5008 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5009 return WINED3DERR_INVALIDCALL;
5012 return surface_color_fill(surface, rect, color);
5015 /* Do not call while under the GL lock. */
5016 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5017 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5019 struct wined3d_resource *resource;
5022 resource = rendertarget_view->resource;
5023 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5025 FIXME("Only supported on surface resources\n");
5029 hr = surface_color_fill(surface_from_resource(resource), NULL, color);
5030 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5033 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5034 DWORD render_target_idx, struct wined3d_surface **render_target)
5036 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5037 device, render_target_idx, render_target);
5039 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5041 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5042 return WINED3DERR_INVALIDCALL;
5045 *render_target = device->render_targets[render_target_idx];
5047 wined3d_surface_incref(*render_target);
5049 TRACE("Returning render target %p.\n", *render_target);
5054 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5056 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5058 *depth_stencil = device->depth_stencil;
5059 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5061 if (!*depth_stencil)
5062 return WINED3DERR_NOTFOUND;
5064 wined3d_surface_incref(*depth_stencil);
5069 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5070 DWORD render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5072 struct wined3d_surface *prev;
5074 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5075 device, render_target_idx, render_target, set_viewport);
5077 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5079 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5080 return WINED3DERR_INVALIDCALL;
5083 prev = device->render_targets[render_target_idx];
5084 if (render_target == prev)
5086 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5090 /* Render target 0 can't be set to NULL. */
5091 if (!render_target && !render_target_idx)
5093 WARN("Trying to set render target 0 to NULL.\n");
5094 return WINED3DERR_INVALIDCALL;
5097 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5099 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5100 return WINED3DERR_INVALIDCALL;
5104 wined3d_surface_incref(render_target);
5105 device->render_targets[render_target_idx] = render_target;
5106 /* Release after the assignment, to prevent device_resource_released()
5107 * from seeing the surface as still in use. */
5109 wined3d_surface_decref(prev);
5111 /* Render target 0 is special. */
5112 if (!render_target_idx && set_viewport)
5114 /* Set the viewport and scissor rectangles, if requested. Tests show
5115 * that stateblock recording is ignored, the change goes directly
5116 * into the primary stateblock. */
5117 device->stateBlock->state.viewport.Height = device->render_targets[0]->resource.height;
5118 device->stateBlock->state.viewport.Width = device->render_targets[0]->resource.width;
5119 device->stateBlock->state.viewport.X = 0;
5120 device->stateBlock->state.viewport.Y = 0;
5121 device->stateBlock->state.viewport.MaxZ = 1.0f;
5122 device->stateBlock->state.viewport.MinZ = 0.0f;
5123 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VIEWPORT);
5125 device->stateBlock->state.scissor_rect.top = 0;
5126 device->stateBlock->state.scissor_rect.left = 0;
5127 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5128 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5129 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SCISSORRECT);
5135 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5137 struct wined3d_surface *tmp;
5139 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5140 device, depth_stencil, device->depth_stencil);
5142 if (device->depth_stencil == depth_stencil)
5144 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5148 if (device->depth_stencil)
5150 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5151 || device->depth_stencil->flags & SFLAG_DISCARD)
5153 surface_modify_ds_location(device->depth_stencil, SFLAG_DS_DISCARDED,
5154 device->depth_stencil->resource.width,
5155 device->depth_stencil->resource.height);
5156 if (device->depth_stencil == device->onscreen_depth_stencil)
5158 wined3d_surface_decref(device->onscreen_depth_stencil);
5159 device->onscreen_depth_stencil = NULL;
5164 tmp = device->depth_stencil;
5165 device->depth_stencil = depth_stencil;
5166 if (device->depth_stencil)
5167 wined3d_surface_incref(device->depth_stencil);
5169 wined3d_surface_decref(tmp);
5171 if ((!tmp && depth_stencil) || (!depth_stencil && tmp))
5173 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5174 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZENABLE));
5175 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5176 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5177 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5179 else if (tmp && tmp->resource.format->depth_size != device->depth_stencil->resource.format->depth_size)
5181 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5187 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5188 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5190 WINED3DLOCKED_RECT lockedRect;
5192 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5193 device, x_hotspot, y_hotspot, cursor_image);
5195 /* some basic validation checks */
5196 if (device->cursorTexture)
5198 struct wined3d_context *context = context_acquire(device, NULL);
5200 glDeleteTextures(1, &device->cursorTexture);
5202 context_release(context);
5203 device->cursorTexture = 0;
5208 WINED3DLOCKED_RECT rect;
5210 /* MSDN: Cursor must be A8R8G8B8 */
5211 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5213 WARN("surface %p has an invalid format.\n", cursor_image);
5214 return WINED3DERR_INVALIDCALL;
5217 /* MSDN: Cursor must be smaller than the display mode */
5218 if (cursor_image->resource.width > device->ddraw_width
5219 || cursor_image->resource.height > device->ddraw_height)
5221 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5222 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5223 device->ddraw_width, device->ddraw_height);
5224 return WINED3DERR_INVALIDCALL;
5227 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5229 /* Do not store the surface's pointer because the application may
5230 * release it after setting the cursor image. Windows doesn't
5231 * addref the set surface, so we can't do this either without
5232 * creating circular refcount dependencies. Copy out the gl texture
5234 device->cursorWidth = cursor_image->resource.width;
5235 device->cursorHeight = cursor_image->resource.height;
5236 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5238 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5239 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5240 struct wined3d_context *context;
5241 char *mem, *bits = rect.pBits;
5242 GLint intfmt = format->glInternal;
5243 GLint gl_format = format->glFormat;
5244 GLint type = format->glType;
5245 INT height = device->cursorHeight;
5246 INT width = device->cursorWidth;
5247 INT bpp = format->byte_count;
5251 /* Reformat the texture memory (pitch and width can be
5253 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5254 for(i = 0; i < height; i++)
5255 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5256 wined3d_surface_unmap(cursor_image);
5258 context = context_acquire(device, NULL);
5262 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5264 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5265 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5268 /* Make sure that a proper texture unit is selected */
5269 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5270 checkGLcall("glActiveTextureARB");
5271 sampler = device->rev_tex_unit_map[0];
5272 if (sampler != WINED3D_UNMAPPED_STAGE)
5274 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(sampler));
5276 /* Create a new cursor texture */
5277 glGenTextures(1, &device->cursorTexture);
5278 checkGLcall("glGenTextures");
5279 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5280 checkGLcall("glBindTexture");
5281 /* Copy the bitmap memory into the cursor texture */
5282 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5283 checkGLcall("glTexImage2D");
5284 HeapFree(GetProcessHeap(), 0, mem);
5286 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5288 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5289 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5294 context_release(context);
5298 FIXME("A cursor texture was not returned.\n");
5299 device->cursorTexture = 0;
5302 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5304 /* Draw a hardware cursor */
5305 ICONINFO cursorInfo;
5307 /* Create and clear maskBits because it is not needed for
5308 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5310 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5311 (cursor_image->resource.width * cursor_image->resource.height / 8));
5312 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5313 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5314 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5316 cursorInfo.fIcon = FALSE;
5317 cursorInfo.xHotspot = x_hotspot;
5318 cursorInfo.yHotspot = y_hotspot;
5319 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5321 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5322 1, 32, lockedRect.pBits);
5323 wined3d_surface_unmap(cursor_image);
5324 /* Create our cursor and clean up. */
5325 cursor = CreateIconIndirect(&cursorInfo);
5327 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5328 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5329 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5330 device->hardwareCursor = cursor;
5331 HeapFree(GetProcessHeap(), 0, maskBits);
5335 device->xHotSpot = x_hotspot;
5336 device->yHotSpot = y_hotspot;
5340 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5341 int x_screen_space, int y_screen_space, DWORD flags)
5343 TRACE("device %p, x %d, y %d, flags %#x.\n",
5344 device, x_screen_space, y_screen_space, flags);
5346 device->xScreenSpace = x_screen_space;
5347 device->yScreenSpace = y_screen_space;
5350 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5352 BOOL oldVisible = device->bCursorVisible;
5354 TRACE("device %p, show %#x.\n", device, show);
5357 * When ShowCursor is first called it should make the cursor appear at the OS's last
5358 * known cursor position.
5360 if (show && !oldVisible)
5364 device->xScreenSpace = pt.x;
5365 device->yScreenSpace = pt.y;
5368 if (device->hardwareCursor)
5370 device->bCursorVisible = show;
5372 SetCursor(device->hardwareCursor);
5378 if (device->cursorTexture)
5379 device->bCursorVisible = show;
5385 static HRESULT WINAPI evict_managed_resource(struct wined3d_resource *resource, void *data)
5387 TRACE("checking resource %p for eviction\n", resource);
5389 if (resource->pool == WINED3DPOOL_MANAGED)
5391 TRACE("Evicting %p.\n", resource);
5392 resource->resource_ops->resource_unload(resource);
5398 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5400 TRACE("device %p.\n", device);
5402 wined3d_device_enum_resources(device, evict_managed_resource, NULL);
5403 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5404 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
5409 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5410 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5412 struct wined3d_device *device = surface->resource.device;
5413 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5415 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5416 if (surface->flags & SFLAG_DIBSECTION)
5418 /* Release the DC */
5419 SelectObject(surface->hDC, surface->dib.holdbitmap);
5420 DeleteDC(surface->hDC);
5421 /* Release the DIB section */
5422 DeleteObject(surface->dib.DIBsection);
5423 surface->dib.bitmap_data = NULL;
5424 surface->resource.allocatedMemory = NULL;
5425 surface->flags &= ~SFLAG_DIBSECTION;
5427 surface->resource.width = pPresentationParameters->BackBufferWidth;
5428 surface->resource.height = pPresentationParameters->BackBufferHeight;
5429 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5430 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5432 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5433 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5435 surface->pow2Width = surface->pow2Height = 1;
5436 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5437 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5440 if (surface->texture_name)
5442 struct wined3d_context *context = context_acquire(device, NULL);
5444 glDeleteTextures(1, &surface->texture_name);
5446 context_release(context);
5447 surface->texture_name = 0;
5448 surface->flags &= ~SFLAG_CLIENT;
5450 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5451 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5453 surface->flags |= SFLAG_NONPOW2;
5457 surface->flags &= ~SFLAG_NONPOW2;
5459 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5460 surface->resource.allocatedMemory = NULL;
5461 surface->resource.heapMemory = NULL;
5462 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5464 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5466 if (!surface_init_sysmem(surface))
5468 return E_OUTOFMEMORY;
5473 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5476 WINED3DDISPLAYMODE m;
5479 /* All Windowed modes are supported, as is leaving the current mode */
5480 if(pp->Windowed) return TRUE;
5481 if(!pp->BackBufferWidth) return TRUE;
5482 if(!pp->BackBufferHeight) return TRUE;
5484 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5485 for (i = 0; i < count; ++i)
5487 memset(&m, 0, sizeof(m));
5488 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5490 ERR("Failed to enumerate adapter mode.\n");
5491 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5492 /* Mode found, it is supported. */
5495 /* Mode not found -> not supported */
5499 /* Do not call while under the GL lock. */
5500 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5502 const struct wined3d_gl_info *gl_info;
5503 struct wined3d_context *context;
5504 struct wined3d_shader *shader;
5506 context = context_acquire(device, NULL);
5507 gl_info = context->gl_info;
5509 wined3d_device_enum_resources(device, device_unload_resource, NULL);
5510 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5512 device->shader_backend->shader_destroy(shader);
5516 if (device->depth_blt_texture)
5518 glDeleteTextures(1, &device->depth_blt_texture);
5519 device->depth_blt_texture = 0;
5521 if (device->depth_blt_rb)
5523 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
5524 device->depth_blt_rb = 0;
5525 device->depth_blt_rb_w = 0;
5526 device->depth_blt_rb_h = 0;
5530 device->blitter->free_private(device);
5531 device->frag_pipe->free_private(device);
5532 device->shader_backend->shader_free_private(device);
5533 destroy_dummy_textures(device, gl_info);
5535 context_release(context);
5537 while (device->context_count)
5539 context_destroy(device, device->contexts[0]);
5541 HeapFree(GetProcessHeap(), 0, swapchain->context);
5542 swapchain->context = NULL;
5543 swapchain->num_contexts = 0;
5546 /* Do not call while under the GL lock. */
5547 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5549 struct wined3d_context *context;
5550 struct wined3d_surface *target;
5553 /* Recreate the primary swapchain's context */
5554 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5555 if (!swapchain->context)
5557 ERR("Failed to allocate memory for swapchain context array.\n");
5558 return E_OUTOFMEMORY;
5561 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5562 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5564 WARN("Failed to create context.\n");
5565 HeapFree(GetProcessHeap(), 0, swapchain->context);
5569 swapchain->context[0] = context;
5570 swapchain->num_contexts = 1;
5571 create_dummy_textures(device);
5572 context_release(context);
5574 hr = device->shader_backend->shader_alloc_private(device);
5577 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5581 hr = device->frag_pipe->alloc_private(device);
5584 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5585 device->shader_backend->shader_free_private(device);
5589 hr = device->blitter->alloc_private(device);
5592 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5593 device->frag_pipe->free_private(device);
5594 device->shader_backend->shader_free_private(device);
5601 context_acquire(device, NULL);
5602 destroy_dummy_textures(device, context->gl_info);
5603 context_release(context);
5604 context_destroy(device, context);
5605 HeapFree(GetProcessHeap(), 0, swapchain->context);
5606 swapchain->num_contexts = 0;
5610 /* Do not call while under the GL lock. */
5611 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5612 WINED3DPRESENT_PARAMETERS *present_parameters)
5614 struct wined3d_swapchain *swapchain;
5615 BOOL DisplayModeChanged = FALSE;
5616 WINED3DDISPLAYMODE mode;
5619 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5621 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5624 ERR("Failed to get the first implicit swapchain\n");
5628 if (!is_display_mode_supported(device, present_parameters))
5630 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5631 WARN("Requested mode: %d, %d.\n",
5632 present_parameters->BackBufferWidth,
5633 present_parameters->BackBufferHeight);
5634 wined3d_swapchain_decref(swapchain);
5635 return WINED3DERR_INVALIDCALL;
5638 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5639 * on an existing gl context, so there's no real need for recreation.
5641 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5643 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5645 TRACE("New params:\n");
5646 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5647 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5648 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5649 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5650 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5651 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5652 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5653 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5654 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5655 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5656 TRACE("Flags = %08x\n", present_parameters->Flags);
5657 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5658 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5660 /* No special treatment of these parameters. Just store them */
5661 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5662 swapchain->presentParms.Flags = present_parameters->Flags;
5663 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5664 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5666 /* What to do about these? */
5667 if (present_parameters->BackBufferCount
5668 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5669 FIXME("Cannot change the back buffer count yet.\n");
5671 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5672 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5673 FIXME("Cannot change the back buffer format yet.\n");
5675 if (present_parameters->hDeviceWindow
5676 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5677 FIXME("Cannot change the device window yet.\n");
5679 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5683 TRACE("Creating the depth stencil buffer\n");
5685 hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
5686 present_parameters->BackBufferWidth,
5687 present_parameters->BackBufferHeight,
5688 present_parameters->AutoDepthStencilFormat,
5689 present_parameters->MultiSampleType,
5690 present_parameters->MultiSampleQuality,
5692 &device->auto_depth_stencil);
5695 ERR("Failed to create the depth stencil buffer.\n");
5696 wined3d_swapchain_decref(swapchain);
5697 return WINED3DERR_INVALIDCALL;
5701 if (device->onscreen_depth_stencil)
5703 wined3d_surface_decref(device->onscreen_depth_stencil);
5704 device->onscreen_depth_stencil = NULL;
5707 /* Reset the depth stencil */
5708 if (present_parameters->EnableAutoDepthStencil)
5709 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5711 wined3d_device_set_depth_stencil(device, NULL);
5713 TRACE("Resetting stateblock\n");
5714 wined3d_stateblock_decref(device->updateStateBlock);
5715 wined3d_stateblock_decref(device->stateBlock);
5717 delete_opengl_contexts(device, swapchain);
5719 if (present_parameters->Windowed)
5721 mode.Width = swapchain->orig_width;
5722 mode.Height = swapchain->orig_height;
5723 mode.RefreshRate = 0;
5724 mode.Format = swapchain->presentParms.BackBufferFormat;
5728 mode.Width = present_parameters->BackBufferWidth;
5729 mode.Height = present_parameters->BackBufferHeight;
5730 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5731 mode.Format = swapchain->presentParms.BackBufferFormat;
5734 /* Should Width == 800 && Height == 0 set 800x600? */
5735 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5736 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5737 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5741 if (!present_parameters->Windowed)
5742 DisplayModeChanged = TRUE;
5744 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5745 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5747 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5750 wined3d_swapchain_decref(swapchain);
5754 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5756 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5759 wined3d_swapchain_decref(swapchain);
5763 if (device->auto_depth_stencil)
5765 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5768 wined3d_swapchain_decref(swapchain);
5774 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5775 || DisplayModeChanged)
5777 wined3d_device_set_display_mode(device, 0, &mode);
5779 if (!present_parameters->Windowed)
5781 if (swapchain->presentParms.Windowed)
5783 HWND focus_window = device->createParms.hFocusWindow;
5785 focus_window = present_parameters->hDeviceWindow;
5786 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5788 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5789 wined3d_swapchain_decref(swapchain);
5793 /* switch from windowed to fs */
5794 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5795 present_parameters->BackBufferWidth,
5796 present_parameters->BackBufferHeight);
5800 /* Fullscreen -> fullscreen mode change */
5801 MoveWindow(swapchain->device_window, 0, 0,
5802 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5806 else if (!swapchain->presentParms.Windowed)
5808 /* Fullscreen -> windowed switch */
5809 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5810 wined3d_device_release_focus_window(device);
5812 swapchain->presentParms.Windowed = present_parameters->Windowed;
5814 else if (!present_parameters->Windowed)
5816 DWORD style = device->style;
5817 DWORD exStyle = device->exStyle;
5818 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5819 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5820 * Reset to clear up their mess. Guild Wars also loses the device during that.
5823 device->exStyle = 0;
5824 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5825 present_parameters->BackBufferWidth,
5826 present_parameters->BackBufferHeight);
5827 device->style = style;
5828 device->exStyle = exStyle;
5831 /* Note: No parent needed for initial internal stateblock */
5832 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5834 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5836 TRACE("Created stateblock %p.\n", device->stateBlock);
5837 device->updateStateBlock = device->stateBlock;
5838 wined3d_stateblock_incref(device->updateStateBlock);
5840 stateblock_init_default_state(device->stateBlock);
5842 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5845 GetClientRect(swapchain->win_handle, &client_rect);
5847 if(!swapchain->presentParms.BackBufferCount)
5849 TRACE("Single buffered rendering\n");
5850 swapchain->render_to_fbo = FALSE;
5852 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
5853 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5855 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5856 swapchain->presentParms.BackBufferWidth,
5857 swapchain->presentParms.BackBufferHeight,
5858 client_rect.right, client_rect.bottom);
5859 swapchain->render_to_fbo = TRUE;
5863 TRACE("Rendering directly to GL_BACK\n");
5864 swapchain->render_to_fbo = FALSE;
5868 hr = create_primary_opengl_context(device, swapchain);
5869 wined3d_swapchain_decref(swapchain);
5871 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5877 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5879 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5881 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5887 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5888 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5890 TRACE("device %p, parameters %p.\n", device, parameters);
5892 *parameters = device->createParms;
5896 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5897 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5899 struct wined3d_swapchain *swapchain;
5901 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5902 device, swapchain_idx, flags, ramp);
5904 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5906 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5907 wined3d_swapchain_decref(swapchain);
5911 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5913 struct wined3d_swapchain *swapchain;
5915 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5916 device, swapchain_idx, ramp);
5918 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5920 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5921 wined3d_swapchain_decref(swapchain);
5925 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5927 TRACE("device %p, resource %p.\n", device, resource);
5929 list_add_head(&device->resources, &resource->resource_list_entry);
5932 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5934 TRACE("device %p, resource %p.\n", device, resource);
5936 list_remove(&resource->resource_list_entry);
5939 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5941 WINED3DRESOURCETYPE type = resource->resourceType;
5944 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5946 context_resource_released(device, resource, type);
5950 case WINED3DRTYPE_SURFACE:
5952 struct wined3d_surface *surface = surface_from_resource(resource);
5954 if (!device->d3d_initialized) break;
5956 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5958 if (device->render_targets[i] == surface)
5960 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5961 device->render_targets[i] = NULL;
5965 if (device->depth_stencil == surface)
5967 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5968 device->depth_stencil = NULL;
5973 case WINED3DRTYPE_TEXTURE:
5974 case WINED3DRTYPE_CUBETEXTURE:
5975 case WINED3DRTYPE_VOLUMETEXTURE:
5976 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5978 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5980 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5982 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5983 texture, device->stateBlock, i);
5984 device->stateBlock->state.textures[i] = NULL;
5987 if (device->updateStateBlock != device->stateBlock
5988 && device->updateStateBlock->state.textures[i] == texture)
5990 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5991 texture, device->updateStateBlock, i);
5992 device->updateStateBlock->state.textures[i] = NULL;
5997 case WINED3DRTYPE_BUFFER:
5999 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6001 for (i = 0; i < MAX_STREAMS; ++i)
6003 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6005 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6006 buffer, device->stateBlock, i);
6007 device->stateBlock->state.streams[i].buffer = NULL;
6010 if (device->updateStateBlock != device->stateBlock
6011 && device->updateStateBlock->state.streams[i].buffer == buffer)
6013 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6014 buffer, device->updateStateBlock, i);
6015 device->updateStateBlock->state.streams[i].buffer = NULL;
6020 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6022 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6023 buffer, device->stateBlock);
6024 device->stateBlock->state.index_buffer = NULL;
6027 if (device->updateStateBlock != device->stateBlock
6028 && device->updateStateBlock->state.index_buffer == buffer)
6030 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6031 buffer, device->updateStateBlock);
6032 device->updateStateBlock->state.index_buffer = NULL;
6041 /* Remove the resource from the resourceStore */
6042 device_resource_remove(device, resource);
6044 TRACE("Resource released.\n");
6047 HRESULT CDECL wined3d_device_enum_resources(struct wined3d_device *device,
6048 D3DCB_ENUMRESOURCES callback, void *data)
6050 struct wined3d_resource *resource, *cursor;
6052 TRACE("device %p, callback %p, data %p.\n", device, callback, data);
6054 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
6056 TRACE("enumerating resource %p.\n", resource);
6057 if (callback(resource, data) == S_FALSE)
6059 TRACE("Canceling enumeration.\n");
6067 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6068 HDC dc, struct wined3d_surface **surface)
6070 struct wined3d_resource *resource;
6072 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6074 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6076 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6078 struct wined3d_surface *s = surface_from_resource(resource);
6082 TRACE("Found surface %p for dc %p.\n", s, dc);
6089 return WINED3DERR_INVALIDCALL;
6092 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6093 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6094 IWineD3DDeviceParent *device_parent)
6096 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6097 const struct fragment_pipeline *fragment_pipeline;
6098 struct shader_caps shader_caps;
6099 struct fragment_caps ffp_caps;
6100 WINED3DDISPLAYMODE mode;
6105 device->wined3d = wined3d;
6106 wined3d_incref(device->wined3d);
6107 device->adapter = wined3d->adapter_count ? adapter : NULL;
6108 device->device_parent = device_parent;
6109 list_init(&device->resources);
6110 list_init(&device->shaders);
6112 device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
6114 /* Get the initial screen setup for ddraw. */
6115 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6118 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6119 wined3d_decref(device->wined3d);
6122 device->ddraw_width = mode.Width;
6123 device->ddraw_height = mode.Height;
6124 device->ddraw_format = mode.Format;
6126 /* Save the creation parameters. */
6127 device->createParms.AdapterOrdinal = adapter_idx;
6128 device->createParms.DeviceType = device_type;
6129 device->createParms.hFocusWindow = focus_window;
6130 device->createParms.BehaviorFlags = flags;
6132 device->devType = device_type;
6133 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6135 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6136 device->shader_backend = adapter->shader_backend;
6138 if (device->shader_backend)
6140 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6141 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6142 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6143 device->vs_clipping = shader_caps.VSClipping;
6145 fragment_pipeline = adapter->fragment_pipe;
6146 device->frag_pipe = fragment_pipeline;
6147 if (fragment_pipeline)
6149 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6150 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6152 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6153 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6156 ERR("Failed to compile state table, hr %#x.\n", hr);
6157 wined3d_decref(device->wined3d);
6161 device->blitter = adapter->blitter;
6167 void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state)
6169 DWORD rep = device->StateTable[state].representative;
6170 struct wined3d_context *context;
6175 for (i = 0; i < device->context_count; ++i)
6177 context = device->contexts[i];
6178 if(isStateDirty(context, rep)) continue;
6180 context->dirtyArray[context->numDirtyEntries++] = rep;
6181 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6182 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6183 context->isStateDirty[idx] |= (1 << shift);
6187 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
6189 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6190 *width = context->current_rt->pow2Width;
6191 *height = context->current_rt->pow2Height;
6194 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
6196 struct wined3d_swapchain *swapchain = context->swapchain;
6197 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6198 * current context's drawable, which is the size of the back buffer of the swapchain
6199 * the active context belongs to. */
6200 *width = swapchain->presentParms.BackBufferWidth;
6201 *height = swapchain->presentParms.BackBufferHeight;
6204 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6205 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6207 if (device->filter_messages)
6209 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6210 window, message, wparam, lparam);
6212 return DefWindowProcW(window, message, wparam, lparam);
6214 return DefWindowProcA(window, message, wparam, lparam);
6217 if (message == WM_DESTROY)
6219 TRACE("unregister window %p.\n", window);
6220 wined3d_unregister_window(window);
6222 if (device->focus_window == window) device->focus_window = NULL;
6223 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6227 return CallWindowProcW(proc, window, message, wparam, lparam);
6229 return CallWindowProcA(proc, window, message, wparam, lparam);