2 * IWineD3DDevice implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
30 /* x11drv GDI escapes */
31 #define X11DRV_ESCAPE 6789
32 enum x11drv_escape_codes
34 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
35 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
36 X11DRV_GET_FONT, /* get current X font for a DC */
39 /* retrieve the X display to use on a given DC */
40 inline static Display *get_display( HDC hdc )
43 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
45 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
46 sizeof(display), (LPSTR)&display )) display = NULL;
50 /* Memory tracking and object counting */
51 static unsigned int emulated_textureram = 64*1024*1024;
53 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
54 /* enable pbuffer support for offscreen textures */
55 BOOL pbuffer_support = FALSE;
56 /* allocate one pbuffer per surface */
57 BOOL pbuffer_per_surface = FALSE;
59 /* static function declarations */
60 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
62 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
65 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
67 #define D3DCREATEOBJECTINSTANCE(object, type) { \
68 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
69 D3DMEMCHECK(object, pp##type); \
70 object->lpVtbl = &IWineD3D##type##_Vtbl; \
71 object->wineD3DDevice = This; \
72 object->parent = parent; \
74 *pp##type = (IWineD3D##type *) object; \
77 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
78 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
79 D3DMEMCHECK(object, pp##type); \
80 object->lpVtbl = &IWineD3D##type##_Vtbl; \
81 object->resource.wineD3DDevice = This; \
82 object->resource.parent = parent; \
83 object->resource.resourceType = d3dtype; \
84 object->resource.ref = 1; \
85 object->resource.pool = Pool; \
86 object->resource.format = Format; \
87 object->resource.usage = Usage; \
88 object->resource.size = _size; \
89 /* Check that we have enough video ram left */ \
90 if (Pool == D3DPOOL_DEFAULT) { \
91 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
92 WARN("Out of 'bogus' video memory\n"); \
93 HeapFree(GetProcessHeap(), 0, object); \
95 return D3DERR_OUTOFVIDEOMEMORY; \
97 globalChangeGlRam(_size); \
99 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == D3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
100 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != D3DPOOL_DEFAULT) { \
101 FIXME("Out of memory!\n"); \
102 HeapFree(GetProcessHeap(), 0, object); \
104 return D3DERR_OUTOFVIDEOMEMORY; \
106 *pp##type = (IWineD3D##type *) object; \
107 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
108 TRACE("(%p) : Created resource %p\n", This, object); \
111 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
112 _basetexture.levels = Levels; \
113 _basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
114 _basetexture.LOD = 0; \
115 _basetexture.dirty = TRUE; \
118 /**********************************************************
119 * Global variable / Constants follow
120 **********************************************************/
121 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
123 /**********************************************************
124 * Utility functions follow
125 **********************************************************/
126 /* Convert the D3DLIGHT properties into equivalent gl lights */
127 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
130 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
133 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
134 glMatrixMode(GL_MODELVIEW);
136 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
139 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
140 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
141 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
142 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
143 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
144 checkGLcall("glLightfv");
147 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
148 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
149 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
150 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
151 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
152 checkGLcall("glLightfv");
155 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
156 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
157 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
158 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
159 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
160 checkGLcall("glLightfv");
162 /* Attenuation - Are these right? guessing... */
163 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
164 checkGLcall("glLightf");
165 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
166 checkGLcall("glLightf");
168 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) != 0) {
169 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
171 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
174 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
175 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
176 checkGLcall("glLightf");
178 switch (lightInfo->OriginalParms.Type) {
181 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
182 checkGLcall("glLightfv");
183 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
184 checkGLcall("glLightf");
190 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
191 checkGLcall("glLightfv");
193 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
194 checkGLcall("glLightfv");
195 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
196 checkGLcall("glLightf");
197 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
198 checkGLcall("glLightf");
202 case D3DLIGHT_DIRECTIONAL:
204 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
205 checkGLcall("glLightfv");
206 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
207 checkGLcall("glLightf");
208 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
209 checkGLcall("glLightf");
213 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
216 /* Restore the modelview matrix */
220 /* Apply the current values to the specified texture stage */
221 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
222 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
230 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
231 clamping, MIPLOD, etc. This will work for up to 16 samplers.
234 if (Sampler >= GL_LIMITS(samplers)) {
235 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
238 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
239 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
241 GLACTIVETEXTURE(Sampler);
243 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
244 } else if (Sampler > 0) {
245 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
249 /* TODO: change this to a lookup table
250 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
251 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
252 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
253 especially when there are a number of groups of states. */
255 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
257 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
258 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
259 /* these are the only two supported states that need to be applied */
260 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
261 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
262 #if 0 /* not supported at the moment */
263 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
264 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
265 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
266 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
267 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
268 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
269 APPLY_STATE(WINED3DTSS_RESULTARG);
270 APPLY_STATE(WINED3DTSS_CONSTANT);
272 /* a quick sanity check in case someone forgot to update this function */
273 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
274 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
278 /* apply any sampler states that always need applying */
279 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
280 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
281 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
282 GL_TEXTURE_LOD_BIAS_EXT,
284 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
287 /* Note the D3DRS value applies to all textures, but GL has one
288 * per texture, so apply it now ready to be used!
290 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
291 /* Set the default alpha blend color */
292 glBlendColor(col[0], col[1], col[2], col[3]);
293 checkGLcall("glBlendColor");
295 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
296 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
297 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
299 /* TODO: NV_POINT_SPRITE */
300 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
301 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
302 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
303 glDisable(GL_POINT_SMOOTH);
305 /* Centre the texture on the vertex */
306 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
307 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
309 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
310 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
311 checkGLcall("glTexEnvf(...)");
312 VTRACE("glEnable( GL_POINT_SPRITE_ARB )\n");
313 glEnable( GL_POINT_SPRITE_ARB );
314 checkGLcall("glEnable(...)");
316 VTRACE("glDisable( GL_POINT_SPRITE_ARB )\n");
317 glDisable( GL_POINT_SPRITE_ARB );
318 checkGLcall("glEnable(...)");
322 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334 if (IsEqualGUID(riid, &IID_IUnknown)
335 || IsEqualGUID(riid, &IID_IWineD3DBase)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
342 return E_NOINTERFACE;
345 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
346 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
353 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355 ULONG refCount = InterlockedDecrement(&This->ref);
357 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
360 /* TODO: Clean up all the surfaces and textures! */
361 /* FIXME: Create targets and state blocks in d3d8 */
362 if (((IWineD3DImpl *)This->wineD3D)->dxVersion > 8) { /*We don't create a state block in d3d8 yet*/
363 /* NOTE: You must release the parent if the object was created via a callback
364 ** ***************************/
365 /* TODO: this is exactly the same as required by _Reset.., so at some point we need to move the code so that is can be called by reset add release... */
366 /* Release all of the swapchains, except the implicit swapchain */
367 IUnknown* stencilBufferParent;
368 IUnknown* swapChainParent;
370 /* NOTE: Don't release swapchain 0 here, it's 'special' */
371 SwapChainList *nextSwapchain = This->swapchains;
372 if (nextSwapchain != NULL) {
373 nextSwapchain = nextSwapchain->next;
375 WARN("Expected to find the implicit swapchain\n");
378 /* release all the other swapchains */
379 while (nextSwapchain != NULL) {
380 SwapChainList *prevSwapchain = nextSwapchain;
381 nextSwapchain = nextSwapchain->next;
382 IWineD3DSwapChain_Release(prevSwapchain->swapchain);
383 /* NOTE: no need to free the list element, it will be done by the release callback
384 HeapFree(GetProcessHeap(), 0, prevSwapchain); */
386 /* Release the buffers (with sanity checks)*/
387 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
388 if(This->depthStencilBuffer != This->stencilBufferTarget)
389 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
391 This->stencilBufferTarget = NULL;
393 if(IWineD3DSurface_Release(This->renderTarget) >0){
394 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
396 This->renderTarget = NULL;
398 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
399 IUnknown_Release(stencilBufferParent); /* once for the get parent */
400 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
401 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
403 This->depthStencilBuffer = NULL;
405 /* Release the update stateblock */
406 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
407 if(This->updateStateBlock != This->stateBlock)
408 FIXME("(%p) Something's still holding the Update stateblock\n",This);
410 This->updateStateBlock = NULL;
411 { /* because were not doing proper internal refcounts releasing the primary state block
412 causes recursion with the extra checks in ResourceReleased, to avoid this we have
413 to set this->stateBlock = NULL; first */
414 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
415 This->stateBlock = NULL;
417 /* Release the stateblock */
418 if(IWineD3DStateBlock_Release(stateBlock) > 0){
419 FIXME("(%p) Something's still holding the Update stateblock\n",This);
423 if (This->swapchains != NULL) {
424 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
425 IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
426 IUnknown_Release(swapChainParent); /* once for the get parent */
427 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
428 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
432 if (This->resources != NULL ) {
433 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
435 #if 0 /* TODO: Dump a list of all the resources still bound */
436 dumpResources(This->resources);
438 /* TODO: set the resources to a lost state */
442 IWineD3D_Release(This->wineD3D);
443 This->wineD3D = NULL;
444 HeapFree(GetProcessHeap(), 0, This);
445 TRACE("Freed device %p\n", This);
451 /**********************************************************
452 * IWineD3DDevice implementation follows
453 **********************************************************/
454 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
455 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
456 *pParent = This->parent;
457 IUnknown_AddRef(This->parent);
461 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
462 DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
465 IWineD3DVertexBufferImpl *object;
466 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
467 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, D3DRTYPE_VERTEXBUFFER, Size)
470 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
471 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
475 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
476 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
481 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
482 WINED3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
483 HANDLE *sharedHandle, IUnknown *parent) {
484 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
485 IWineD3DIndexBufferImpl *object;
486 TRACE("(%p) Creating index buffer\n", This);
488 /* Allocate the storage for the device */
489 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,D3DRTYPE_INDEXBUFFER, Length)
492 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
493 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
496 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
497 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
498 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
503 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
506 IWineD3DStateBlockImpl *object;
509 D3DCREATEOBJECTINSTANCE(object, StateBlock)
510 object->blockType = Type;
512 /* Special case - Used during initialization to produce a placeholder stateblock
513 so other functions called can update a state block */
514 if (Type == WINED3DSBT_INIT) {
515 /* Don't bother increasing the reference count otherwise a device will never
516 be freed due to circular dependencies */
520 /* Otherwise, might as well set the whole state block to the appropriate values */
521 if ( This->stateBlock != NULL) {
522 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
524 memset(object->streamFreq, 1, sizeof(object->streamFreq));
527 /* Reset the ref and type after kludging it */
528 object->wineD3DDevice = This;
530 object->blockType = Type;
532 TRACE("Updating changed flags appropriate for type %d\n", Type);
534 if (Type == WINED3DSBT_ALL) {
536 TRACE("ALL => Pretend everything has changed\n");
537 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
538 } else if (Type == WINED3DSBT_PIXELSTATE) {
540 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
541 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
543 object->changed.pixelShader = TRUE;
545 /* Pixel Shader Constants */
546 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
547 object->changed.pixelShaderConstants[i] = TRUE;
549 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
550 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
552 for (j = 0; j < GL_LIMITS(textures); j++) {
553 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
554 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
557 for (j = 0 ; j < 16; j++) {
558 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
560 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
564 } else if (Type == WINED3DSBT_VERTEXSTATE) {
566 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
567 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
569 object->changed.vertexShader = TRUE;
571 /* Vertex Shader Constants */
572 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
573 object->changed.vertexShaderConstants[i] = TRUE;
575 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
576 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
578 for (j = 0; j < GL_LIMITS(textures); j++) {
579 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
580 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
583 for (j = 0 ; j < 16; j++){
584 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
585 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
589 /* Duplicate light chain */
591 PLIGHTINFOEL *src = NULL;
592 PLIGHTINFOEL *dst = NULL;
593 PLIGHTINFOEL *newEl = NULL;
594 src = This->stateBlock->lights;
595 object->lights = NULL;
599 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
600 if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
601 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
603 newEl->changed = TRUE;
604 newEl->enabledChanged = TRUE;
606 object->lights = newEl;
617 FIXME("Unrecognized state block type %d\n", Type);
620 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
625 /* ************************************
627 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
630 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
632 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
634 ******************************** */
636 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,D3DRESOURCETYPE Type, DWORD Usage, D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, IUnknown *parent) {
637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
638 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
639 unsigned int pow2Width, pow2Height;
640 unsigned int Size = 1;
641 TRACE("(%p) Create surface\n",This);
643 /** FIXME: Check ranges on the inputs are valid
646 * [in] Quality level. The valid range is between zero and one less than the level
647 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
648 * Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality
649 * values of paired render targets, depth stencil surfaces, and the MultiSample type
651 *******************************/
656 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
658 * If this flag is set, the contents of the depth stencil buffer will be
659 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
660 * with a different depth surface.
662 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
663 ***************************/
665 if(MultisampleQuality < 0) {
666 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
667 return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
670 if(MultisampleQuality > 0) {
671 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
672 MultisampleQuality=0;
675 /** FIXME: Check that the format is supported
677 *******************************/
679 /* Non-power2 support */
681 /* Find the nearest pow2 match */
682 pow2Width = pow2Height = 1;
683 while (pow2Width < Width) pow2Width <<= 1;
684 while (pow2Height < Height) pow2Height <<= 1;
686 if (pow2Width > Width || pow2Height > Height) {
687 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
688 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
689 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
690 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
691 This, Width, Height);
692 return D3DERR_NOTAVAILABLE;
696 /** Check against the maximum texture sizes supported by the video card **/
697 if (pow2Width > GL_LIMITS(texture_size) || pow2Height > GL_LIMITS(texture_size)) {
698 /* one of three options
699 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
700 2: Set the texture to the maxium size (bad idea)
701 3: WARN and return D3DERR_NOTAVAILABLE;
703 WARN("(%p) Application requested a surface w %d, h %d, but the graphics card only supports %d\n", This, Width, Height, GL_LIMITS(texture_size));
704 return D3DERR_NOTAVAILABLE;
709 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
710 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
712 *********************************/
713 if (WINED3DFMT_UNKNOWN == Format) {
715 } else if (Format == WINED3DFMT_DXT1) {
716 /* DXT1 is half byte per pixel */
717 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
719 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
720 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
721 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
723 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
726 /** Create and initialise the surface resource **/
727 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE, Size)
728 /* "Standalone" surface */
729 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
731 object->currentDesc.Width = Width;
732 object->currentDesc.Height = Height;
733 object->currentDesc.MultiSampleType = MultiSample;
734 object->currentDesc.MultiSampleQuality = MultisampleQuality;
736 /* Setup some glformat defaults */
737 if (WINED3DFMT_UNKNOWN != Format) {
738 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
739 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
740 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
742 object->glDescription.glFormat = 0;
743 object->glDescription.glFormatInternal = 0;
744 object->glDescription.glType = 0;
747 object->glDescription.textureName = 0;
748 object->glDescription.level = Level;
749 object->glDescription.target = GL_TEXTURE_2D;
752 object->pow2Width = pow2Width;
753 object->pow2Height = pow2Height;
754 object->nonpow2 = (pow2Width != Width || pow2Height != Height) ? TRUE : FALSE;
755 object->discard = Discard;
756 object->activeLock = FALSE;
758 if (WINED3DFMT_UNKNOWN != Format) {
759 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
760 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
762 object->bytesPerPixel = 0;
763 object->pow2Size = 0;
766 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
768 TRACE("Pool %d %d %d %d",Pool, D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM);
770 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
771 * this function is too deap to need to care about things like this.
772 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
773 * ****************************************/
775 case D3DPOOL_SCRATCH:
776 if(Lockable == FALSE)
777 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
778 which are mutually exclusive, setting lockable to true\n");
781 case D3DPOOL_SYSTEMMEM:
782 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
783 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
784 case D3DPOOL_MANAGED:
785 if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
786 Usage of DYNAMIC which are mutually exclusive, not doing \
787 anything just telling you.\n");
789 case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
790 if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
791 && !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
792 FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
795 FIXME("(%p) Unknown pool %d\n", This, Pool);
799 if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
800 FIXME("Trying to create a render target that isn't in the default pool\n");
804 object->locked = FALSE;
805 object->lockable = (WINED3DFMT_D16_LOCKABLE == Format) ? TRUE : Lockable;
807 /* mark the texture as dirty so that it get's loaded first time around*/
808 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
809 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
810 This, Width, Height, Format, debug_d3dformat(Format),
811 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
816 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
817 DWORD Usage, WINED3DFORMAT Format, D3DPOOL Pool,
818 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
819 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
821 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
822 IWineD3DTextureImpl *object;
827 unsigned int pow2Width = Width;
828 unsigned int pow2Height = Height;
831 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
833 /* TODO: It should only be possible to create textures for formats
834 that are reported as supported */
835 if (WINED3DFMT_UNKNOWN >= Format) {
836 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
837 return D3DERR_INVALIDCALL;
840 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE, 0);
841 D3DINITIALIZEBASETEXTURE(object->baseTexture);
842 object->width = Width;
843 object->height = Height;
845 /** Non-power2 support **/
846 /* Find the nearest pow2 match */
847 pow2Width = pow2Height = 1;
848 while (pow2Width < Width) pow2Width <<= 1;
849 while (pow2Height < Height) pow2Height <<= 1;
851 /** FIXME: add support for real non-power-two if it's provided by the video card **/
852 /* Precalculated scaling for 'faked' non power of two texture coords */
853 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
854 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
855 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
857 /* Calculate levels for mip mapping */
859 TRACE("calculating levels %d\n", object->baseTexture.levels);
860 object->baseTexture.levels++;
863 while (tmpW > 1 && tmpH > 1) {
864 tmpW = max(1, tmpW >> 1);
865 tmpH = max(1, tmpH >> 1);
866 object->baseTexture.levels++;
868 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
871 /* Generate all the surfaces */
874 for (i = 0; i < object->baseTexture.levels; i++)
876 /* use the callback to create the texture surface */
877 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
880 FIXME("Failed to create surface %p\n", object);
882 for (j = 0 ; j < i ; j++) {
883 IWineD3DSurface_Release(object->surfaces[j]);
885 /* heap free object */
886 HeapFree(GetProcessHeap(), 0, object);
892 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
893 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
894 /* calculate the next mipmap level */
895 tmpW = max(1, tmpW >> 1);
896 tmpH = max(1, tmpH >> 1);
899 TRACE("(%p) : Created texture %p\n", This, object);
903 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
904 UINT Width, UINT Height, UINT Depth,
905 UINT Levels, DWORD Usage,
906 WINED3DFORMAT Format, D3DPOOL Pool,
907 IWineD3DVolumeTexture **ppVolumeTexture,
908 HANDLE *pSharedHandle, IUnknown *parent,
909 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
911 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
912 IWineD3DVolumeTextureImpl *object;
918 /* TODO: It should only be possible to create textures for formats
919 that are reported as supported */
920 if (WINED3DFMT_UNKNOWN >= Format) {
921 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
922 return D3DERR_INVALIDCALL;
925 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE, 0);
926 D3DINITIALIZEBASETEXTURE(object->baseTexture);
928 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
929 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
931 object->width = Width;
932 object->height = Height;
933 object->depth = Depth;
935 /* Calculate levels for mip mapping */
937 object->baseTexture.levels++;
941 while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
942 tmpW = max(1, tmpW >> 1);
943 tmpH = max(1, tmpH >> 1);
944 tmpD = max(1, tmpD >> 1);
945 object->baseTexture.levels++;
947 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
950 /* Generate all the surfaces */
955 for (i = 0; i < object->baseTexture.levels; i++)
957 /* Create the volume */
958 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
959 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
961 /* Set it's container to this object */
962 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
964 /* calcualte the next mipmap level */
965 tmpW = max(1, tmpW >> 1);
966 tmpH = max(1, tmpH >> 1);
967 tmpD = max(1, tmpD >> 1);
970 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
971 TRACE("(%p) : Created volume texture %p\n", This, object);
975 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
976 UINT Width, UINT Height, UINT Depth,
978 WINED3DFORMAT Format, D3DPOOL Pool,
979 IWineD3DVolume** ppVolume,
980 HANDLE* pSharedHandle, IUnknown *parent) {
982 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
983 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
985 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, D3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
987 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
988 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
990 object->currentDesc.Width = Width;
991 object->currentDesc.Height = Height;
992 object->currentDesc.Depth = Depth;
993 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
995 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
996 object->lockable = TRUE;
997 object->locked = FALSE;
998 memset(&object->lockedBox, 0, sizeof(D3DBOX));
999 object->dirty = TRUE;
1001 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1004 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1005 UINT Levels, DWORD Usage,
1006 WINED3DFORMAT Format, D3DPOOL Pool,
1007 IWineD3DCubeTexture **ppCubeTexture,
1008 HANDLE *pSharedHandle, IUnknown *parent,
1009 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1012 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1016 unsigned int pow2EdgeLength = EdgeLength;
1018 /* TODO: It should only be possible to create textures for formats
1019 that are reported as supported */
1020 if (WINED3DFMT_UNKNOWN >= Format) {
1021 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1022 return D3DERR_INVALIDCALL;
1025 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE, 0);
1026 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1028 TRACE("(%p) Create Cube Texture\n", This);
1030 /** Non-power2 support **/
1032 /* Find the nearest pow2 match */
1034 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1036 object->edgeLength = EdgeLength;
1037 /* TODO: support for native non-power 2 */
1038 /* Precalculated scaling for 'faked' non power of two texture coords */
1039 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1041 /* Calculate levels for mip mapping */
1043 object->baseTexture.levels++;
1046 tmpW = max(1, tmpW >> 1);
1047 object->baseTexture.levels++;
1049 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1052 /* Generate all the surfaces */
1054 for (i = 0; i < object->baseTexture.levels; i++) {
1056 /* Create the 6 faces */
1057 for (j = 0; j < 6; j++) {
1059 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1060 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1066 for (l = 0; l < j; l++) {
1067 IWineD3DSurface_Release(object->surfaces[j][i]);
1069 for (k = 0; k < i; k++) {
1070 for (l = 0; l < 6; l++) {
1071 IWineD3DSurface_Release(object->surfaces[l][j]);
1075 FIXME("(%p) Failed to create surface\n",object);
1076 HeapFree(GetProcessHeap(),0,object);
1077 *ppCubeTexture = NULL;
1080 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1081 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1083 tmpW = max(1, tmpW >> 1);
1086 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1087 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1091 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1092 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1093 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1095 if (NULL == ppQuery) {
1096 /* Just a check to see if we support this type of query */
1097 HRESULT hr = D3DERR_NOTAVAILABLE;
1099 case WINED3DQUERYTYPE_OCCLUSION:
1100 TRACE("(%p) occlusion query\n", This);
1101 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1104 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1106 case WINED3DQUERYTYPE_VCACHE:
1107 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1108 case WINED3DQUERYTYPE_VERTEXSTATS:
1109 case WINED3DQUERYTYPE_EVENT:
1110 case WINED3DQUERYTYPE_TIMESTAMP:
1111 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1112 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1113 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1114 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1115 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1116 case WINED3DQUERYTYPE_PIXELTIMINGS:
1117 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1118 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1120 FIXME("(%p) Unhandled query type %d\n", This, Type);
1125 D3DCREATEOBJECTINSTANCE(object, Query)
1126 object->type = Type;
1127 /* allocated the 'extended' data based on the type of query requested */
1129 case D3DQUERYTYPE_OCCLUSION:
1130 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1131 TRACE("(%p) Allocating data for an occlusion query\n", This);
1132 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1135 case D3DQUERYTYPE_VCACHE:
1136 case D3DQUERYTYPE_RESOURCEMANAGER:
1137 case D3DQUERYTYPE_VERTEXSTATS:
1138 case D3DQUERYTYPE_EVENT:
1139 case D3DQUERYTYPE_TIMESTAMP:
1140 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1141 case D3DQUERYTYPE_TIMESTAMPFREQ:
1142 case D3DQUERYTYPE_PIPELINETIMINGS:
1143 case D3DQUERYTYPE_INTERFACETIMINGS:
1144 case D3DQUERYTYPE_VERTEXTIMINGS:
1145 case D3DQUERYTYPE_PIXELTIMINGS:
1146 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1147 case D3DQUERYTYPE_CACHEUTILIZATION:
1149 object->extendedData = 0;
1150 FIXME("(%p) Unhandled query type %d\n",This , Type);
1152 TRACE("(%p) : Created Query %p\n", This, object);
1156 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1157 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1159 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1160 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1164 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1166 XVisualInfo template;
1167 GLXContext oldContext;
1168 Drawable oldDrawable;
1169 HRESULT hr = D3D_OK;
1171 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1173 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1174 * does a device hold a reference to a swap chain giving them a lifetime of the device
1175 * or does the swap chain notify the device of its destruction.
1176 *******************************/
1178 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1180 /* Initialize other useful values */
1181 object->presentParms.BackBufferCount = 1; /* TODO:? support for gl_aux buffers */
1183 /*********************
1184 * Lookup the window Handle and the relating X window handle
1185 ********************/
1187 /* Setup hwnd we are using, plus which display this equates to */
1188 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1189 if (!object->win_handle) {
1190 object->win_handle = This->createParms.hFocusWindow;
1193 object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window" );
1194 hDc = GetDC(object->win_handle);
1195 object->display = get_display(hDc);
1196 ReleaseDC(object->win_handle, hDc);
1197 TRACE("Using a display of %p %p\n", object->display, hDc);
1199 if (NULL == object->display || NULL == hDc) {
1200 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1201 return D3DERR_NOTAVAILABLE;
1204 if (object->win == 0) {
1205 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1206 return D3DERR_NOTAVAILABLE;
1209 * Create an opengl context for the display visual
1210 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1211 * use different properties after that point in time. FIXME: How to handle when requested format
1212 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1213 * it chooses is identical to the one already being used!
1214 **********************************/
1216 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1219 /* Create a new context for this swapchain */
1220 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1221 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1222 (or the best possible if none is requested) */
1223 TRACE("Found x visual ID : %ld\n", template.visualid);
1225 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1226 if (NULL == object->visInfo) {
1227 ERR("cannot really get XVisual\n");
1229 return D3DERR_NOTAVAILABLE;
1232 /* Write out some debug info about the visual/s */
1233 TRACE("Using x visual ID : %ld\n", template.visualid);
1234 TRACE(" visual info: %p\n", object->visInfo);
1235 TRACE(" num items : %d\n", num);
1236 for (n = 0;n < num; n++) {
1237 TRACE("=====item=====: %d\n", n + 1);
1238 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1239 TRACE(" screen : %d\n", object->visInfo[n].screen);
1240 TRACE(" depth : %u\n", object->visInfo[n].depth);
1241 TRACE(" class : %d\n", object->visInfo[n].class);
1242 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1243 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1244 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1245 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1246 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1247 /* log some extra glx info */
1248 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1249 TRACE(" gl_aux_buffers : %d\n", value);
1250 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1251 TRACE(" gl_buffer_size : %d\n", value);
1252 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1253 TRACE(" gl_red_size : %d\n", value);
1254 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1255 TRACE(" gl_green_size : %d\n", value);
1256 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1257 TRACE(" gl_blue_size : %d\n", value);
1258 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1259 TRACE(" gl_alpha_size : %d\n", value);
1260 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1261 TRACE(" gl_depth_size : %d\n", value);
1262 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1263 TRACE(" gl_stencil_size : %d\n", value);
1265 /* Now choose a simila visual ID*/
1267 #ifdef USE_CONTEXT_MANAGER
1269 /** TODO: use a context mamager **/
1273 IWineD3DSwapChain *implSwapChain;
1274 if (D3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1275 /* The first time around we create the context that is shared with all other swapchains and render targets */
1276 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1277 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1280 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1281 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1282 /* and create a new context with the implicit swapchains context as the shared context */
1283 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1284 IWineD3DSwapChain_Release(implSwapChain);
1289 XFree(object->visInfo);
1290 object->visInfo = NULL;
1292 if (NULL == object->glCtx) {
1293 ERR("cannot create glxContext\n");
1295 return D3DERR_NOTAVAILABLE;
1299 if (object->glCtx == NULL) {
1300 ERR("Error in context creation !\n");
1301 return D3DERR_INVALIDCALL;
1303 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1304 object->win_handle, object->glCtx, object->win, object->visInfo);
1307 /*********************
1308 * Windowed / Fullscreen
1309 *******************/
1312 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1313 * so we should really check to see if there is a fullscreen swapchain already
1314 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1315 **************************************/
1317 if (!*(pPresentationParameters->Windowed)) {
1323 /* Get info on the current display setup */
1324 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1325 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1328 /* Change the display settings */
1329 memset(&devmode, 0, sizeof(DEVMODEW));
1330 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1331 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1332 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1333 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1334 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1335 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1337 /* Make popup window */
1338 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1339 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1340 *(pPresentationParameters->BackBufferWidth),
1341 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1347 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1348 * then the corresponding dimension of the client area of the hDeviceWindow
1349 * (or the focus window, if hDeviceWindow is NULL) is taken.
1350 **********************/
1352 if (*(pPresentationParameters->Windowed) &&
1353 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1354 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1357 GetClientRect(object->win_handle, &Rect);
1359 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1360 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1361 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1363 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1364 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1365 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1369 /*********************
1370 * finish off parameter initialization
1371 *******************/
1373 /* Put the correct figures in the presentation parameters */
1374 TRACE("Coppying accross presentaion paraneters\n");
1375 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1376 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1377 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1378 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1379 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1380 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1381 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1382 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1383 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1384 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1385 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1386 object->presentParms.Flags = *(pPresentationParameters->Flags);
1387 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1388 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1391 /*********************
1392 * Create the back, front and stencil buffers
1393 *******************/
1394 TRACE("calling rendertarget CB\n");
1395 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1396 object->presentParms.BackBufferWidth,
1397 object->presentParms.BackBufferHeight,
1398 object->presentParms.BackBufferFormat,
1399 object->presentParms.MultiSampleType,
1400 object->presentParms.MultiSampleQuality,
1401 TRUE /* Lockable */,
1402 &object->frontBuffer,
1403 NULL /* pShared (always null)*/);
1404 if (object->frontBuffer != NULL)
1405 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1406 TRACE("calling rendertarget CB\n");
1407 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1408 object->presentParms.BackBufferWidth,
1409 object->presentParms.BackBufferHeight,
1410 object->presentParms.BackBufferFormat,
1411 object->presentParms.MultiSampleType,
1412 object->presentParms.MultiSampleQuality,
1413 TRUE /* Lockable */,
1414 &object->backBuffer,
1415 NULL /* pShared (always null)*/);
1416 if (object->backBuffer != NULL)
1417 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1419 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1420 if (pPresentationParameters->EnableAutoDepthStencil) {
1421 TRACE("Creating depth stencil buffer\n");
1422 if (This->depthStencilBuffer == NULL ) {
1423 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1424 object->presentParms.BackBufferWidth,
1425 object->presentParms.BackBufferHeight,
1426 object->presentParms.AutoDepthStencilFormat,
1427 object->presentParms.MultiSampleType,
1428 object->presentParms.MultiSampleQuality,
1429 FALSE /* FIXME: Discard */,
1430 &This->depthStencilBuffer,
1431 NULL /* pShared (always null)*/ );
1432 if (This->depthStencilBuffer != NULL)
1433 IWineD3DSurface_SetContainer(This->depthStencilBuffer, (IWineD3DBase *)iface);
1436 /** TODO: A check on width, height and multisample types
1437 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1438 ****************************/
1439 object->wantsDepthStencilBuffer = TRUE;
1441 object->wantsDepthStencilBuffer = FALSE;
1444 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1447 /*********************
1448 * init the default renderTarget management
1449 *******************/
1450 object->drawable = object->win;
1451 object->render_ctx = object->glCtx;
1454 /*********************
1455 * Setup some defaults and clear down the buffers
1456 *******************/
1458 /** save current context and drawable **/
1459 oldContext = glXGetCurrentContext();
1460 oldDrawable = glXGetCurrentDrawable();
1462 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1463 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1464 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1466 checkGLcall("glXMakeCurrent");
1468 TRACE("Setting up the screen\n");
1469 /* Clear the screen */
1470 glClearColor(1.0, 0.0, 0.0, 0.0);
1471 checkGLcall("glClearColor");
1474 glClearStencil(0xffff);
1476 checkGLcall("glClear");
1478 glColor3f(1.0, 1.0, 1.0);
1479 checkGLcall("glColor3f");
1481 glEnable(GL_LIGHTING);
1482 checkGLcall("glEnable");
1484 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1487 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1488 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1490 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1491 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1493 /* switch back to the original context (if there was one)*/
1494 if (This->swapchains != NULL) {
1495 /** TODO: restore the context and drawable **/
1496 glXMakeCurrent(object->display, oldDrawable, oldContext);
1501 { /* Finally add the swapchain to the end of the devices' swapchain list */
1502 SwapChainList **nextSwapchain;
1503 nextSwapchain = &This->swapchains;
1504 while (*nextSwapchain != NULL) {
1505 nextSwapchain = &((*nextSwapchain)->next);
1507 (*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
1508 (*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
1510 TRACE("Set swapchain to %p\n", object);
1511 } else { /* something went wrong so clean up */
1512 IUnknown* bufferParent;
1513 if (object->frontBuffer) {
1515 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1516 IUnknown_Release(bufferParent); /* once for the get parent */
1517 if (IUnknown_Release(bufferParent) > 0) {
1518 FIXME("(%p) Something's still holding the front buffer\n",This);
1521 if (object->backBuffer) {
1522 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1523 IUnknown_Release(bufferParent); /* once for the get parent */
1524 if (IUnknown_Release(bufferParent) > 0) {
1525 FIXME("(%p) Something's still holding the back buffer\n",This);
1528 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1529 /* Clean up the context */
1530 /* check that we are the current context first (we shouldn't be though!) */
1531 if (object->glCtx != 0) {
1532 if(glXGetCurrentContext() == object->glCtx) {
1533 glXMakeCurrent(object->display, None, NULL);
1535 glXDestroyContext(object->display, object->glCtx);
1537 HeapFree(GetProcessHeap(), 0, object);
1544 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1545 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1547 unsigned int numberOfSwapChains = 0;
1548 SwapChainList *swapchain;
1550 swapchain = This->swapchains;
1551 /* itterate through the list to get a count */
1552 while (swapchain != NULL) {
1553 swapchain = swapchain->next;
1554 numberOfSwapChains++;
1557 TRACE("(%p) returning %d\n", This, numberOfSwapChains);
1558 return numberOfSwapChains;
1561 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1563 SwapChainList *swapchain;
1565 HRESULT hr = D3DERR_INVALIDCALL;
1566 swapchain = This->swapchains;
1567 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1570 TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
1571 while (i > 0 && swapchain != NULL) {
1572 swapchain = swapchain->next;
1577 FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
1579 } else if (swapchain != NULL) {
1580 /** TODO: move off to a linkesList implementation **/
1581 *pSwapChain = swapchain->swapchain;
1582 IWineD3DSwapChain_AddRef(*pSwapChain);
1586 TRACE("(%p) returning %p\n", This, *pSwapChain);
1590 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
1591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1593 FIXME("(%p) : Stub\n",This);
1599 * Vertex Declaration
1601 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1603 IWineD3DVertexDeclarationImpl *object = NULL;
1604 HRESULT hr = D3D_OK;
1605 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1606 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1609 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1614 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1615 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1616 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1617 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1618 HRESULT hr = D3D_OK;
1619 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1621 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1622 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1625 FIXME("(%p) : Failed to set the function, returning D3DERR_INVALIDCALL\n", iface);
1626 IWineD3DVertexShader_Release(*ppVertexShader);
1627 return D3DERR_INVALIDCALL;
1630 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1631 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1640 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1641 if (pDeclaration != NULL) {
1642 IWineD3DVertexDeclaration *vertexDeclaration;
1643 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1645 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1646 object->vertexDeclaration = vertexDeclaration;
1648 FIXME("(%p) : Failed to set the declaration, returning D3DERR_INVALIDCALL\n", iface);
1649 IWineD3DVertexShader_Release(*ppVertexShader);
1650 return D3DERR_INVALIDCALL;
1657 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1659 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1660 HRESULT hr = D3D_OK;
1662 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1663 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1665 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1667 WARN("(%p) : Failed to create pixel shader\n", This);
1673 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1674 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1675 *ppD3D= This->wineD3D;
1676 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1677 IWineD3D_AddRef(*ppD3D);
1681 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1682 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1683 * Into the video ram as possible and seeing how many fit
1684 * you can also get the correct initial value from via X and ATI's driver
1685 *******************/
1686 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1687 static BOOL showfixmes = TRUE;
1689 FIXME("(%p) : stub, emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1690 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1693 TRACE("(%p) : emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1694 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1695 /* videomemory is simulated videomemory + AGP memory left */
1696 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1704 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1706 HRESULT hr = D3D_OK;
1708 /* Update the current state block */
1709 This->updateStateBlock->fvf = fvf;
1710 This->updateStateBlock->changed.fvf = TRUE;
1711 This->updateStateBlock->set.fvf = TRUE;
1713 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
1716 /* clear down the vertex declaration
1717 NOTE: Axis and Allies doesn't work properly otherwise
1718 (may be a stateblock problem though!)
1720 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
1727 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
1728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1729 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
1730 *pfvf = This->stateBlock->fvf;
1735 * Get / Set Stream Source
1737 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
1738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1739 IWineD3DVertexBuffer *oldSrc;
1741 /**TODO: instance and index data, see
1742 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1744 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
1747 /* D3d9 only, but shouldn't hurt d3d8 */
1750 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1752 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1753 FIXME("stream index data not supported\n");
1755 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1756 FIXME("stream instance data not supported\n");
1760 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1762 if (StreamNumber >= MAX_STREAMS) {
1763 WARN("Stream out of range %d\n", StreamNumber);
1764 return D3DERR_INVALIDCALL;
1767 oldSrc = This->stateBlock->streamSource[StreamNumber];
1768 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
1770 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
1771 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
1772 This->updateStateBlock->streamStride[StreamNumber] = Stride;
1773 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
1774 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
1775 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
1777 /* Handle recording of state blocks */
1778 if (This->isRecordingState) {
1779 TRACE("Recording... not performing anything\n");
1783 /* Not recording... */
1784 /* Need to do a getParent and pass the reffs up */
1785 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
1786 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
1787 so for now, just count internally */
1788 if (pStreamData != NULL) {
1789 IWineD3DVertexBuffer_AddRef(pStreamData);
1791 if (oldSrc != NULL) {
1792 IWineD3DVertexBuffer_Release(oldSrc);
1798 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
1799 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1802 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
1803 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
1806 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1808 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1809 FIXME("stream index data not supported\n");
1811 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1812 FIXME("stream instance data not supported\n");
1816 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1818 if (StreamNumber >= MAX_STREAMS) {
1819 WARN("Stream out of range %d\n", StreamNumber);
1820 return D3DERR_INVALIDCALL;
1822 *pStream = This->stateBlock->streamSource[StreamNumber];
1823 *pStride = This->stateBlock->streamStride[StreamNumber];
1824 *pOffset = This->stateBlock->streamOffset[StreamNumber];
1826 if (*pStream == NULL) {
1827 FIXME("Attempting to get an empty stream %d, returning D3DERR_INVALIDCALL\n", StreamNumber);
1828 return D3DERR_INVALIDCALL;
1831 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
1835 /*Should be quite easy, just an extension of vertexdata
1837 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1839 The divider is a bit odd though
1841 VertexOffset = StartVertex / Divider * StreamStride +
1842 VertexIndex / Divider * StreamStride + StreamOffset
1845 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
1846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1848 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
1849 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
1851 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
1852 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
1853 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
1855 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
1856 FIXME("Stream indexing not fully supported\n");
1862 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
1863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1865 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
1866 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
1868 TRACE("(%p) : returning %d\n", This, *Divider);
1874 * Get / Set & Multiply Transform
1876 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
1877 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1879 /* Most of this routine, comments included copied from ddraw tree initially: */
1880 TRACE("(%p) : Transform State=%d\n", This, d3dts);
1882 /* Handle recording of state blocks */
1883 if (This->isRecordingState) {
1884 TRACE("Recording... not performing anything\n");
1885 This->updateStateBlock->changed.transform[d3dts] = TRUE;
1886 This->updateStateBlock->set.transform[d3dts] = TRUE;
1887 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
1892 * If the new matrix is the same as the current one,
1893 * we cut off any further processing. this seems to be a reasonable
1894 * optimization because as was noticed, some apps (warcraft3 for example)
1895 * tend towards setting the same matrix repeatedly for some reason.
1897 * From here on we assume that the new matrix is different, wherever it matters.
1899 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
1900 TRACE("The app is setting the same matrix over again\n");
1903 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
1907 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1908 where ViewMat = Camera space, WorldMat = world space.
1910 In OpenGL, camera and world space is combined into GL_MODELVIEW
1911 matrix. The Projection matrix stay projection matrix.
1914 /* Capture the times we can just ignore the change for now */
1915 if (d3dts == D3DTS_WORLDMATRIX(0)) {
1916 This->modelview_valid = FALSE;
1919 } else if (d3dts == D3DTS_PROJECTION) {
1920 This->proj_valid = FALSE;
1923 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
1924 /* Indexed Vertex Blending Matrices 256 -> 511 */
1925 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
1926 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
1930 /* Now we really are going to have to change a matrix */
1933 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
1934 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
1935 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
1938 /* If we are changing the View matrix, reset the light and clipping planes to the new view
1939 * NOTE: We have to reset the positions even if the light/plane is not currently
1940 * enabled, since the call to enable it will not reset the position.
1941 * NOTE2: Apparently texture transforms do NOT need reapplying
1944 PLIGHTINFOEL *lightChain = NULL;
1945 This->modelview_valid = FALSE;
1946 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
1948 glMatrixMode(GL_MODELVIEW);
1949 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1951 glLoadMatrixf((float *)lpmatrix);
1952 checkGLcall("glLoadMatrixf(...)");
1955 lightChain = This->stateBlock->lights;
1956 while (lightChain && lightChain->glIndex != -1) {
1957 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
1958 checkGLcall("glLightfv posn");
1959 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
1960 checkGLcall("glLightfv dirn");
1961 lightChain = lightChain->next;
1964 /* Reset Clipping Planes if clipping is enabled */
1965 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
1966 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
1967 checkGLcall("glClipPlane");
1971 } else { /* What was requested!?? */
1972 WARN("invalid matrix specified: %i\n", d3dts);
1975 /* Release lock, all done */
1980 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
1981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1982 TRACE("(%p) : for Transform State %d\n", This, State);
1983 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
1987 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
1988 D3DMATRIX *mat = NULL;
1991 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1992 * below means it will be recorded in a state block change, but it
1993 * works regardless where it is recorded.
1994 * If this is found to be wrong, change to StateBlock.
1996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1997 TRACE("(%p) : For state %u\n", This, State);
1999 if (State < HIGHEST_TRANSFORMSTATE)
2001 mat = &This->updateStateBlock->transforms[State];
2003 FIXME("Unhandled transform state!!\n");
2006 /* Copied from ddraw code: */
2007 temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
2008 (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
2009 temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
2010 (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
2011 temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
2012 (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
2013 temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
2014 (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
2016 temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
2017 (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
2018 temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
2019 (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
2020 temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
2021 (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
2022 temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
2023 (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
2025 temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
2026 (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
2027 temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
2028 (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
2029 temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
2030 (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
2031 temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
2032 (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
2034 temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
2035 (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
2036 temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
2037 (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
2038 temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
2039 (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
2040 temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
2041 (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
2043 /* Apply change via set transform - will reapply to eg. lights this way */
2044 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2049 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2051 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2052 you can reference any indexes you want as long as that number max are enabled at any
2053 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2054 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2055 but when recording, just build a chain pretty much of commands to be replayed. */
2057 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2059 PLIGHTINFOEL *object, *temp;
2061 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2062 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2064 /* If recording state block, just add to end of lights chain */
2065 if (This->isRecordingState) {
2066 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2067 if (NULL == object) {
2068 return D3DERR_OUTOFVIDEOMEMORY;
2070 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2071 object->OriginalIndex = Index;
2072 object->glIndex = -1;
2073 object->changed = TRUE;
2075 /* Add to the END of the chain of lights changes to be replayed */
2076 if (This->updateStateBlock->lights == NULL) {
2077 This->updateStateBlock->lights = object;
2079 temp = This->updateStateBlock->lights;
2080 while (temp->next != NULL) temp=temp->next;
2081 temp->next = object;
2083 TRACE("Recording... not performing anything more\n");
2087 /* Ok, not recording any longer so do real work */
2088 object = This->stateBlock->lights;
2089 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2091 /* If we didn't find it in the list of lights, time to add it */
2092 if (object == NULL) {
2093 PLIGHTINFOEL *insertAt,*prevPos;
2095 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2096 if (NULL == object) {
2097 return D3DERR_OUTOFVIDEOMEMORY;
2099 object->OriginalIndex = Index;
2100 object->glIndex = -1;
2102 /* Add it to the front of list with the idea that lights will be changed as needed
2103 BUT after any lights currently assigned GL indexes */
2104 insertAt = This->stateBlock->lights;
2106 while (insertAt != NULL && insertAt->glIndex != -1) {
2108 insertAt = insertAt->next;
2111 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2112 This->stateBlock->lights = object;
2113 } else if (insertAt == NULL) { /* End of list */
2114 prevPos->next = object;
2115 object->prev = prevPos;
2116 } else { /* Middle of chain */
2117 if (prevPos == NULL) {
2118 This->stateBlock->lights = object;
2120 prevPos->next = object;
2122 object->prev = prevPos;
2123 object->next = insertAt;
2124 insertAt->prev = object;
2128 /* Initialize the object */
2129 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2130 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2131 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2132 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2133 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2134 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2135 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2137 /* Save away the information */
2138 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2140 switch (pLight->Type) {
2141 case D3DLIGHT_POINT:
2143 object->lightPosn[0] = pLight->Position.x;
2144 object->lightPosn[1] = pLight->Position.y;
2145 object->lightPosn[2] = pLight->Position.z;
2146 object->lightPosn[3] = 1.0f;
2147 object->cutoff = 180.0f;
2151 case D3DLIGHT_DIRECTIONAL:
2153 object->lightPosn[0] = -pLight->Direction.x;
2154 object->lightPosn[1] = -pLight->Direction.y;
2155 object->lightPosn[2] = -pLight->Direction.z;
2156 object->lightPosn[3] = 0.0;
2157 object->exponent = 0.0f;
2158 object->cutoff = 180.0f;
2163 object->lightPosn[0] = pLight->Position.x;
2164 object->lightPosn[1] = pLight->Position.y;
2165 object->lightPosn[2] = pLight->Position.z;
2166 object->lightPosn[3] = 1.0;
2169 object->lightDirn[0] = pLight->Direction.x;
2170 object->lightDirn[1] = pLight->Direction.y;
2171 object->lightDirn[2] = pLight->Direction.z;
2172 object->lightDirn[3] = 1.0;
2175 * opengl-ish and d3d-ish spot lights use too different models for the
2176 * light "intensity" as a function of the angle towards the main light direction,
2177 * so we only can approximate very roughly.
2178 * however spot lights are rather rarely used in games (if ever used at all).
2179 * furthermore if still used, probably nobody pays attention to such details.
2181 if (pLight->Falloff == 0) {
2184 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2186 if (rho < 0.0001) rho = 0.0001f;
2187 object->exponent = -0.3/log(cos(rho/2));
2188 object->cutoff = pLight->Phi*90/M_PI;
2194 FIXME("Unrecognized light type %d\n", pLight->Type);
2197 /* Update the live definitions if the light is currently assigned a glIndex */
2198 if (object->glIndex != -1) {
2199 setup_light(iface, object->glIndex, object);
2204 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2205 PLIGHTINFOEL *lightInfo = NULL;
2206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2207 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2209 /* Locate the light in the live lights */
2210 lightInfo = This->stateBlock->lights;
2211 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2213 if (lightInfo == NULL) {
2214 TRACE("Light information requested but light not defined\n");
2215 return D3DERR_INVALIDCALL;
2218 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2223 * Get / Set Light Enable
2224 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2226 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2227 PLIGHTINFOEL *lightInfo = NULL;
2228 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2229 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2231 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2232 if (This->isRecordingState) {
2233 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2234 if (NULL == lightInfo) {
2235 return D3DERR_OUTOFVIDEOMEMORY;
2237 lightInfo->OriginalIndex = Index;
2238 lightInfo->glIndex = -1;
2239 lightInfo->enabledChanged = TRUE;
2241 /* Add to the END of the chain of lights changes to be replayed */
2242 if (This->updateStateBlock->lights == NULL) {
2243 This->updateStateBlock->lights = lightInfo;
2245 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2246 while (temp->next != NULL) temp=temp->next;
2247 temp->next = lightInfo;
2249 TRACE("Recording... not performing anything more\n");
2253 /* Not recording... So, locate the light in the live lights */
2254 lightInfo = This->stateBlock->lights;
2255 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2257 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2258 if (lightInfo == NULL) {
2259 D3DLIGHT9 lightParms;
2260 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2261 wait until someone confirms it seems to work! */
2262 TRACE("Light enabled requested but light not defined, so defining one!\n");
2263 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2264 lightParms.Diffuse.r = 1.0;
2265 lightParms.Diffuse.g = 1.0;
2266 lightParms.Diffuse.b = 1.0;
2267 lightParms.Diffuse.a = 0.0;
2268 lightParms.Specular.r = 0.0;
2269 lightParms.Specular.g = 0.0;
2270 lightParms.Specular.b = 0.0;
2271 lightParms.Specular.a = 0.0;
2272 lightParms.Ambient.r = 0.0;
2273 lightParms.Ambient.g = 0.0;
2274 lightParms.Ambient.b = 0.0;
2275 lightParms.Ambient.a = 0.0;
2276 lightParms.Position.x = 0.0;
2277 lightParms.Position.y = 0.0;
2278 lightParms.Position.z = 0.0;
2279 lightParms.Direction.x = 0.0;
2280 lightParms.Direction.y = 0.0;
2281 lightParms.Direction.z = 1.0;
2282 lightParms.Range = 0.0;
2283 lightParms.Falloff = 0.0;
2284 lightParms.Attenuation0 = 0.0;
2285 lightParms.Attenuation1 = 0.0;
2286 lightParms.Attenuation2 = 0.0;
2287 lightParms.Theta = 0.0;
2288 lightParms.Phi = 0.0;
2289 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2291 /* Search for it again! Should be fairly quick as near head of list */
2292 lightInfo = This->stateBlock->lights;
2293 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2294 if (lightInfo == NULL) {
2295 FIXME("Adding default lights has failed dismally\n");
2296 return D3DERR_INVALIDCALL;
2300 /* OK, we now have a light... */
2301 if (Enable == FALSE) {
2303 /* If we are disabling it, check it was enabled, and
2304 still only do something if it has assigned a glIndex (which it should have!) */
2305 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2306 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2308 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2309 checkGLcall("glDisable GL_LIGHT0+Index");
2312 TRACE("Nothing to do as light was not enabled\n");
2314 lightInfo->lightEnabled = FALSE;
2317 /* We are enabling it. If it is enabled, it's really simple */
2318 if (lightInfo->lightEnabled) {
2320 TRACE("Nothing to do as light was enabled\n");
2322 /* If it already has a glIndex, it's still simple */
2323 } else if (lightInfo->glIndex != -1) {
2324 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2325 lightInfo->lightEnabled = TRUE;
2327 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2328 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2331 /* Otherwise got to find space - lights are ordered gl indexes first */
2333 PLIGHTINFOEL *bsf = NULL;
2334 PLIGHTINFOEL *pos = This->stateBlock->lights;
2335 PLIGHTINFOEL *prev = NULL;
2339 /* Try to minimize changes as much as possible */
2340 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2342 /* Try to remember which index can be replaced if necessary */
2343 if (bsf==NULL && pos->lightEnabled == FALSE) {
2344 /* Found a light we can replace, save as best replacement */
2348 /* Step to next space */
2354 /* If we have too many active lights, fail the call */
2355 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2356 FIXME("Program requests too many concurrent lights\n");
2357 return D3DERR_INVALIDCALL;
2359 /* If we have allocated all lights, but not all are enabled,
2360 reuse one which is not enabled */
2361 } else if (Index == This->maxConcurrentLights) {
2362 /* use bsf - Simply swap the new light and the BSF one */
2363 PLIGHTINFOEL *bsfNext = bsf->next;
2364 PLIGHTINFOEL *bsfPrev = bsf->prev;
2367 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2368 if (bsf->prev != NULL) {
2369 bsf->prev->next = lightInfo;
2371 This->stateBlock->lights = lightInfo;
2374 /* If not side by side, lots of chains to update */
2375 if (bsf->next != lightInfo) {
2376 lightInfo->prev->next = bsf;
2377 bsf->next->prev = lightInfo;
2378 bsf->next = lightInfo->next;
2379 bsf->prev = lightInfo->prev;
2380 lightInfo->next = bsfNext;
2381 lightInfo->prev = bsfPrev;
2385 bsf->prev = lightInfo;
2386 bsf->next = lightInfo->next;
2387 lightInfo->next = bsf;
2388 lightInfo->prev = bsfPrev;
2393 glIndex = bsf->glIndex;
2395 lightInfo->glIndex = glIndex;
2396 lightInfo->lightEnabled = TRUE;
2398 /* Finally set up the light in gl itself */
2399 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2401 setup_light(iface, glIndex, lightInfo);
2402 glEnable(GL_LIGHT0 + glIndex);
2403 checkGLcall("glEnable GL_LIGHT0 new setup");
2406 /* If we reached the end of the allocated lights, with space in the
2407 gl lights, setup a new light */
2408 } else if (pos->glIndex == -1) {
2410 /* We reached the end of the allocated gl lights, so already
2411 know the index of the next one! */
2413 lightInfo->glIndex = glIndex;
2414 lightInfo->lightEnabled = TRUE;
2416 /* In an ideal world, it's already in the right place */
2417 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2418 /* No need to move it */
2420 /* Remove this light from the list */
2421 lightInfo->prev->next = lightInfo->next;
2422 if (lightInfo->next != NULL) {
2423 lightInfo->next->prev = lightInfo->prev;
2426 /* Add in at appropriate place (inbetween prev and pos) */
2427 lightInfo->prev = prev;
2428 lightInfo->next = pos;
2430 This->stateBlock->lights = lightInfo;
2432 prev->next = lightInfo;
2435 pos->prev = lightInfo;
2439 /* Finally set up the light in gl itself */
2440 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2442 setup_light(iface, glIndex, lightInfo);
2443 glEnable(GL_LIGHT0 + glIndex);
2444 checkGLcall("glEnable GL_LIGHT0 new setup");
2453 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2455 PLIGHTINFOEL *lightInfo = NULL;
2456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2457 TRACE("(%p) : for idx(%ld)\n", This, Index);
2459 /* Locate the light in the live lights */
2460 lightInfo = This->stateBlock->lights;
2461 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2463 if (lightInfo == NULL) {
2464 TRACE("Light enabled state requested but light not defined\n");
2465 return D3DERR_INVALIDCALL;
2467 *pEnable = lightInfo->lightEnabled;
2472 * Get / Set Clip Planes
2474 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2476 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2478 /* Validate Index */
2479 if (Index >= GL_LIMITS(clipplanes)) {
2480 TRACE("Application has requested clipplane this device doesn't support\n");
2481 return D3DERR_INVALIDCALL;
2484 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2485 This->updateStateBlock->set.clipplane[Index] = TRUE;
2486 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2487 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2488 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2489 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2491 /* Handle recording of state blocks */
2492 if (This->isRecordingState) {
2493 TRACE("Recording... not performing anything\n");
2501 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2502 glMatrixMode(GL_MODELVIEW);
2504 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2506 TRACE("Clipplane [%f,%f,%f,%f]\n",
2507 This->updateStateBlock->clipplane[Index][0],
2508 This->updateStateBlock->clipplane[Index][1],
2509 This->updateStateBlock->clipplane[Index][2],
2510 This->updateStateBlock->clipplane[Index][3]);
2511 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2512 checkGLcall("glClipPlane");
2520 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2522 TRACE("(%p) : for idx %ld\n", This, Index);
2524 /* Validate Index */
2525 if (Index >= GL_LIMITS(clipplanes)) {
2526 TRACE("Application has requested clipplane this device doesn't support\n");
2527 return D3DERR_INVALIDCALL;
2530 pPlane[0] = This->stateBlock->clipplane[Index][0];
2531 pPlane[1] = This->stateBlock->clipplane[Index][1];
2532 pPlane[2] = This->stateBlock->clipplane[Index][2];
2533 pPlane[3] = This->stateBlock->clipplane[Index][3];
2538 * Get / Set Clip Plane Status
2539 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2541 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2543 FIXME("(%p) : stub\n", This);
2544 if (NULL == pClipStatus) {
2545 return D3DERR_INVALIDCALL;
2547 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2548 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2552 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2554 FIXME("(%p) : stub\n", This);
2555 if (NULL == pClipStatus) {
2556 return D3DERR_INVALIDCALL;
2558 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2559 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2564 * Get / Set Material
2565 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2567 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2568 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2570 This->updateStateBlock->changed.material = TRUE;
2571 This->updateStateBlock->set.material = TRUE;
2572 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2574 /* Handle recording of state blocks */
2575 if (This->isRecordingState) {
2576 TRACE("Recording... not performing anything\n");
2581 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2582 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2583 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2584 pMaterial->Ambient.b, pMaterial->Ambient.a);
2585 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2586 pMaterial->Specular.b, pMaterial->Specular.a);
2587 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2588 pMaterial->Emissive.b, pMaterial->Emissive.a);
2589 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2591 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2592 checkGLcall("glMaterialfv(GL_AMBIENT)");
2593 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2594 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2596 /* Only change material color if specular is enabled, otherwise it is set to black */
2597 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2598 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2599 checkGLcall("glMaterialfv(GL_SPECULAR");
2601 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2602 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2603 checkGLcall("glMaterialfv(GL_SPECULAR");
2605 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2606 checkGLcall("glMaterialfv(GL_EMISSION)");
2607 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2608 checkGLcall("glMaterialf(GL_SHININESS");
2614 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2616 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2617 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2618 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2619 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2620 pMaterial->Ambient.b, pMaterial->Ambient.a);
2621 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2622 pMaterial->Specular.b, pMaterial->Specular.a);
2623 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2624 pMaterial->Emissive.b, pMaterial->Emissive.a);
2625 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2633 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2634 UINT BaseVertexIndex) {
2635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2636 IWineD3DIndexBuffer *oldIdxs;
2638 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2639 oldIdxs = This->updateStateBlock->pIndexData;
2641 This->updateStateBlock->changed.indices = TRUE;
2642 This->updateStateBlock->set.indices = TRUE;
2643 This->updateStateBlock->pIndexData = pIndexData;
2644 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2646 /* Handle recording of state blocks */
2647 if (This->isRecordingState) {
2648 TRACE("Recording... not performing anything\n");
2652 if (NULL != pIndexData) {
2653 IWineD3DIndexBuffer_AddRef(pIndexData);
2655 if (NULL != oldIdxs) {
2656 IWineD3DIndexBuffer_Release(oldIdxs);
2661 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2662 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2664 *ppIndexData = This->stateBlock->pIndexData;
2666 /* up ref count on ppindexdata */
2668 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2669 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2670 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2672 TRACE("(%p) No index data set\n", This);
2674 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2680 * Get / Set Viewports
2682 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2685 TRACE("(%p)\n", This);
2686 This->updateStateBlock->changed.viewport = TRUE;
2687 This->updateStateBlock->set.viewport = TRUE;
2688 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2690 /* Handle recording of state blocks */
2691 if (This->isRecordingState) {
2692 TRACE("Recording... not performing anything\n");
2698 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2699 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2701 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2702 checkGLcall("glDepthRange");
2703 /* Note: GL requires lower left, DirectX supplies upper left */
2704 /* TODO: replace usage of renderTarget with context management */
2705 glViewport(pViewport->X,
2706 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2707 pViewport->Width, pViewport->Height);
2709 checkGLcall("glViewport");
2717 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2719 TRACE("(%p)\n", This);
2720 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2725 * Get / Set Render States
2726 * TODO: Verify against dx9 definitions
2728 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2731 DWORD OldValue = This->stateBlock->renderState[State];
2733 /* Simple way of referring to either a DWORD or a 4 byte float */
2739 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
2740 This->updateStateBlock->changed.renderState[State] = TRUE;
2741 This->updateStateBlock->set.renderState[State] = TRUE;
2742 This->updateStateBlock->renderState[State] = Value;
2744 /* Handle recording of state blocks */
2745 if (This->isRecordingState) {
2746 TRACE("Recording... not performing anything\n");
2753 case WINED3DRS_FILLMODE :
2754 switch ((D3DFILLMODE) Value) {
2755 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
2756 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
2757 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
2759 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
2761 checkGLcall("glPolygonMode (fillmode)");
2764 case WINED3DRS_LIGHTING :
2766 glEnable(GL_LIGHTING);
2767 checkGLcall("glEnable GL_LIGHTING");
2769 glDisable(GL_LIGHTING);
2770 checkGLcall("glDisable GL_LIGHTING");
2774 case WINED3DRS_ZENABLE :
2775 switch ((D3DZBUFFERTYPE) Value) {
2777 glDisable(GL_DEPTH_TEST);
2778 checkGLcall("glDisable GL_DEPTH_TEST");
2781 glEnable(GL_DEPTH_TEST);
2782 checkGLcall("glEnable GL_DEPTH_TEST");
2785 glEnable(GL_DEPTH_TEST);
2786 checkGLcall("glEnable GL_DEPTH_TEST");
2787 FIXME("W buffer is not well handled\n");
2790 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
2794 case WINED3DRS_CULLMODE :
2796 /* If we are culling "back faces with clockwise vertices" then
2797 set front faces to be counter clockwise and enable culling
2799 switch ((D3DCULL) Value) {
2801 glDisable(GL_CULL_FACE);
2802 checkGLcall("glDisable GL_CULL_FACE");
2805 glEnable(GL_CULL_FACE);
2806 checkGLcall("glEnable GL_CULL_FACE");
2807 if (This->renderUpsideDown) {
2809 checkGLcall("glFrontFace GL_CW");
2811 glFrontFace(GL_CCW);
2812 checkGLcall("glFrontFace GL_CCW");
2814 glCullFace(GL_BACK);
2817 glEnable(GL_CULL_FACE);
2818 checkGLcall("glEnable GL_CULL_FACE");
2819 if (This->renderUpsideDown) {
2820 glFrontFace(GL_CCW);
2821 checkGLcall("glFrontFace GL_CCW");
2824 checkGLcall("glFrontFace GL_CW");
2826 glCullFace(GL_BACK);
2829 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
2833 case WINED3DRS_SHADEMODE :
2834 switch ((D3DSHADEMODE) Value) {
2836 glShadeModel(GL_FLAT);
2837 checkGLcall("glShadeModel");
2839 case D3DSHADE_GOURAUD:
2840 glShadeModel(GL_SMOOTH);
2841 checkGLcall("glShadeModel");
2843 case D3DSHADE_PHONG:
2844 FIXME("D3DSHADE_PHONG isn't supported?\n");
2847 return D3DERR_INVALIDCALL;
2849 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
2853 case WINED3DRS_DITHERENABLE :
2855 glEnable(GL_DITHER);
2856 checkGLcall("glEnable GL_DITHER");
2858 glDisable(GL_DITHER);
2859 checkGLcall("glDisable GL_DITHER");
2863 case WINED3DRS_ZWRITEENABLE :
2866 checkGLcall("glDepthMask");
2869 checkGLcall("glDepthMask");
2873 case WINED3DRS_ZFUNC :
2875 int glParm = GL_LESS;
2877 switch ((D3DCMPFUNC) Value) {
2878 case D3DCMP_NEVER: glParm=GL_NEVER; break;
2879 case D3DCMP_LESS: glParm=GL_LESS; break;
2880 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
2881 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
2882 case D3DCMP_GREATER: glParm=GL_GREATER; break;
2883 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
2884 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
2885 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
2887 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2889 glDepthFunc(glParm);
2890 checkGLcall("glDepthFunc");
2894 case WINED3DRS_AMBIENT :
2897 D3DCOLORTOGLFLOAT4(Value, col);
2898 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
2899 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
2900 checkGLcall("glLightModel for MODEL_AMBIENT");
2905 case WINED3DRS_ALPHABLENDENABLE :
2908 checkGLcall("glEnable GL_BLEND");
2910 glDisable(GL_BLEND);
2911 checkGLcall("glDisable GL_BLEND");
2915 case WINED3DRS_SRCBLEND :
2916 case WINED3DRS_DESTBLEND :
2918 int newVal = GL_ZERO;
2920 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
2921 case D3DBLEND_ONE : newVal = GL_ONE; break;
2922 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
2923 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
2924 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
2925 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
2926 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
2927 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
2928 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
2929 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
2930 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
2932 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
2933 This->srcBlend = newVal;
2934 This->dstBlend = newVal;
2937 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
2938 This->srcBlend = newVal;
2939 This->dstBlend = newVal;
2942 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
2945 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
2946 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
2947 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
2948 glBlendFunc(This->srcBlend, This->dstBlend);
2950 checkGLcall("glBlendFunc");
2954 case WINED3DRS_ALPHATESTENABLE :
2956 glEnable(GL_ALPHA_TEST);
2957 checkGLcall("glEnable GL_ALPHA_TEST");
2959 glDisable(GL_ALPHA_TEST);
2960 checkGLcall("glDisable GL_ALPHA_TEST");
2964 case WINED3DRS_ALPHAFUNC :
2966 int glParm = GL_LESS;
2967 float ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
2969 switch ((D3DCMPFUNC) Value) {
2970 case D3DCMP_NEVER: glParm = GL_NEVER; break;
2971 case D3DCMP_LESS: glParm = GL_LESS; break;
2972 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
2973 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
2974 case D3DCMP_GREATER: glParm = GL_GREATER; break;
2975 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
2976 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
2977 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
2979 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2981 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2982 glAlphaFunc(glParm, ref);
2983 This->alphafunc = glParm;
2984 checkGLcall("glAlphaFunc");
2988 case WINED3DRS_ALPHAREF :
2990 int glParm = This->alphafunc;
2993 ref = ((float) Value) / 255.0f;
2994 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2995 glAlphaFunc(glParm, ref);
2996 checkGLcall("glAlphaFunc");
3000 case WINED3DRS_CLIPPLANEENABLE :
3001 case WINED3DRS_CLIPPING :
3003 /* Ensure we only do the changed clip planes */
3004 DWORD enable = 0xFFFFFFFF;
3005 DWORD disable = 0x00000000;
3007 /* If enabling / disabling all */
3008 if (State == WINED3DRS_CLIPPING) {
3010 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3013 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3017 enable = Value & ~OldValue;
3018 disable = ~Value & OldValue;
3021 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3022 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3023 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3024 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3025 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3026 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3028 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3029 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3030 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3031 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3032 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3033 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3035 /** update clipping status */
3037 This->stateBlock->clip_status.ClipUnion = 0;
3038 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3040 This->stateBlock->clip_status.ClipUnion = 0;
3041 This->stateBlock->clip_status.ClipIntersection = 0;
3046 case WINED3DRS_BLENDOP :
3048 int glParm = GL_FUNC_ADD;
3050 switch ((D3DBLENDOP) Value) {
3051 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3052 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3053 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3054 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3055 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3057 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3059 TRACE("glBlendEquation(%x)\n", glParm);
3060 glBlendEquation(glParm);
3061 checkGLcall("glBlendEquation");
3065 case WINED3DRS_TEXTUREFACTOR :
3069 /* Note the texture color applies to all textures whereas
3070 GL_TEXTURE_ENV_COLOR applies to active only */
3072 D3DCOLORTOGLFLOAT4(Value, col);
3073 /* Set the default alpha blend color */
3074 glBlendColor(col[0], col[1], col[2], col[3]);
3075 checkGLcall("glBlendColor");
3077 /* And now the default texture color as well */
3078 for (i = 0; i < GL_LIMITS(textures); i++) {
3080 /* Note the D3DRS value applies to all textures, but GL has one
3081 per texture, so apply it now ready to be used! */
3082 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3085 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3088 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3089 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3094 case WINED3DRS_SPECULARENABLE :
3096 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3097 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3098 specular color. This is wrong:
3099 Separate specular color means the specular colour is maintained separately, whereas
3100 single color means it is merged in. However in both cases they are being used to
3102 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3103 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3107 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3108 checkGLcall("glMaterialfv");
3109 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3110 glEnable(GL_COLOR_SUM_EXT);
3112 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3114 checkGLcall("glEnable(GL_COLOR_SUM)");
3116 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3118 /* for the case of enabled lighting: */
3119 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3120 checkGLcall("glMaterialfv");
3122 /* for the case of disabled lighting: */
3123 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3124 glDisable(GL_COLOR_SUM_EXT);
3126 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3128 checkGLcall("glDisable(GL_COLOR_SUM)");
3133 case WINED3DRS_STENCILENABLE :
3135 glEnable(GL_STENCIL_TEST);
3136 checkGLcall("glEnable GL_STENCIL_TEST");
3138 glDisable(GL_STENCIL_TEST);
3139 checkGLcall("glDisable GL_STENCIL_TEST");
3143 case WINED3DRS_STENCILFUNC :
3145 int glParm = GL_ALWAYS;
3146 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3147 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3149 switch ((D3DCMPFUNC) Value) {
3150 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3151 case D3DCMP_LESS: glParm=GL_LESS; break;
3152 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3153 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3154 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3155 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3156 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3157 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3159 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3161 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3162 This->stencilfunc = glParm;
3163 glStencilFunc(glParm, ref, mask);
3164 checkGLcall("glStencilFunc");
3168 case WINED3DRS_STENCILREF :
3170 int glParm = This->stencilfunc;
3172 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3175 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3176 glStencilFunc(glParm, ref, mask);
3177 checkGLcall("glStencilFunc");
3181 case WINED3DRS_STENCILMASK :
3183 int glParm = This->stencilfunc;
3184 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3185 GLuint mask = Value;
3187 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3188 glStencilFunc(glParm, ref, mask);
3189 checkGLcall("glStencilFunc");
3193 case WINED3DRS_STENCILFAIL :
3199 fail = StencilOp(Value);
3200 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3201 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3202 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3203 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3205 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3206 glStencilOp(fail, zfail, zpass);
3207 checkGLcall("glStencilOp(fail, zfail, zpass);");
3210 case WINED3DRS_STENCILZFAIL :
3216 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3217 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3218 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3219 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3220 zfail = StencilOp(Value);
3222 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3223 glStencilOp(fail, zfail, zpass);
3224 checkGLcall("glStencilOp(fail, zfail, zpass);");
3227 case WINED3DRS_STENCILPASS :
3233 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3234 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3235 zpass = StencilOp(Value);
3236 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3237 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3239 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3240 glStencilOp(fail, zfail, zpass);
3241 checkGLcall("glStencilOp(fail, zfail, zpass);");
3245 case WINED3DRS_STENCILWRITEMASK :
3247 glStencilMask(Value);
3248 TRACE("glStencilMask(%lu)\n", Value);
3249 checkGLcall("glStencilMask");
3253 case WINED3DRS_FOGENABLE :
3255 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3257 checkGLcall("glEnable GL_FOG");
3260 checkGLcall("glDisable GL_FOG");
3265 case WINED3DRS_RANGEFOGENABLE :
3268 TRACE("Enabled RANGEFOG");
3270 TRACE("Disabled RANGEFOG");
3275 case WINED3DRS_FOGCOLOR :
3278 D3DCOLORTOGLFLOAT4(Value, col);
3279 /* Set the default alpha blend color */
3280 glFogfv(GL_FOG_COLOR, &col[0]);
3281 checkGLcall("glFog GL_FOG_COLOR");
3285 case WINED3DRS_FOGTABLEMODE :
3287 glHint(GL_FOG_HINT, GL_NICEST);
3289 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3290 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3291 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3292 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3294 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3296 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3297 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3302 case WINED3DRS_FOGVERTEXMODE :
3304 glHint(GL_FOG_HINT, GL_FASTEST);
3306 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3307 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3308 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3309 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3311 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3313 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3314 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3319 case WINED3DRS_FOGSTART :
3322 glFogfv(GL_FOG_START, &tmpvalue.f);
3323 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3324 TRACE("Fog Start == %f\n", tmpvalue.f);
3328 case WINED3DRS_FOGEND :
3331 glFogfv(GL_FOG_END, &tmpvalue.f);
3332 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3333 TRACE("Fog End == %f\n", tmpvalue.f);
3337 case WINED3DRS_FOGDENSITY :
3340 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3341 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3345 case WINED3DRS_VERTEXBLEND :
3347 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3348 TRACE("Vertex Blending state to %ld\n", Value);
3352 case WINED3DRS_TWEENFACTOR :
3355 This->updateStateBlock->tween_factor = tmpvalue.f;
3356 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3360 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3362 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3366 case WINED3DRS_COLORVERTEX :
3367 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3368 case WINED3DRS_SPECULARMATERIALSOURCE :
3369 case WINED3DRS_AMBIENTMATERIALSOURCE :
3370 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3372 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3374 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3375 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3376 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3377 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3378 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3379 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3381 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3382 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3383 Parm = GL_AMBIENT_AND_DIFFUSE;
3387 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3389 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3391 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3398 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3400 This->tracking_color = NEEDS_TRACKING;
3401 This->tracking_parm = Parm;
3405 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3410 case WINED3DRS_LINEPATTERN :
3416 tmppattern.d = Value;
3418 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3420 if (tmppattern.lp.wRepeatFactor) {
3421 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3422 checkGLcall("glLineStipple(repeat, linepattern)");
3423 glEnable(GL_LINE_STIPPLE);
3424 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3426 glDisable(GL_LINE_STIPPLE);
3427 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3432 case WINED3DRS_ZBIAS : /* D3D8 only */
3436 TRACE("ZBias value %f\n", tmpvalue.f);
3437 glPolygonOffset(0, -tmpvalue.f);
3438 checkGLcall("glPolygonOffset(0, -Value)");
3439 glEnable(GL_POLYGON_OFFSET_FILL);
3440 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3441 glEnable(GL_POLYGON_OFFSET_LINE);
3442 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3443 glEnable(GL_POLYGON_OFFSET_POINT);
3444 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3446 glDisable(GL_POLYGON_OFFSET_FILL);
3447 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3448 glDisable(GL_POLYGON_OFFSET_LINE);
3449 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3450 glDisable(GL_POLYGON_OFFSET_POINT);
3451 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3456 case WINED3DRS_NORMALIZENORMALS :
3458 glEnable(GL_NORMALIZE);
3459 checkGLcall("glEnable(GL_NORMALIZE);");
3461 glDisable(GL_NORMALIZE);
3462 checkGLcall("glDisable(GL_NORMALIZE);");
3466 case WINED3DRS_POINTSIZE :
3467 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3469 TRACE("Set point size to %f\n", tmpvalue.f);
3470 glPointSize(tmpvalue.f);
3471 checkGLcall("glPointSize(...);");
3474 case WINED3DRS_POINTSIZE_MIN :
3475 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3477 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3478 checkGLcall("glPointParameterfEXT(...);");
3480 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3484 case WINED3DRS_POINTSIZE_MAX :
3485 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3487 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3488 checkGLcall("glPointParameterfEXT(...);");
3490 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3494 case WINED3DRS_POINTSCALE_A :
3495 case WINED3DRS_POINTSCALE_B :
3496 case WINED3DRS_POINTSCALE_C :
3497 case WINED3DRS_POINTSCALEENABLE :
3500 * POINTSCALEENABLE controls how point size value is treated. If set to
3501 * true, the point size is scaled with repsect to height of viewport.
3502 * When set to false point size is in pixels.
3504 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3507 /* Default values */
3508 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3511 * Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3512 * This means that OpenGL will clamp really small point sizes to 1.0f.
3513 * To correct for this we need to multiply by the scale factor when sizes
3514 * are less than 1.0f. scale_factor = 1.0f / point_size.
3516 GLfloat pointSize = *((float*)&This->stateBlock->renderState[D3DRS_POINTSIZE]);
3517 GLfloat scaleFactor;
3518 if(pointSize < 1.0f) {
3519 scaleFactor = pointSize * pointSize;
3524 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3525 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3526 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3527 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3528 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3529 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3530 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3533 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3534 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3535 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3537 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3538 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3539 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3541 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3545 case WINED3DRS_COLORWRITEENABLE :
3547 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3548 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3549 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3550 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3551 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3552 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3553 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3554 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3555 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3556 checkGLcall("glColorMask(...)");
3560 case WINED3DRS_LOCALVIEWER :
3562 GLint state = (Value) ? 1 : 0;
3563 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3564 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3568 case WINED3DRS_LASTPIXEL :
3571 TRACE("Last Pixel Drawing Enabled\n");
3573 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3578 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3581 TRACE("Software Processing Enabled\n");
3583 TRACE("Software Processing Disabled\n");
3588 /** not supported */
3589 case WINED3DRS_ZVISIBLE :
3592 return D3DERR_INVALIDCALL;
3594 case WINED3DRS_POINTSPRITEENABLE :
3596 /* TODO: NV_POINT_SPRITE */
3597 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3598 TRACE("Point sprites not supported\n");
3603 * Point sprites are always enabled. Value controls texture coordinate
3604 * replacement mode. Must be set true for point sprites to use
3607 glEnable(GL_POINT_SPRITE_ARB);
3608 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3611 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3612 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3614 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3615 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3619 case WINED3DRS_EDGEANTIALIAS :
3622 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3624 checkGLcall("glEnable(GL_BLEND)");
3625 glEnable(GL_LINE_SMOOTH);
3626 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3628 glDisable(GL_BLEND);
3629 checkGLcall("glDisable(GL_BLEND)");
3630 glDisable(GL_LINE_SMOOTH);
3631 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3635 case WINED3DRS_WRAP0 :
3636 case WINED3DRS_WRAP1 :
3637 case WINED3DRS_WRAP2 :
3638 case WINED3DRS_WRAP3 :
3639 case WINED3DRS_WRAP4 :
3640 case WINED3DRS_WRAP5 :
3641 case WINED3DRS_WRAP6 :
3642 case WINED3DRS_WRAP7 :
3644 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3645 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3646 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3647 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3648 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3650 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3652 TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
3654 case WINED3DRS_MULTISAMPLEANTIALIAS :
3656 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3657 TRACE("Multisample antialiasing not supported\n");
3662 glEnable(GL_MULTISAMPLE_ARB);
3663 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3665 glDisable(GL_MULTISAMPLE_ARB);
3666 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3670 case WINED3DRS_MULTISAMPLEMASK :
3671 case WINED3DRS_PATCHEDGESTYLE :
3672 case WINED3DRS_PATCHSEGMENTS :
3673 case WINED3DRS_DEBUGMONITORTOKEN :
3674 case WINED3DRS_POSITIONORDER :
3675 case WINED3DRS_NORMALORDER :
3676 /*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
3677 FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
3680 FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
3688 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
3689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3690 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
3691 *pValue = This->stateBlock->renderState[State];
3696 * Get / Set Sampler States
3697 * TODO: Verify against dx9 definitions
3700 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3701 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3703 * SetSampler is designed to allow for more than the standard up to 8 textures
3704 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3705 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3707 * http://developer.nvidia.com/object/General_FAQ.html#t6
3709 * There are two new settings for GForce
3711 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3712 * and the texture one:
3713 * GL_MAX_TEXTURE_COORDS_ARB.
3714 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3716 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3717 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
3719 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3720 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
3721 return D3DERR_INVALIDCALL;
3723 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
3724 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3725 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3726 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3728 /* Handle recording of state blocks */
3729 if (This->isRecordingState) {
3730 TRACE("Recording... not performing anything\n");
3737 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3739 /** TODO: check that sampler is in range **/
3740 *Value = This->updateStateBlock->samplerState[Sampler][Type];
3741 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
3746 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3750 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3751 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3752 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3758 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3760 GLint scissorBox[4];
3763 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3764 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3765 pRect->left = scissorBox[1];
3766 pRect->top = scissorBox[2];
3767 pRect->right = scissorBox[1] + scissorBox[3];
3768 pRect->bottom = scissorBox[2] + scissorBox[4];
3769 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3774 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3775 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3776 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3778 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3780 This->updateStateBlock->vertexDecl = pDecl;
3781 This->updateStateBlock->changed.vertexDecl = TRUE;
3782 This->updateStateBlock->set.vertexDecl = TRUE;
3784 if (This->isRecordingState) {
3785 TRACE("Recording... not performing anything\n");
3788 if (NULL != pDecl) {
3789 IWineD3DVertexDeclaration_AddRef(pDecl);
3791 if (NULL != oldDecl) {
3792 IWineD3DVertexDeclaration_Release(oldDecl);
3797 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3800 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3802 *ppDecl = This->stateBlock->vertexDecl;
3803 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3807 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3809 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3811 This->updateStateBlock->vertexShader = pShader;
3812 This->updateStateBlock->changed.vertexShader = TRUE;
3813 This->updateStateBlock->set.vertexShader = TRUE;
3815 if (This->isRecordingState) {
3816 TRACE("Recording... not performing anything\n");
3819 if (NULL != pShader) {
3820 IWineD3DVertexShader_AddRef(pShader);
3822 if (NULL != oldShader) {
3823 IWineD3DVertexShader_Release(oldShader);
3826 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3828 * TODO: merge HAL shaders context switching from prototype
3833 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3836 if (NULL == ppShader) {
3837 return D3DERR_INVALIDCALL;
3839 *ppShader = This->stateBlock->vertexShader;
3840 if( NULL != *ppShader)
3841 IWineD3DVertexShader_AddRef(*ppShader);
3843 TRACE("(%p) : returning %p\n", This, *ppShader);
3847 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3848 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3851 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3853 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3854 iface, dstData, srcData, type, start, count, registersize);
3856 if (type != WINESHADERCNST_NONE) {
3857 if (srcData == NULL || cnt < 0) {
3858 return D3DERR_INVALIDCALL;
3861 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
3864 for (i = start; i < cnt + start; ++i) {
3865 This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
3866 This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
3867 This->updateStateBlock->vertexShaderConstantT[i] = type;
3873 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3877 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3879 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3880 iface, dstData, srcData, type, start, count, registersize);
3882 /* Verify that the requested shader constant was populated with the correct type */
3883 for (i = start; i < cnt + start; ++i) {
3884 if (This->updateStateBlock->vertexShaderConstantT[i] != type) {
3885 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
3886 This, type, This->updateStateBlock->vertexShaderConstantT[i]);
3887 return D3DERR_INVALIDCALL;
3891 if (dstData == NULL || cnt < 0) {
3892 return D3DERR_INVALIDCALL;
3895 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
3900 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
3901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3903 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3904 This->updateStateBlock->vertexShaderConstantB,
3906 WINESHADERCNST_BOOL,
3909 sizeof(*pConstantData));
3912 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
3913 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3915 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3917 This->updateStateBlock->vertexShaderConstantB,
3918 WINESHADERCNST_BOOL,
3921 sizeof(*pConstantData));
3924 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
3925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3927 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3928 This->updateStateBlock->vertexShaderConstantI,
3930 WINESHADERCNST_INTEGER,
3933 4 * sizeof(*pConstantData));
3936 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
3937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3939 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3941 This->updateStateBlock->vertexShaderConstantI,
3942 WINESHADERCNST_INTEGER,
3945 4 * sizeof(*pConstantData));
3949 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
3950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3952 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3953 This->updateStateBlock->vertexShaderConstantF,
3955 WINESHADERCNST_FLOAT,
3958 4 * sizeof(*pConstantData));
3961 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
3962 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3964 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3966 This->updateStateBlock->vertexShaderConstantF,
3967 WINESHADERCNST_FLOAT,
3970 4 * sizeof(*pConstantData));
3973 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
3974 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3977 WINESHADERCNST_NONE,
3983 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3984 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3985 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3986 This->updateStateBlock->pixelShader = pShader;
3987 This->updateStateBlock->changed.pixelShader = TRUE;
3988 This->updateStateBlock->set.pixelShader = TRUE;
3990 /* Handle recording of state blocks */
3991 if (This->isRecordingState) {
3992 TRACE("Recording... not performing anything\n");
3995 if (NULL != pShader) {
3996 IWineD3DPixelShader_AddRef(pShader);
3998 if (NULL != oldShader) {
3999 IWineD3DPixelShader_Release(oldShader);
4002 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4004 * TODO: merge HAL shaders context switching from prototype
4009 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4012 if (NULL == ppShader) {
4013 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4014 return D3DERR_INVALIDCALL;
4017 *ppShader = This->stateBlock->pixelShader;
4018 if (NULL != ppShader) {
4019 IWineD3DPixelShader_AddRef(*ppShader);
4021 TRACE("(%p) : returning %p\n", This, *ppShader);
4025 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4026 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4029 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4031 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4032 iface, dstData, srcData, type, start, count, registersize);
4034 if (type != WINESHADERCNST_NONE) {
4035 if (srcData == NULL || cnt < 0) {
4036 return D3DERR_INVALIDCALL;
4039 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4042 for (i = start; i < cnt + start; ++i) {
4043 This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
4044 This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
4045 This->updateStateBlock->pixelShaderConstantT[i] = type;
4051 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4052 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4055 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4057 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4058 iface, dstData, srcData, type, start, count, registersize);
4060 /* Verify that the requested shader constant was populated with the correct type */
4061 for (i = start; i < cnt + start; ++i) {
4062 if (This->updateStateBlock->pixelShaderConstantT[i] != type) {
4063 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
4064 This, type, This->updateStateBlock->pixelShaderConstantT[i]);
4065 return D3DERR_INVALIDCALL;
4069 if (dstData == NULL || cnt < 0) {
4070 return D3DERR_INVALIDCALL;
4073 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4078 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
4079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4081 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4082 This->updateStateBlock->pixelShaderConstantB,
4084 WINESHADERCNST_BOOL,
4087 sizeof(*pConstantData));
4090 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
4091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4093 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4095 This->updateStateBlock->pixelShaderConstantB,
4096 WINESHADERCNST_BOOL,
4099 sizeof(*pConstantData));
4102 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
4103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4105 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4106 This->updateStateBlock->pixelShaderConstantI,
4108 WINESHADERCNST_INTEGER,
4111 4 * sizeof(*pConstantData));
4114 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
4115 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4117 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4119 This->updateStateBlock->pixelShaderConstantI,
4120 WINESHADERCNST_INTEGER,
4123 4 * sizeof(*pConstantData));
4126 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
4127 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4129 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4130 This->updateStateBlock->pixelShaderConstantF,
4132 WINESHADERCNST_FLOAT,
4135 4 * sizeof(*pConstantData));
4138 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
4139 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4141 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4143 This->updateStateBlock->pixelShaderConstantF,
4144 WINESHADERCNST_FLOAT,
4147 4 * sizeof(*pConstantData));
4150 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4151 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4154 WINESHADERCNST_NONE,
4160 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4162 FIXME("(%p) : stub\n", This);
4167 * Apply / Get / Set Texture Stage States
4168 * TODO: Verify against dx9 definitions
4171 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4172 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4173 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4174 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4175 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4177 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4179 /* Check that the stage is within limits */
4180 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4181 TRACE("Attempt to access invalid texture rejected\n");
4188 case WINED3DTSS_ALPHAOP :
4189 case WINED3DTSS_COLOROP :
4190 /* nothing to do as moved to drawprim for now */
4192 case WINED3DTSS_ADDRESSW :
4193 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4194 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4195 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4198 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4199 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4200 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4201 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4204 case WINED3DTSS_TEXCOORDINDEX :
4206 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4208 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4209 one flag, you can still specify an index value, which the system uses to
4210 determine the texture wrapping mode.
4211 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4212 means use the vertex position (camera-space) as the input texture coordinates
4213 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4214 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4215 to the TEXCOORDINDEX value */
4218 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4220 switch (Value & 0xFFFF0000) {
4221 case D3DTSS_TCI_PASSTHRU:
4222 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4223 glDisable(GL_TEXTURE_GEN_S);
4224 glDisable(GL_TEXTURE_GEN_T);
4225 glDisable(GL_TEXTURE_GEN_R);
4226 glDisable(GL_TEXTURE_GEN_Q);
4227 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
4230 case D3DTSS_TCI_CAMERASPACEPOSITION:
4231 /* CameraSpacePosition means use the vertex position, transformed to camera space,
4232 as the input texture coordinates for this stage's texture transformation. This
4233 equates roughly to EYE_LINEAR */
4235 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4236 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4237 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4238 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4239 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
4241 glMatrixMode(GL_MODELVIEW);
4244 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4245 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4246 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4247 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4250 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
4251 glEnable(GL_TEXTURE_GEN_S);
4252 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4253 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4254 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4255 glEnable(GL_TEXTURE_GEN_T);
4256 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4257 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4258 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4259 glEnable(GL_TEXTURE_GEN_R);
4260 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4261 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4262 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4266 case D3DTSS_TCI_CAMERASPACENORMAL:
4268 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4269 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4270 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4271 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4272 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4273 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
4275 glMatrixMode(GL_MODELVIEW);
4278 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4279 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4280 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4281 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4284 glEnable(GL_TEXTURE_GEN_S);
4285 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4286 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4287 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4288 glEnable(GL_TEXTURE_GEN_T);
4289 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4290 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4291 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4292 glEnable(GL_TEXTURE_GEN_R);
4293 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4294 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4295 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4300 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
4302 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4303 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4304 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4305 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4306 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4307 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
4309 glMatrixMode(GL_MODELVIEW);
4312 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4313 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4314 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4315 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4318 glEnable(GL_TEXTURE_GEN_S);
4319 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4320 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4321 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4322 glEnable(GL_TEXTURE_GEN_T);
4323 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4325 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4326 glEnable(GL_TEXTURE_GEN_R);
4327 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4328 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4329 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4334 /* Unhandled types: */
4337 /* ? disable GL_TEXTURE_GEN_n ? */
4338 glDisable(GL_TEXTURE_GEN_S);
4339 glDisable(GL_TEXTURE_GEN_T);
4340 glDisable(GL_TEXTURE_GEN_R);
4341 glDisable(GL_TEXTURE_GEN_Q);
4342 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
4349 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4350 set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
4353 case WINED3DTSS_BUMPENVMAT00 :
4354 case WINED3DTSS_BUMPENVMAT01 :
4355 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4357 case WINED3DTSS_BUMPENVMAT10 :
4358 case WINED3DTSS_BUMPENVMAT11 :
4359 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4362 case WINED3DTSS_BUMPENVLSCALE :
4363 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4366 case WINED3DTSS_BUMPENVLOFFSET :
4367 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4370 case WINED3DTSS_RESULTARG :
4371 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4375 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
4376 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4385 * Get / Set Texture Stage States
4386 * TODO: Verify against dx9 definitions
4388 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4389 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4391 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4393 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4395 /* Reject invalid texture units */
4396 if (Stage >= GL_LIMITS(textures)) {
4397 TRACE("Attempt to access invalid texture rejected\n");
4398 return D3DERR_INVALIDCALL;
4401 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4402 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4403 This->updateStateBlock->textureState[Stage][Type] = Value;
4408 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4410 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4411 *pValue = This->updateStateBlock->textureState[Stage][Type];
4418 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4421 IWineD3DBaseTexture *oldTexture;
4423 oldTexture = This->updateStateBlock->textures[Stage];
4424 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
4426 #if 0 /* TODO: check so vertex textures */
4427 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4428 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4433 /* Reject invalid texture units */
4434 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4435 WARN("Attempt to access invalid texture rejected\n");
4436 return D3DERR_INVALIDCALL;
4439 if(pTexture != NULL) {
4440 /* SetTexture isn't allowed on textures in D3DPOOL_SCRATCH; The same is
4441 * the case for D3DPOOL_SYSTEMMEM textures unless D3DDEVCAPS_TEXTURESYSTEMMORY is set.
4442 * We don't check the caps as GetDeviceCaps is inefficient and we don't set the cap anyway.
4444 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == D3DPOOL_SCRATCH || ((IWineD3DTextureImpl*)pTexture)->resource.pool == D3DPOOL_SYSTEMMEM) {
4445 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4446 return D3DERR_INVALIDCALL;
4450 oldTexture = This->updateStateBlock->textures[Stage];
4451 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
4452 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4454 This->updateStateBlock->set.textures[Stage] = TRUE;
4455 This->updateStateBlock->changed.textures[Stage] = TRUE;
4456 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4457 This->updateStateBlock->textures[Stage] = pTexture;
4459 /* Handle recording of state blocks */
4460 if (This->isRecordingState) {
4461 TRACE("Recording... not performing anything\n");
4465 /** NOTE: MSDN says that setTexture increases the reference count,
4466 * and the the application nust set the texture back to null (or have a leaky application),
4467 * This means we should pass the refcount up to the parent
4468 *******************************/
4469 if (NULL != This->updateStateBlock->textures[Stage]) {
4470 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4473 if (NULL != oldTexture) {
4474 IWineD3DBaseTexture_Release(oldTexture);
4480 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4481 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4482 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4484 /* Reject invalid texture units */
4485 if (Stage >= GL_LIMITS(textures)) {
4486 TRACE("Attempt to access invalid texture rejected\n");
4487 return D3DERR_INVALIDCALL;
4489 *ppTexture=This->updateStateBlock->textures[Stage];
4491 IWineD3DBaseTexture_AddRef(*ppTexture);
4493 return D3DERR_INVALIDCALL;
4500 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
4501 IWineD3DSurface **ppBackBuffer) {
4502 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4503 IWineD3DSwapChain *swapChain;
4506 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4508 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4510 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4511 IWineD3DSwapChain_Release(swapChain);
4513 *ppBackBuffer = NULL;
4518 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4519 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4520 WARN("(%p) : stub, calling idirect3d for now\n", This);
4521 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4524 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, D3DDISPLAYMODE* pMode) {
4525 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4526 IWineD3DSwapChain *swapChain;
4529 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4531 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4532 IWineD3DSwapChain_Release(swapChain);
4534 FIXME("(%p) Error getting display mode\n", This);
4539 * Stateblock related functions
4542 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4543 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4544 IWineD3DStateBlockImpl *object;
4545 TRACE("(%p)", This);
4547 if (This->isRecordingState) {
4548 return D3DERR_INVALIDCALL;
4551 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4552 if (NULL == object ) {
4553 FIXME("(%p)Error allocating memory for stateblock\n", This);
4554 return E_OUTOFMEMORY;
4556 TRACE("(%p) creted object %p\n", This, object);
4557 object->wineD3DDevice= This;
4558 /** FIXME: object->parent = parent; **/
4559 object->parent = NULL;
4560 object->blockType = WINED3DSBT_ALL;
4562 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4564 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4565 This->updateStateBlock = object;
4566 This->isRecordingState = TRUE;
4568 TRACE("(%p) recording stateblock %p\n",This , object);
4572 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4573 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4575 if (!This->isRecordingState) {
4576 FIXME("(%p) not recording! returning error\n", This);
4577 *ppStateBlock = NULL;
4578 return D3DERR_INVALIDCALL;
4581 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4582 This->isRecordingState = FALSE;
4583 This->updateStateBlock = This->stateBlock;
4584 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4585 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4586 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4591 * Scene related functions
4593 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4594 /* At the moment we have no need for any functionality at the beginning
4596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4597 TRACE("(%p) : stub\n", This);
4601 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4603 TRACE("(%p)\n", This);
4605 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4607 checkGLcall("glFlush");
4609 TRACE("End Scene\n");
4610 if(This->renderTarget != NULL) {
4612 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4613 IUnknown *targetContainer = NULL;
4614 if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4615 || D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
4616 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
4617 /** always dirtify for now. we must find a better way to see that surface have been modified
4618 (Modifications should will only occur via draw-primitive, but we do need better locking
4619 switching to render-to-texture should remove the overhead though.
4621 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
4622 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
4623 IWineD3DSurface_PreLoad(This->renderTarget);
4624 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
4625 IUnknown_Release(targetContainer);
4628 This->sceneEnded = TRUE;
4633 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4634 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4635 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4636 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4637 IWineD3DSwapChain *swapChain = NULL;
4639 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4641 TRACE("(%p) Presenting the frame\n", This);
4643 for(i = 0 ; i < swapchains ; i ++) {
4645 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4646 TRACE("presentinng chain %d, %p\n", i, swapChain);
4647 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4648 IWineD3DSwapChain_Release(swapChain);
4654 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
4655 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
4656 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4658 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
4659 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
4660 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4661 GLbitfield glMask = 0;
4662 GLboolean old_ztest;
4663 GLfloat old_z_clear_value;
4664 GLint old_stencil_clear_value;
4665 GLfloat old_color_clear_value[4];
4667 CONST D3DRECT* curRect;
4669 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
4670 Count, pRects, Flags, Z, Stencil);
4674 glEnable(GL_SCISSOR_TEST);
4675 checkGLcall("glEnable GL_SCISSOR_TEST");
4677 if (Count > 0 && pRects) {
4683 /* Only set the values up once, as they are not changing */
4684 if (Flags & D3DCLEAR_STENCIL) {
4685 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4686 glClearStencil(Stencil);
4687 checkGLcall("glClearStencil");
4688 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4689 glStencilMask(0xFFFFFFFF);
4692 if (Flags & D3DCLEAR_ZBUFFER) {
4693 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4694 glDepthMask(GL_TRUE);
4695 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4697 checkGLcall("glClearDepth");
4698 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4701 if (Flags & D3DCLEAR_TARGET) {
4702 TRACE("Clearing screen with glClear to color %lx\n", Color);
4703 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4704 glClearColor(D3DCOLOR_R(Color),
4708 checkGLcall("glClearColor");
4710 /* Clear ALL colors! */
4711 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4712 glMask = glMask | GL_COLOR_BUFFER_BIT;
4715 /* Now process each rect in turn */
4716 for (i = 0; i < Count || i == 0; i++) {
4719 /* Note gl uses lower left, width/height */
4720 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
4721 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4722 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4723 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4724 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4725 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4726 checkGLcall("glScissor");
4728 glScissor(This->stateBlock->viewport.X,
4729 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
4730 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4731 This->stateBlock->viewport.Width,
4732 This->stateBlock->viewport.Height);
4733 checkGLcall("glScissor");
4736 /* Clear the selected rectangle (or full screen) */
4738 checkGLcall("glClear");
4740 /* Step to the next rectangle */
4741 if (curRect) curRect = curRect + sizeof(D3DRECT);
4744 /* Restore the old values (why..?) */
4745 if (Flags & D3DCLEAR_STENCIL) {
4746 glClearStencil(old_stencil_clear_value);
4747 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4749 if (Flags & D3DCLEAR_ZBUFFER) {
4750 glDepthMask(old_ztest);
4751 glClearDepth(old_z_clear_value);
4753 if (Flags & D3DCLEAR_TARGET) {
4754 glClearColor(old_color_clear_value[0],
4755 old_color_clear_value[1],
4756 old_color_clear_value[2],
4757 old_color_clear_value[3]);
4758 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4759 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4760 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4761 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4764 glDisable(GL_SCISSOR_TEST);
4765 checkGLcall("glDisable");
4774 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4775 UINT PrimitiveCount) {
4777 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4778 This->stateBlock->streamIsUP = FALSE;
4780 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4781 debug_d3dprimitivetype(PrimitiveType),
4782 StartVertex, PrimitiveCount);
4783 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4784 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4790 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4791 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4792 D3DPRIMITIVETYPE PrimitiveType,
4793 INT baseVIndex, UINT minIndex,
4794 UINT NumVertices, UINT startIndex, UINT primCount) {
4796 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4798 IWineD3DIndexBuffer *pIB;
4799 D3DINDEXBUFFER_DESC IdxBufDsc;
4801 pIB = This->stateBlock->pIndexData;
4802 This->stateBlock->streamIsUP = FALSE;
4804 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
4805 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4806 minIndex, NumVertices, startIndex, baseVIndex, primCount);
4808 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4809 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4815 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
4816 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4821 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4822 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4823 UINT VertexStreamZeroStride) {
4824 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4826 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4827 debug_d3dprimitivetype(PrimitiveType),
4828 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4830 /* release the stream source */
4831 if (This->stateBlock->streamSource[0] != NULL) {
4832 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4835 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4836 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4837 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4838 This->stateBlock->streamIsUP = TRUE;
4840 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4841 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4842 /* stream zero settings set to null at end, as per the msdn
4843 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4845 This->stateBlock->streamStride[0] = 0;
4846 This->stateBlock->streamSource[0] = NULL;
4848 /*stream zero settings set to null at end, as per the msdn */
4852 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4853 UINT MinVertexIndex, UINT NumVertices,
4854 UINT PrimitiveCount, CONST void* pIndexData,
4855 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4856 UINT VertexStreamZeroStride) {
4858 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4860 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4861 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4862 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4863 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4865 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4871 /* release the stream and index data */
4872 if (This->stateBlock->streamSource[0] != NULL) {
4873 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4875 if (This->stateBlock->pIndexData) {
4876 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
4879 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4880 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4881 This->stateBlock->streamIsUP = TRUE;
4882 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4884 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4885 /* stream zero settings set to null at end as per the msdn
4886 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4889 /* stream zero settings set to null at end as per the msdn */
4890 This->stateBlock->streamSource[0] = NULL;
4891 This->stateBlock->streamStride[0] = 0;
4896 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4897 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4899 HRESULT hr = D3D_OK;
4900 D3DRESOURCETYPE sourceType;
4901 D3DRESOURCETYPE destinationType;
4904 /* TODO: think about moving the code into IWineD3DBaseTexture */
4906 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4908 /* verify that the source and destination textures aren't NULL */
4909 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4910 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning D3DERR_INVALIDCALL\n",
4911 This, pSourceTexture, pDestinationTexture);
4912 hr = D3DERR_INVALIDCALL;
4915 if (pSourceTexture == pDestinationTexture) {
4916 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning D3DERR_INVALIDCALL\n",
4917 This, pSourceTexture, pDestinationTexture);
4918 hr = D3DERR_INVALIDCALL;
4920 /* Verify that the source and destination textures are the same type */
4921 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4922 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4924 if (sourceType != destinationType) {
4925 WARN("(%p) Sorce and destination types must match, returning D3DERR_INVALIDCALL\n",
4927 hr = D3DERR_INVALIDCALL;
4930 /* check that both textures have the identical numbers of levels */
4931 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4932 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning D3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4933 hr = D3DERR_INVALIDCALL;
4938 /* Make sure that the destination texture is loaded */
4939 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4941 /* Update every surface level of the texture */
4942 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4944 switch (sourceType) {
4945 case D3DRTYPE_TEXTURE:
4947 IWineD3DSurface *srcSurface;
4948 IWineD3DSurface *destSurface;
4950 for (i = 0 ; i < levels ; ++i) {
4951 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4952 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4953 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4954 IWineD3DSurface_Release(srcSurface);
4955 IWineD3DSurface_Release(destSurface);
4957 WARN("(%p) : Call to update surface failed\n", This);
4963 case D3DRTYPE_CUBETEXTURE:
4965 IWineD3DSurface *srcSurface;
4966 IWineD3DSurface *destSurface;
4967 D3DCUBEMAP_FACES faceType;
4969 for (i = 0 ; i < levels ; ++i) {
4970 /* Update each cube face */
4971 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4972 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4974 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4976 TRACE("Got srcSurface %p\n", srcSurface);
4978 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4980 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4982 TRACE("Got desrSurface %p\n", destSurface);
4984 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4985 IWineD3DSurface_Release(srcSurface);
4986 IWineD3DSurface_Release(destSurface);
4988 WARN("(%p) : Call to update surface failed\n", This);
4995 #if 0 /* TODO: Add support for volume textures */
4996 case D3DRTYPE_VOLUMETEXTURE:
4998 IWineD3DVolume srcVolume = NULL;
4999 IWineD3DSurface destVolume = NULL;
5001 for (i = 0 ; i < levels ; ++i) {
5002 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5003 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5004 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5005 IWineD3DVolume_Release(srcSurface);
5006 IWineD3DVolume_Release(destSurface);
5008 WARN("(%p) : Call to update volume failed\n", This);
5016 FIXME("(%p) : Unsupported source and destination type\n", This);
5017 hr = D3DERR_INVALIDCALL;
5024 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5025 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5026 CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) {
5027 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5029 TRACE("(%p) : stub\n", This);
5032 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5033 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5034 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5035 * NOTE It may be best to move the code into surface to occomplish this
5036 ****************************************/
5038 WINED3DSURFACE_DESC surfaceDesc;
5039 unsigned int surfaceWidth, surfaceHeight;
5040 glDescriptor *targetGlDescription = NULL;
5041 glDescriptor *surfaceGlDescription = NULL;
5042 IWineD3DSwapChainImpl *container = NULL;
5044 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5045 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5046 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5048 surfaceDesc.Width = &surfaceWidth;
5049 surfaceDesc.Height = &surfaceHeight;
5050 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5051 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5053 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5054 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5056 /* TODO: opengl Context switching for swapchains etc... */
5057 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5058 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5059 glReadBuffer(GL_BACK);
5060 vcheckGLcall("glReadBuffer(GL_BACK)");
5061 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5062 glReadBuffer(GL_FRONT);
5063 vcheckGLcall("glReadBuffer(GL_FRONT)");
5064 } else if (pRenderTarget == This->depthStencilBuffer) {
5065 FIXME("Reading of depthstencil not yet supported\n");
5068 glReadPixels(surfaceGlDescription->target,
5069 surfaceGlDescription->level,
5072 surfaceGlDescription->glFormat,
5073 surfaceGlDescription->glType,
5074 (void *)IWineD3DSurface_GetData(pSurface));
5075 vcheckGLcall("glReadPixels(...)");
5076 if(NULL != container ){
5077 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5080 IWineD3DBaseTexture *container;
5081 GLenum textureDimensions = GL_TEXTURE_2D;
5083 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5084 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5085 IWineD3DBaseTexture_Release(container);
5087 /* TODO: 2D -> Cube surface coppies etc.. */
5088 if (surfaceGlDescription->target != textureDimensions) {
5089 FIXME("(%p) : Texture dimension mismatch\n", This);
5091 glEnable(textureDimensions);
5092 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5093 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5094 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5095 vcheckGLcall("glBindTexture");
5096 glGetTexImage(surfaceGlDescription->target,
5097 surfaceGlDescription->level,
5098 surfaceGlDescription->glFormat,
5099 surfaceGlDescription->glType,
5100 (void *)IWineD3DSurface_GetData(pSurface));
5101 glDisable(textureDimensions);
5102 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5109 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5110 IWineD3DSwapChain *swapChain;
5112 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5114 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5115 IWineD3DSwapChain_Release(swapChain);
5120 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5121 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5122 /* return a sensible default */
5124 /* TODO: If the window is minimized then validate device should return something other than d3d_ok */
5125 FIXME("(%p) : stub\n", This);
5129 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5132 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5133 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5134 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5135 return D3DERR_INVALIDCALL;
5137 for (j = 0; j < 256; ++j) {
5138 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5139 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5140 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5141 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5143 TRACE("(%p) : returning\n", This);
5147 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5148 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5150 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5151 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5152 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5153 return D3DERR_INVALIDCALL;
5155 for (j = 0; j < 256; ++j) {
5156 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5157 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5158 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5159 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5161 TRACE("(%p) : returning\n", This);
5165 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5166 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5167 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5168 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5169 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5170 return D3DERR_INVALIDCALL;
5172 /*TODO: stateblocks */
5173 This->currentPalette = PaletteNumber;
5174 TRACE("(%p) : returning\n", This);
5178 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5180 if (PaletteNumber == NULL) {
5181 WARN("(%p) : returning Invalid Call\n", This);
5182 return D3DERR_INVALIDCALL;
5184 /*TODO: stateblocks */
5185 *PaletteNumber = This->currentPalette;
5186 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5190 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5191 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5192 static BOOL showFixmes = TRUE;
5194 FIXME("(%p) : stub\n", This);
5198 This->softwareVertexProcessing = bSoftware;
5203 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5205 static BOOL showFixmes = TRUE;
5207 FIXME("(%p) : stub\n", This);
5210 return This->softwareVertexProcessing;
5214 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) {
5215 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5216 IWineD3DSwapChain *swapChain;
5219 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5221 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5223 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5224 IWineD3DSwapChain_Release(swapChain);
5226 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5232 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5234 static BOOL showfixmes = TRUE;
5235 if(nSegments != 0.0f) {
5237 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5244 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5246 static BOOL showfixmes = TRUE;
5248 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5254 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5256 /** TODO: remove casts to IWineD3DSurfaceImpl
5257 * NOTE: move code to surface to accomplish this
5258 ****************************************/
5259 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5260 int srcWidth, srcHeight;
5261 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5262 WINED3DFORMAT destFormat, srcFormat;
5264 int destLeft, destTop;
5265 D3DPOOL srcPool, destPool;
5267 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5268 glDescriptor *glDescription = NULL;
5269 GLenum textureDimensions = GL_TEXTURE_2D;
5270 IWineD3DBaseTexture *baseTexture;
5272 WINED3DSURFACE_DESC winedesc;
5274 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5275 memset(&winedesc, 0, sizeof(winedesc));
5276 winedesc.Width = &srcSurfaceWidth;
5277 winedesc.Height = &srcSurfaceHeight;
5278 winedesc.Pool = &srcPool;
5279 winedesc.Format = &srcFormat;
5281 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5283 winedesc.Width = &destSurfaceWidth;
5284 winedesc.Height = &destSurfaceHeight;
5285 winedesc.Pool = &destPool;
5286 winedesc.Format = &destFormat;
5287 winedesc.Size = &destSize;
5289 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5291 if(srcPool != D3DPOOL_SYSTEMMEM || destPool != D3DPOOL_DEFAULT){
5292 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning D3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5293 return D3DERR_INVALIDCALL;
5296 if (destFormat == WINED3DFMT_UNKNOWN) {
5297 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5298 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5300 /* Get the update surface description */
5301 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5304 /* Make sure the surface is loaded and up to date */
5305 IWineD3DSurface_PreLoad(pDestinationSurface);
5307 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5311 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5312 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5313 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5314 destLeft = pDestPoint ? pDestPoint->x : 0;
5315 destTop = pDestPoint ? pDestPoint->y : 0;
5318 /* This function doesn't support compressed textures
5319 the pitch is just bytesPerPixel * width */
5320 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5321 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5322 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5323 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5325 /* TODO DXT formats */
5327 if(pSourceRect != NULL && pSourceRect->top != 0){
5328 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5330 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5332 ,glDescription->level
5337 ,glDescription->glFormat
5338 ,glDescription->glType
5339 ,IWineD3DSurface_GetData(pSourceSurface)
5343 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5345 /* need to lock the surface to get the data */
5346 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5349 /* TODO: Cube and volume support */
5351 /* not a whole row so we have to do it a line at a time */
5354 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5355 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5357 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5359 glTexSubImage2D(glDescription->target
5360 ,glDescription->level
5365 ,glDescription->glFormat
5366 ,glDescription->glType
5367 ,data /* could be quicker using */
5372 } else { /* Full width, so just write out the whole texture */
5374 if (WINED3DFMT_DXT1 == destFormat ||
5375 WINED3DFMT_DXT2 == destFormat ||
5376 WINED3DFMT_DXT3 == destFormat ||
5377 WINED3DFMT_DXT4 == destFormat ||
5378 WINED3DFMT_DXT5 == destFormat) {
5379 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5380 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5381 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
5382 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5383 } if (destFormat != srcFormat) {
5384 FIXME("Updating mixed format compressed texture is not curretly support\n");
5386 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5387 glDescription->level,
5388 glDescription->glFormatInternal,
5393 IWineD3DSurface_GetData(pSourceSurface));
5396 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5401 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5403 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5404 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5405 data returned by GetData non-power2 width/height with hardware non-power2
5406 pow2Width/height are set to surface width height, repacking isn't needed so it
5407 doesn't matter which function gets called. */
5408 glTexSubImage2D(glDescription->target
5409 ,glDescription->level
5414 ,glDescription->glFormat
5415 ,glDescription->glType
5416 ,IWineD3DSurface_GetData(pSourceSurface)
5420 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5421 glTexSubImage2D(glDescription->target
5422 ,glDescription->level
5425 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5426 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5427 ,glDescription->glFormat
5428 ,glDescription->glType
5429 ,IWineD3DSurface_GetData(pSourceSurface)
5435 checkGLcall("glTexSubImage2D");
5437 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5438 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5439 * surface bigger than it needs to be hmm.. */
5440 if (D3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5441 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5442 IWineD3DBaseTexture_Release(baseTexture);
5445 glDisable(textureDimensions); /* This needs to be managed better.... */
5451 /* Used by DirectX 8 */
5452 HRESULT WINAPI IWineD3DDeviceImpl_CopyRects(IWineD3DDevice *iface,
5453 IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
5454 IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPointsArray) {
5456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5457 HRESULT hr = D3D_OK;
5458 WINED3DFORMAT srcFormat, destFormat;
5459 UINT srcWidth, destWidth;
5460 UINT srcHeight, destHeight;
5462 WINED3DSURFACE_DESC winedesc;
5464 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
5465 pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
5468 /* Check that the source texture is in D3DPOOL_SYSTEMMEM and the destination texture is in D3DPOOL_DEFAULT */
5469 memset(&winedesc, 0, sizeof(winedesc));
5471 winedesc.Format = &srcFormat;
5472 winedesc.Width = &srcWidth;
5473 winedesc.Height = &srcHeight;
5474 winedesc.Size = &srcSize;
5475 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5477 winedesc.Format = &destFormat;
5478 winedesc.Width = &destWidth;
5479 winedesc.Height = &destHeight;
5480 winedesc.Size = NULL;
5481 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5483 /* Check that the source and destination formats match */
5484 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
5485 WARN("(%p) source %p format must match the dest %p format, returning D3DERR_INVALIDCALL\n", This, pSourceSurface, pDestinationSurface);
5486 return D3DERR_INVALIDCALL;
5487 } else if (WINED3DFMT_UNKNOWN == destFormat) {
5488 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5489 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5490 destFormat = srcFormat;
5493 /* Quick if complete copy ... */
5494 if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
5496 if (srcWidth == destWidth && srcHeight == destHeight) {
5497 D3DLOCKED_RECT lrSrc;
5498 D3DLOCKED_RECT lrDst;
5499 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, NULL, D3DLOCK_READONLY);
5500 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, NULL, 0L);
5501 TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", srcWidth, srcHeight);
5503 memcpy(lrDst.pBits, lrSrc.pBits, srcSize);
5505 IWineD3DSurface_UnlockRect(pSourceSurface);
5506 IWineD3DSurface_UnlockRect(pDestinationSurface);
5507 TRACE("Unlocked src and dst\n");
5511 FIXME("Wanted to copy all surfaces but size not compatible, returning D3DERR_INVALIDCALL\n");
5512 hr = D3DERR_INVALIDCALL;
5517 if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
5519 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
5522 /* Copy rect by rect */
5523 for (i = 0; i < cRects; ++i) {
5524 CONST RECT* r = &pSourceRectsArray[i];
5525 CONST POINT* p = &pDestPointsArray[i];
5528 D3DLOCKED_RECT lrSrc;
5529 D3DLOCKED_RECT lrDst;
5532 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
5533 if (srcFormat == WINED3DFMT_DXT1) {
5534 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
5536 copyperline = ((r->right - r->left) * bytesPerPixel);
5539 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, D3DLOCK_READONLY);
5540 dest_rect.left = p->x;
5541 dest_rect.top = p->y;
5542 dest_rect.right = p->x + (r->right - r->left);
5543 dest_rect.bottom= p->y + (r->bottom - r->top);
5544 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
5545 TRACE("Locked src and dst\n");
5547 /* Find where to start */
5548 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
5549 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
5551 IWineD3DSurface_UnlockRect(pSourceSurface);
5552 IWineD3DSurface_UnlockRect(pDestinationSurface);
5553 TRACE("Unlocked src and dst\n");
5556 FIXME("Wanted to copy partial surfaces not implemented, returning D3DERR_INVALIDCALL\n");
5557 hr = D3DERR_INVALIDCALL;
5564 /* Implementation details at http://developer.nvidia.com/attach/6494
5566 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5567 hmm.. no longer supported use
5568 OpenGL evaluators or tessellate surfaces within your application.
5571 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5572 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
5573 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5574 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5575 FIXME("(%p) : Stub\n", This);
5580 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5581 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
5582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5583 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5584 FIXME("(%p) : Stub\n", This);
5588 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5590 TRACE("(%p) Handle(%d)\n", This, Handle);
5591 FIXME("(%p) : Stub\n", This);
5595 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
5596 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
5597 fill a surface with a block of color! */
5598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5599 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
5600 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
5601 IWineD3DSwapChainImpl *container = NULL;
5602 BOOL isRenderTarget = FALSE;
5603 unsigned int width, height;
5604 unsigned int top, left;
5607 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
5609 if (surface->resource.pool != D3DPOOL_DEFAULT) {
5610 FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
5611 return D3DERR_INVALIDCALL;
5614 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
5615 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
5616 if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
5617 /* TODO: make sure we set everything back to the way it was, and context management!
5618 glGetIntegerv(GL_READ_BUFFER, &prev_read);
5619 vcheckGLcall("glIntegerv");
5620 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
5621 vcheckGLcall("glIntegerv");
5623 TRACE("Color fill to render targets may cause some graphics issues\n");
5624 if (pSurface == container->frontBuffer) {
5625 glDrawBuffer(GL_FRONT);
5627 glDrawBuffer(GL_BACK);
5630 if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
5631 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
5633 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
5635 if (container != NULL) {
5636 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5638 /* we can use GL_STENCIL_INDEX etc...*/
5641 if (container != NULL) {
5642 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5644 isRenderTarget = TRUE;
5646 /* TODO: drawing to GL_FRONT and GL_BACK */
5647 /* TODO: see if things can be speeded up by using the correct
5648 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
5649 if (pRect == NULL) {
5652 width = surface->currentDesc.Width;
5653 height = surface->currentDesc.Height;
5657 width = pRect->x2 - left;
5658 height = pRect->y2 - top;
5661 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
5662 /* Create a 'line' of color color, in the correct format for the surface */
5663 for (u = 0 ; u < width ; u ++) {
5668 if (isRenderTarget == FALSE) {
5669 glDescriptor *glDesc;
5670 IWineD3DSurface_PreLoad(pSurface);
5672 /* draw a block of the coloured line on the sufrace */
5673 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
5674 for (v = 0 ; v< height;v++) {
5675 glTexSubImage2D(glDesc->target
5676 ,glDesc->level /* level */
5686 checkGLcall("glTexSubImage2D");
5688 glDisable(glDesc->target);
5690 /** FIXME: Using GLClear may be faster **/
5691 glRasterPos2i(left, top);
5692 glPixelZoom((float)width ,(float)height);
5693 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
5694 checkGLcall("glDrawPixels");
5696 HeapFree(GetProcessHeap(), 0, data);
5702 /* rendertarget and deptth stencil functions */
5703 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5704 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5706 /* FIXME: Implelent RenderTargetIndex >0 */
5707 if(RenderTargetIndex > 0)
5708 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
5710 *ppRenderTarget = This->renderTarget;
5711 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5712 /* Note inc ref on returned surface */
5713 if(*ppRenderTarget != NULL)
5714 IWineD3DSurface_AddRef(*ppRenderTarget);
5718 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5719 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5720 *ppZStencilSurface = This->depthStencilBuffer;
5721 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5723 if(*ppZStencilSurface != NULL) {
5724 /* Note inc ref on returned surface */
5725 IWineD3DSurface_AddRef(*ppZStencilSurface);
5730 /* internal static helper functions */
5731 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5732 IWineD3DSurface *RenderSurface);
5734 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5735 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5736 HRESULT hr = D3D_OK;
5737 WINED3DVIEWPORT viewport;
5739 TRACE("(%p) Swapping rendertarget\n",This);
5740 if (RenderTargetIndex > 0) {
5741 FIXME("(%p) Render targets other than the first are not supported\n",This);
5742 RenderTargetIndex = 0;
5745 /* MSDN says that null disables the render target
5746 but a device must always be associated with a render target
5747 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5749 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5752 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5753 FIXME("Trying to set render target 0 to NULL\n");
5754 return D3DERR_INVALIDCALL;
5756 /* TODO: replace Impl* usage with interface usage */
5757 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & D3DUSAGE_RENDERTARGET) {
5758 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5759 return D3DERR_INVALIDCALL;
5761 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5762 * builds, but I think wine counts as a 'debug' build for now.
5763 ******************************/
5764 /* If we are trying to set what we already have, don't bother */
5765 if (pRenderTarget == This->renderTarget) {
5766 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5768 /* Otherwise, set the render target up */
5770 if (FALSE == This->sceneEnded) {
5771 IWineD3DDevice_EndScene(iface);
5773 TRACE("clearing renderer\n");
5774 /* IWineD3DDeviceImpl_CleanRender(iface); */
5775 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5776 depending on the renter target implementation being used.
5777 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5778 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5779 stencil buffer and incure an extra memory overhead */
5780 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5783 if (SUCCEEDED(hr)) {
5784 /* Finally, reset the viewport as the MSDN states. */
5785 /* TODO: Replace impl usage */
5786 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
5787 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
5790 viewport.MaxZ = 1.0f;
5791 viewport.MinZ = 0.0f;
5792 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5794 FIXME("Unknown error setting the render target\n");
5796 This->sceneEnded = FALSE;
5800 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5801 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5802 HRESULT hr = D3D_OK;
5803 IWineD3DSurface *tmp;
5805 TRACE("(%p) Swapping z-buffer\n",This);
5807 if (pNewZStencil == This->stencilBufferTarget) {
5808 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5810 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5811 * depending on the renter target implementation being used.
5812 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5813 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5814 * stencil buffer and incure an extra memory overhead
5815 ******************************************************/
5818 tmp = This->stencilBufferTarget;
5819 This->stencilBufferTarget = pNewZStencil;
5820 /* should we be calling the parent or the wined3d surface? */
5821 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5822 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5824 /** TODO: glEnable/glDisable on depth/stencil depending on
5825 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5826 **********************************************************/
5833 #ifdef GL_VERSION_1_3
5834 /* Internal functions not in DirectX */
5835 /** TODO: move this off to the opengl context manager
5836 *(the swapchain doesn't need to know anything about offscreen rendering!)
5837 ****************************************************/
5839 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5841 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5843 TRACE("(%p), %p\n", This, swapchain);
5845 if (swapchain->win != swapchain->drawable) {
5846 /* Set everything back the way it ws */
5847 swapchain->render_ctx = swapchain->glCtx;
5848 swapchain->drawable = swapchain->win;
5853 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5854 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5855 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5858 unsigned int height;
5859 WINED3DFORMAT format;
5860 WINED3DSURFACE_DESC surfaceDesc;
5861 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5862 surfaceDesc.Width = &width;
5863 surfaceDesc.Height = &height;
5864 surfaceDesc.Format = &format;
5865 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5867 /* I need a get width/height function (and should do something with the format) */
5868 for (i = 0; i < CONTEXT_CACHE; ++i) {
5869 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5870 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5871 the pSurface can be set to 0 allowing it to be reused from cache **/
5872 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5873 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5874 *context = &This->contextCache[i];
5877 if (This->contextCache[i].Width == 0) {
5878 This->contextCache[i].pSurface = pSurface;
5879 This->contextCache[i].Width = width;
5880 This->contextCache[i].Height = height;
5881 *context = &This->contextCache[i];
5885 if (i == CONTEXT_CACHE) {
5886 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5887 glContext *dropContext = 0;
5888 for (i = 0; i < CONTEXT_CACHE; i++) {
5889 if (This->contextCache[i].usedcount < minUsage) {
5890 dropContext = &This->contextCache[i];
5891 minUsage = This->contextCache[i].usedcount;
5894 /* clean up the context (this doesn't work for ATI at the moment */
5896 glXDestroyContext(swapchain->display, dropContext->context);
5897 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5900 dropContext->Width = 0;
5901 dropContext->pSurface = pSurface;
5902 *context = dropContext;
5904 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5905 for (i = 0; i < CONTEXT_CACHE; i++) {
5906 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5910 if (*context != NULL)
5913 return E_OUTOFMEMORY;
5917 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
5918 * the functionality needs splitting up so that we don't do more than we should do.
5919 * this only seems to impact performance a little.
5920 ******************************/
5921 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5922 IWineD3DSurface *RenderSurface) {
5923 HRESULT ret = D3DERR_INVALIDCALL;
5926 * Currently only active for GLX >= 1.3
5927 * for others versions we'll have to use GLXPixmaps
5929 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
5930 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
5931 * so only check OpenGL version
5932 * ..........................
5933 * I don't believe that it is a problem with NVidia headers,
5934 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
5935 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
5937 * Your application will report GLX version 1.2 on glXQueryVersion.
5938 * However, it is safe to call the GLX 1.3 functions as described below.
5940 #if defined(GL_VERSION_1_3)
5942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5943 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
5944 IWineD3DSurface *tmp;
5945 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
5946 GLXFBConfig* cfgs = NULL;
5950 IWineD3DSwapChain *currentSwapchain;
5951 IWineD3DSwapChainImpl *swapchain;
5952 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
5953 * but switch them off if the StencilSurface is set to NULL
5954 ** *********************************************************/
5955 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
5956 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
5959 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
5960 it StencilSurface != NULL && zBufferTarget == NULL switch it on
5963 #define PUSH1(att) attribs[nAttribs++] = (att);
5964 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
5966 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
5968 /** TODO: remove the reff to Impl (context manager should fix this!) **/
5969 IWineD3DSwapChainImpl *impSwapChain;
5970 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
5971 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
5972 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
5977 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
5978 PUSH2(GLX_X_RENDERABLE, TRUE);
5979 PUSH2(GLX_DOUBLEBUFFER, TRUE);
5980 TRACE("calling makeglcfg\n");
5981 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
5984 TRACE("calling chooseFGConfig\n");
5985 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
5988 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
5989 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
5990 why we failed and only show this message once! */
5991 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
5993 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
5994 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
5995 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
5996 PUSH2(GLX_DOUBLEBUFFER, FALSE);
5997 TRACE("calling makeglcfg\n");
5998 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6000 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6007 for (i = 0; i < nCfgs; ++i) {
6008 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6009 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6010 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6013 if (NULL != This->renderTarget) {
6015 vcheckGLcall("glFlush");
6016 /** This is only useful if the old render target was a swapchain,
6017 * we need to supercede this with a function that displays
6018 * the current buffer on the screen. This is easy to do in glx1.3 but
6019 * we need to do copy-write pixels in glx 1.2.
6020 ************************************************/
6021 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
6023 printf("Hit Enter to get next frame ...\n");
6029 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain) != D3D_OK) {
6030 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
6031 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
6035 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6036 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
6037 **********************************************************************/
6038 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK) {
6039 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6040 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
6041 TRACE("making swapchain active\n");
6042 if (RenderSurface != This->renderTarget) {
6043 if (RenderSurface == swapchain->backBuffer) {
6045 /* This could be flagged so that some operations work directly with the front buffer */
6046 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6048 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
6050 TRACE("Error in setting current context: context %p drawable %ld !\n",
6051 impSwapChain->glCtx, impSwapChain->win);
6054 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6056 checkGLcall("glXMakeContextCurrent");
6058 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6060 else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
6062 /** ********************************************************************
6063 * This is a quickly hacked out implementation of offscreen textures.
6064 * It will work in most cases but there may be problems if the client
6065 * modifies the texture directly, or expects the contents of the rendertarget
6068 * There are some real speed vs compatibility issues here:
6069 * we should really use a new context for every texture, but that eats ram.
6070 * we should also be restoring the texture to the pbuffer but that eats CPU
6071 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6072 * but if this means reusing the display backbuffer then we need to make sure that
6073 * states are correctly preserved.
6074 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6075 * and gain a good performance increase at the cost of compatibility.
6076 * I would suggest that, when this is the case, a user configurable flag be made
6077 * available, allowing the user to choose the best emulated experience for them.
6078 *********************************************************************/
6080 XVisualInfo *visinfo;
6081 glContext *newContext;
6083 /* Here were using a shared context model */
6084 if (D3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6085 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6088 /* If the context doesn't exist then create a new one */
6089 /* TODO: This should really be part of findGlContext */
6090 if (NULL == newContext->context) {
6092 TRACE("making new buffer\n");
6094 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
6095 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
6098 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
6100 /** ****************************************
6101 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6103 * In future releases, we may provide the calls glXCreateNewContext,
6104 * glXQueryDrawable and glXMakeContextCurrent.
6105 * so until then we have to use glXGetVisualFromFBConfig &co..
6106 ********************************************/
6109 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
6111 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6113 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
6117 if (NULL == newContext || NULL == newContext->context) {
6118 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6120 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6121 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
6122 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
6125 /* Clean up the old context */
6126 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6127 /* Set the current context of the swapchain to the new context */
6128 impSwapChain->drawable = newContext->drawable;
6129 impSwapChain->render_ctx = newContext->context;
6133 #if 1 /* Apply the stateblock to the new context
6134 FIXME: This is a bit of a hack, each context should know it's own state,
6135 the directX current directX state should then be applied to the context */
6138 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6139 oldUpdateStateBlock = This->updateStateBlock;
6140 oldRecording= This->isRecordingState;
6141 This->isRecordingState = FALSE;
6142 This->updateStateBlock = This->stateBlock;
6143 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6145 This->isRecordingState = oldRecording;
6146 This->updateStateBlock = oldUpdateStateBlock;
6151 /* clean up the current rendertargets swapchain (if it belonged to one) */
6152 if (currentSwapchain != NULL) {
6153 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
6156 /* Were done with the opengl context management, setup the rendertargets */
6158 tmp = This->renderTarget;
6159 This->renderTarget = RenderSurface;
6160 IWineD3DSurface_AddRef(This->renderTarget);
6161 IWineD3DSurface_Release(tmp);
6167 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
6168 /* Check that the container is not a swapchain member */
6170 IWineD3DSwapChain *tmpSwapChain;
6171 if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
6172 This->renderUpsideDown = TRUE;
6174 This->renderUpsideDown = FALSE;
6175 IWineD3DSwapChain_Release(tmpSwapChain);
6177 /* Force updating the cull mode */
6178 TRACE("setting render state\n");
6179 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
6180 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
6182 /* Force updating projection matrix */
6183 This->last_was_rhw = FALSE;
6184 This->proj_valid = FALSE;
6192 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
6193 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6198 if ( NULL != impSwapChain) {
6199 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
6207 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6208 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6210 /* TODO: the use of Impl is deprecated. */
6211 /* some basic validation checks */
6212 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6214 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6216 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6217 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6218 return D3DERR_INVALIDCALL;
6220 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
6221 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
6222 return D3DERR_INVALIDCALL;
6224 /* TODO: make the cursor 'real' */
6226 This->xHotSpot = XHotSpot;
6227 This->yHotSpot = YHotSpot;
6232 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6234 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6236 This->xScreenSpace = XScreenSpace;
6237 This->yScreenSpace = YScreenSpace;
6243 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6245 TRACE("(%p) : visible(%d)\n", This, bShow);
6247 This->bCursorVisible = bShow;
6252 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6253 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6254 TRACE("(%p) : state (%lu)\n", This, This->state);
6255 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6256 switch (This->state) {
6259 case D3DERR_DEVICELOST:
6261 ResourceList *resourceList = This->resources;
6262 while (NULL != resourceList) {
6263 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == D3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6264 return D3DERR_DEVICENOTRESET;
6265 resourceList = resourceList->next;
6267 return D3DERR_DEVICELOST;
6269 case D3DERR_DRIVERINTERNALERROR:
6270 return D3DERR_DRIVERINTERNALERROR;
6274 return D3DERR_DRIVERINTERNALERROR;
6278 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6279 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6280 /** FIXME: Resource tracking needs to be done,
6281 * The closes we can do to this is set the priorities of all managed textures low
6282 * and then reset them.
6283 ***********************************************************/
6284 FIXME("(%p) : stub\n", This);
6288 HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
6289 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6290 /** FIXME: Resource trascking needs to be done.
6291 * in effect this pulls all non only default
6292 * textures out of video memory and deletes all glTextures (glDeleteTextures)
6293 * and should clear down the context and set it up according to pPresentationParameters
6294 ***********************************************************/
6295 FIXME("(%p) : stub\n", This);
6299 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6300 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6301 /** FIXME: always true at the moment **/
6302 if(bEnableDialogs == FALSE) {
6303 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6309 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
6310 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6312 FIXME("(%p) : stub\n", This);
6313 /* Setup some reasonable defaults */
6314 pParameters->AdapterOrdinal = 0; /* always for now */
6315 pParameters->DeviceType = D3DDEVTYPE_HAL; /* always for now */
6316 pParameters->hFocusWindow = 0;
6317 pParameters->BehaviorFlags =0;
6321 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
6322 IWineD3DSwapChain *swapchain;
6323 HRESULT hrc = D3D_OK;
6325 TRACE("Relaying to swapchain\n");
6327 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6328 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (D3DGAMMARAMP *)pRamp);
6329 IWineD3DSwapChain_Release(swapchain);
6334 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, D3DGAMMARAMP* pRamp) {
6335 IWineD3DSwapChain *swapchain;
6336 HRESULT hrc = D3D_OK;
6338 TRACE("Relaying to swapchain\n");
6340 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6341 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6342 IWineD3DSwapChain_Release(swapchain);
6348 /** ********************************************************
6349 * Notification functions
6350 ** ********************************************************/
6351 /** This function must be called in the release of a resource when ref == 0,
6352 * the contents of resource must still be correct,
6353 * any handels to other resource held by the caller must be closed
6354 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6355 *****************************************************/
6356 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6358 ResourceList* resourceList;
6360 TRACE("(%p) : resource %p\n", This, resource);
6362 EnterCriticalSection(&resourceStoreCriticalSection);
6364 /* add a new texture to the frot of the linked list */
6365 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6366 resourceList->resource = resource;
6368 /* Get the old head */
6369 resourceList->next = This->resources;
6371 This->resources = resourceList;
6372 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6375 LeaveCriticalSection(&resourceStoreCriticalSection);
6380 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6381 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6382 ResourceList* resourceList = NULL;
6383 ResourceList* previousResourceList = NULL;
6385 TRACE("(%p) : resource %p\n", This, resource);
6388 EnterCriticalSection(&resourceStoreCriticalSection);
6390 resourceList = This->resources;
6392 while (resourceList != NULL) {
6393 if(resourceList->resource == resource) break;
6394 previousResourceList = resourceList;
6395 resourceList = resourceList->next;
6398 if (resourceList == NULL) {
6399 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6401 LeaveCriticalSection(&resourceStoreCriticalSection);
6405 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6407 /* make sure we don't leave a hole in the list */
6408 if (previousResourceList != NULL) {
6409 previousResourceList->next = resourceList->next;
6411 This->resources = resourceList->next;
6415 LeaveCriticalSection(&resourceStoreCriticalSection);
6421 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6425 TRACE("(%p) : resource %p\n", This, resource);
6426 switch(IWineD3DResource_GetType(resource)){
6427 case D3DRTYPE_SURFACE:
6428 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6430 case D3DRTYPE_TEXTURE:
6431 case D3DRTYPE_CUBETEXTURE:
6432 case D3DRTYPE_VOLUMETEXTURE:
6433 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
6434 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6435 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6436 This->stateBlock->textures[counter] = NULL;
6438 if (This->updateStateBlock != This->stateBlock ){
6439 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6440 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6441 This->updateStateBlock->textures[counter] = NULL;
6446 case D3DRTYPE_VOLUME:
6447 /* TODO: nothing really? */
6449 case D3DRTYPE_VERTEXBUFFER:
6450 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6453 TRACE("Cleaning up stream pointers\n");
6455 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6456 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6457 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6459 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6460 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6461 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6462 This->updateStateBlock->streamSource[streamNumber] = 0;
6463 /* Set changed flag? */
6466 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6467 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6468 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6469 This->stateBlock->streamSource[streamNumber] = 0;
6472 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6473 else { /* This shouldn't happen */
6474 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6481 case D3DRTYPE_INDEXBUFFER:
6482 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6483 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6484 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6485 This->updateStateBlock->pIndexData = NULL;
6488 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6489 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6490 This->stateBlock->pIndexData = NULL;
6496 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6501 /* Remove the resoruce from the resourceStore */
6502 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6504 TRACE("Resource released\n");
6509 /** This function is to be called by the swapchain when it is released and it's ref = 0
6510 *****************************************************/
6511 void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
6512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6513 SwapChainList **nextSwapchain;
6514 nextSwapchain = &This->swapchains;
6516 /* Check to see if the swapchian is being used as the render target */
6517 if (This->renderTarget != NULL) {
6518 IWineD3DSurface *swapchainBackBuffer;
6520 IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
6521 if (This->renderTarget == swapchainBackBuffer) {
6522 /* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
6523 FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
6527 /* Go through the swapchain list and try to find the swapchain being released */
6528 while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
6529 nextSwapchain = &(*nextSwapchain)->next;
6532 /* Check to see if we found the swapchain */
6533 if (NULL != *nextSwapchain) {
6534 /* We found the swapchain so remove it from the list */
6535 TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
6536 HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
6537 *nextSwapchain = (*nextSwapchain)->next;
6539 /* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
6540 FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
6543 TRACE("swapchain (%p) released\n", swapChain);
6547 /**********************************************************
6548 * IWineD3DDevice VTbl follows
6549 **********************************************************/
6551 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6553 /*** IUnknown methods ***/
6554 IWineD3DDeviceImpl_QueryInterface,
6555 IWineD3DDeviceImpl_AddRef,
6556 IWineD3DDeviceImpl_Release,
6557 /*** IWineD3DDevice methods ***/
6558 IWineD3DDeviceImpl_GetParent,
6559 /*** Creation methods**/
6560 IWineD3DDeviceImpl_CreateVertexBuffer,
6561 IWineD3DDeviceImpl_CreateIndexBuffer,
6562 IWineD3DDeviceImpl_CreateStateBlock,
6563 IWineD3DDeviceImpl_CreateSurface,
6564 IWineD3DDeviceImpl_CreateTexture,
6565 IWineD3DDeviceImpl_CreateVolumeTexture,
6566 IWineD3DDeviceImpl_CreateVolume,
6567 IWineD3DDeviceImpl_CreateCubeTexture,
6568 IWineD3DDeviceImpl_CreateQuery,
6569 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6570 IWineD3DDeviceImpl_CreateVertexDeclaration,
6571 IWineD3DDeviceImpl_CreateVertexShader,
6572 IWineD3DDeviceImpl_CreatePixelShader,
6573 /*** Odd functions **/
6574 IWineD3DDeviceImpl_EvictManagedResources,
6575 IWineD3DDeviceImpl_GetAvailableTextureMem,
6576 IWineD3DDeviceImpl_GetBackBuffer,
6577 IWineD3DDeviceImpl_GetCreationParameters,
6578 IWineD3DDeviceImpl_GetDeviceCaps,
6579 IWineD3DDeviceImpl_GetDirect3D,
6580 IWineD3DDeviceImpl_GetDisplayMode,
6581 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6582 IWineD3DDeviceImpl_GetRasterStatus,
6583 IWineD3DDeviceImpl_GetSwapChain,
6584 IWineD3DDeviceImpl_Reset,
6585 IWineD3DDeviceImpl_SetDialogBoxMode,
6586 IWineD3DDeviceImpl_SetCursorProperties,
6587 IWineD3DDeviceImpl_SetCursorPosition,
6588 IWineD3DDeviceImpl_ShowCursor,
6589 IWineD3DDeviceImpl_TestCooperativeLevel,
6590 /*** Getters and setters **/
6591 IWineD3DDeviceImpl_SetClipPlane,
6592 IWineD3DDeviceImpl_GetClipPlane,
6593 IWineD3DDeviceImpl_SetClipStatus,
6594 IWineD3DDeviceImpl_GetClipStatus,
6595 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6596 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6597 IWineD3DDeviceImpl_SetDepthStencilSurface,
6598 IWineD3DDeviceImpl_GetDepthStencilSurface,
6599 IWineD3DDeviceImpl_SetFVF,
6600 IWineD3DDeviceImpl_GetFVF,
6601 IWineD3DDeviceImpl_SetGammaRamp,
6602 IWineD3DDeviceImpl_GetGammaRamp,
6603 IWineD3DDeviceImpl_SetIndices,
6604 IWineD3DDeviceImpl_GetIndices,
6605 IWineD3DDeviceImpl_SetLight,
6606 IWineD3DDeviceImpl_GetLight,
6607 IWineD3DDeviceImpl_SetLightEnable,
6608 IWineD3DDeviceImpl_GetLightEnable,
6609 IWineD3DDeviceImpl_SetMaterial,
6610 IWineD3DDeviceImpl_GetMaterial,
6611 IWineD3DDeviceImpl_SetNPatchMode,
6612 IWineD3DDeviceImpl_GetNPatchMode,
6613 IWineD3DDeviceImpl_SetPaletteEntries,
6614 IWineD3DDeviceImpl_GetPaletteEntries,
6615 IWineD3DDeviceImpl_SetPixelShader,
6616 IWineD3DDeviceImpl_GetPixelShader,
6617 IWineD3DDeviceImpl_SetPixelShaderConstant,
6618 IWineD3DDeviceImpl_GetPixelShaderConstant,
6619 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6620 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6621 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6622 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6623 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6624 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6625 IWineD3DDeviceImpl_SetPixelShaderConstantN,
6626 IWineD3DDeviceImpl_SetRenderState,
6627 IWineD3DDeviceImpl_GetRenderState,
6628 IWineD3DDeviceImpl_SetRenderTarget,
6629 IWineD3DDeviceImpl_GetRenderTarget,
6630 IWineD3DDeviceImpl_SetSamplerState,
6631 IWineD3DDeviceImpl_GetSamplerState,
6632 IWineD3DDeviceImpl_SetScissorRect,
6633 IWineD3DDeviceImpl_GetScissorRect,
6634 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6635 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6636 IWineD3DDeviceImpl_SetStreamSource,
6637 IWineD3DDeviceImpl_GetStreamSource,
6638 IWineD3DDeviceImpl_SetStreamSourceFreq,
6639 IWineD3DDeviceImpl_GetStreamSourceFreq,
6640 IWineD3DDeviceImpl_SetTexture,
6641 IWineD3DDeviceImpl_GetTexture,
6642 IWineD3DDeviceImpl_SetTextureStageState,
6643 IWineD3DDeviceImpl_GetTextureStageState,
6644 IWineD3DDeviceImpl_SetTransform,
6645 IWineD3DDeviceImpl_GetTransform,
6646 IWineD3DDeviceImpl_SetVertexDeclaration,
6647 IWineD3DDeviceImpl_GetVertexDeclaration,
6648 IWineD3DDeviceImpl_SetVertexShader,
6649 IWineD3DDeviceImpl_GetVertexShader,
6650 IWineD3DDeviceImpl_SetVertexShaderConstant,
6651 IWineD3DDeviceImpl_GetVertexShaderConstant,
6652 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6653 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6654 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6655 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6656 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6657 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6658 IWineD3DDeviceImpl_SetVertexShaderConstantN,
6659 IWineD3DDeviceImpl_SetViewport,
6660 IWineD3DDeviceImpl_GetViewport,
6661 IWineD3DDeviceImpl_MultiplyTransform,
6662 IWineD3DDeviceImpl_ValidateDevice,
6663 IWineD3DDeviceImpl_ProcessVertices,
6664 /*** State block ***/
6665 IWineD3DDeviceImpl_BeginStateBlock,
6666 IWineD3DDeviceImpl_EndStateBlock,
6667 /*** Scene management ***/
6668 IWineD3DDeviceImpl_BeginScene,
6669 IWineD3DDeviceImpl_EndScene,
6670 IWineD3DDeviceImpl_Present,
6671 IWineD3DDeviceImpl_Clear,
6673 IWineD3DDeviceImpl_DrawPrimitive,
6674 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6675 IWineD3DDeviceImpl_DrawPrimitiveUP,
6676 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6677 IWineD3DDeviceImpl_DrawRectPatch,
6678 IWineD3DDeviceImpl_DrawTriPatch,
6679 IWineD3DDeviceImpl_DeletePatch,
6680 IWineD3DDeviceImpl_ColorFill,
6681 IWineD3DDeviceImpl_UpdateTexture,
6682 IWineD3DDeviceImpl_UpdateSurface,
6683 IWineD3DDeviceImpl_CopyRects,
6684 IWineD3DDeviceImpl_StretchRect,
6685 IWineD3DDeviceImpl_GetRenderTargetData,
6686 IWineD3DDeviceImpl_GetFrontBufferData,
6687 /*** Internal use IWineD3DDevice methods ***/
6688 IWineD3DDeviceImpl_SetupTextureStates,
6689 /*** object tracking ***/
6690 IWineD3DDeviceImpl_SwapChainReleased,
6691 IWineD3DDeviceImpl_ResourceReleased
6695 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6696 WINED3DRS_ALPHABLENDENABLE ,
6697 WINED3DRS_ALPHAFUNC ,
6698 WINED3DRS_ALPHAREF ,
6699 WINED3DRS_ALPHATESTENABLE ,
6701 WINED3DRS_COLORWRITEENABLE ,
6702 WINED3DRS_DESTBLEND ,
6703 WINED3DRS_DITHERENABLE ,
6704 WINED3DRS_FILLMODE ,
6705 WINED3DRS_FOGDENSITY ,
6707 WINED3DRS_FOGSTART ,
6708 WINED3DRS_LASTPIXEL ,
6709 WINED3DRS_SHADEMODE ,
6710 WINED3DRS_SRCBLEND ,
6711 WINED3DRS_STENCILENABLE ,
6712 WINED3DRS_STENCILFAIL ,
6713 WINED3DRS_STENCILFUNC ,
6714 WINED3DRS_STENCILMASK ,
6715 WINED3DRS_STENCILPASS ,
6716 WINED3DRS_STENCILREF ,
6717 WINED3DRS_STENCILWRITEMASK ,
6718 WINED3DRS_STENCILZFAIL ,
6719 WINED3DRS_TEXTUREFACTOR ,
6730 WINED3DRS_ZWRITEENABLE
6733 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6734 WINED3DTSS_ADDRESSW ,
6735 WINED3DTSS_ALPHAARG0 ,
6736 WINED3DTSS_ALPHAARG1 ,
6737 WINED3DTSS_ALPHAARG2 ,
6738 WINED3DTSS_ALPHAOP ,
6739 WINED3DTSS_BUMPENVLOFFSET ,
6740 WINED3DTSS_BUMPENVLSCALE ,
6741 WINED3DTSS_BUMPENVMAT00 ,
6742 WINED3DTSS_BUMPENVMAT01 ,
6743 WINED3DTSS_BUMPENVMAT10 ,
6744 WINED3DTSS_BUMPENVMAT11 ,
6745 WINED3DTSS_COLORARG0 ,
6746 WINED3DTSS_COLORARG1 ,
6747 WINED3DTSS_COLORARG2 ,
6748 WINED3DTSS_COLOROP ,
6749 WINED3DTSS_RESULTARG ,
6750 WINED3DTSS_TEXCOORDINDEX ,
6751 WINED3DTSS_TEXTURETRANSFORMFLAGS
6754 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6755 WINED3DSAMP_ADDRESSU ,
6756 WINED3DSAMP_ADDRESSV ,
6757 WINED3DSAMP_ADDRESSW ,
6758 WINED3DSAMP_BORDERCOLOR ,
6759 WINED3DSAMP_MAGFILTER ,
6760 WINED3DSAMP_MINFILTER ,
6761 WINED3DSAMP_MIPFILTER ,
6762 WINED3DSAMP_MIPMAPLODBIAS ,
6763 WINED3DSAMP_MAXMIPLEVEL ,
6764 WINED3DSAMP_MAXANISOTROPY ,
6765 WINED3DSAMP_SRGBTEXTURE ,
6766 WINED3DSAMP_ELEMENTINDEX
6769 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6771 WINED3DRS_AMBIENTMATERIALSOURCE ,
6772 WINED3DRS_CLIPPING ,
6773 WINED3DRS_CLIPPLANEENABLE ,
6774 WINED3DRS_COLORVERTEX ,
6775 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6776 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6777 WINED3DRS_FOGDENSITY ,
6779 WINED3DRS_FOGSTART ,
6780 WINED3DRS_FOGTABLEMODE ,
6781 WINED3DRS_FOGVERTEXMODE ,
6782 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6783 WINED3DRS_LIGHTING ,
6784 WINED3DRS_LOCALVIEWER ,
6785 WINED3DRS_MULTISAMPLEANTIALIAS ,
6786 WINED3DRS_MULTISAMPLEMASK ,
6787 WINED3DRS_NORMALIZENORMALS ,
6788 WINED3DRS_PATCHEDGESTYLE ,
6789 WINED3DRS_POINTSCALE_A ,
6790 WINED3DRS_POINTSCALE_B ,
6791 WINED3DRS_POINTSCALE_C ,
6792 WINED3DRS_POINTSCALEENABLE ,
6793 WINED3DRS_POINTSIZE ,
6794 WINED3DRS_POINTSIZE_MAX ,
6795 WINED3DRS_POINTSIZE_MIN ,
6796 WINED3DRS_POINTSPRITEENABLE ,
6797 WINED3DRS_RANGEFOGENABLE ,
6798 WINED3DRS_SPECULARMATERIALSOURCE ,
6799 WINED3DRS_TWEENFACTOR ,
6800 WINED3DRS_VERTEXBLEND
6803 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6804 WINED3DTSS_TEXCOORDINDEX ,
6805 WINED3DTSS_TEXTURETRANSFORMFLAGS
6808 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6809 WINED3DSAMP_DMAPOFFSET