2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 struct wined3d_surface *rt = fb->render_targets[i];
673 surface_load_location(rt, rt->draw_binding, NULL);
677 context = context_acquire(device, target);
680 context_release(context);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
692 render_offscreen = TRUE;
693 drawable_width = fb->depth_stencil->pow2Width;
694 drawable_height = fb->depth_stencil->pow2Height;
697 if (flags & WINED3DCLEAR_ZBUFFER)
699 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
701 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702 device_switch_onscreen_ds(device, context, fb->depth_stencil);
703 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
706 if (!context_apply_clear_state(context, device, rt_count, fb))
708 context_release(context);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags & WINED3DCLEAR_STENCIL)
718 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
724 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725 glClearStencil(stencil);
726 checkGLcall("glClearStencil");
727 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
730 if (flags & WINED3DCLEAR_ZBUFFER)
732 surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
737 checkGLcall("glClearDepth");
738 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
741 if (flags & WINED3DCLEAR_TARGET)
743 for (i = 0; i < rt_count; ++i)
745 struct wined3d_surface *rt = fb->render_targets[i];
748 surface_modify_location(rt, rt->draw_binding, TRUE);
751 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756 glClearColor(color->r, color->g, color->b, color->a);
757 checkGLcall("glClearColor");
758 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
763 if (render_offscreen)
765 glScissor(draw_rect->left, draw_rect->top,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
770 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i = 0; i < rect_count; ++i)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788 wine_dbgstr_rect(&clear_rect[i]),
789 wine_dbgstr_rect(¤t_rect));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen)
802 glScissor(current_rect.left, current_rect.top,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
807 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821 && target->container.u.swapchain->front_buffer == target))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context);
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
831 ULONG refcount = InterlockedIncrement(&device->ref);
833 TRACE("%p increasing refcount to %u.\n", device, refcount);
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
840 ULONG refcount = InterlockedDecrement(&device->ref);
842 TRACE("%p decreasing refcount to %u.\n", device, refcount);
848 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
850 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
851 device->multistate_funcs[i] = NULL;
854 if (!list_empty(&device->resources))
856 struct wined3d_resource *resource;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
867 if (device->contexts)
868 ERR("Context array not freed!\n");
869 if (device->hardwareCursor)
870 DestroyCursor(device->hardwareCursor);
871 device->hardwareCursor = 0;
873 wined3d_decref(device->wined3d);
874 device->wined3d = NULL;
875 HeapFree(GetProcessHeap(), 0, device);
876 TRACE("Freed device %p.\n", device);
882 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
884 TRACE("device %p.\n", device);
886 return device->swapchain_count;
889 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
890 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device, swapchain_idx, swapchain);
895 if (swapchain_idx >= device->swapchain_count)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx, device->swapchain_count);
901 return WINED3DERR_INVALIDCALL;
904 *swapchain = device->swapchains[swapchain_idx];
905 wined3d_swapchain_incref(*swapchain);
906 TRACE("Returning %p.\n", *swapchain);
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
916 HDC dcb = NULL, dcs = NULL;
917 WINEDDCOLORKEY colorkey;
919 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
922 GetObjectA(hbm, sizeof(BITMAP), &bm);
923 dcb = CreateCompatibleDC(NULL);
925 SelectObject(dcb, hbm);
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 memset(&bm, 0, sizeof(bm));
937 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
938 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
939 &wined3d_null_parent_ops, &device->logo_surface);
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
948 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
950 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
951 wined3d_surface_releasedc(device->logo_surface, dcs);
953 colorkey.dwColorSpaceLowValue = 0;
954 colorkey.dwColorSpaceHighValue = 0;
955 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
959 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
965 if (dcb) DeleteDC(dcb);
966 if (hbm) DeleteObject(hbm);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973 unsigned int i, j, count;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
980 if (gl_info->supported[APPLE_CLIENT_STORAGE])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
988 for (i = 0; i < count; ++i)
990 DWORD color = 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context, gl_info, i);
995 glGenTextures(1, &device->dummy_texture_2d[i]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
999 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1007 glGenTextures(1, &device->dummy_texture_rect[i]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[EXT_TEXTURE3D])
1020 glGenTextures(1, &device->dummy_texture_3d[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1024 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1033 glGenTextures(1, &device->dummy_texture_cube[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1038 checkGLcall("glBindTexture");
1040 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1042 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1061 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1064 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1066 glDeleteTextures(count, device->dummy_texture_cube);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info->supported[EXT_TEXTURE3D])
1072 glDeleteTextures(count, device->dummy_texture_3d);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1078 glDeleteTextures(count, device->dummy_texture_rect);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count, device->dummy_texture_2d);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1086 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1087 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1088 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1089 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1092 static LONG fullscreen_style(LONG style)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style |= WS_POPUP | WS_SYSMENU;
1096 style &= ~(WS_CAPTION | WS_THICKFRAME);
1101 static LONG fullscreen_exstyle(LONG exstyle)
1103 /* Filter out window decorations. */
1104 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1109 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1111 BOOL filter_messages;
1112 LONG style, exstyle;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window);
1116 if (device->style || device->exStyle)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window, device->style, device->exStyle);
1122 device->style = GetWindowLongW(window, GWL_STYLE);
1123 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1125 style = fullscreen_style(device->style);
1126 exstyle = fullscreen_exstyle(device->exStyle);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device->style, device->exStyle, style, exstyle);
1131 filter_messages = device->filter_messages;
1132 device->filter_messages = TRUE;
1134 SetWindowLongW(window, GWL_STYLE, style);
1135 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1136 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1138 device->filter_messages = filter_messages;
1141 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1143 BOOL filter_messages;
1144 LONG style, exstyle;
1146 if (!device->style && !device->exStyle) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window, device->style, device->exStyle);
1151 style = GetWindowLongW(window, GWL_STYLE);
1152 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1154 filter_messages = device->filter_messages;
1155 device->filter_messages = TRUE;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1163 SetWindowLongW(window, GWL_STYLE, device->style);
1164 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1166 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1168 device->filter_messages = filter_messages;
1170 /* Delete the old values. */
1172 device->exStyle = 0;
1175 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1177 TRACE("device %p, window %p.\n", device, window);
1179 if (!wined3d_register_window(window, device))
1181 ERR("Failed to register window %p.\n", window);
1185 device->focus_window = window;
1186 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1191 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1193 TRACE("device %p.\n", device);
1195 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1196 device->focus_window = NULL;
1199 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1200 WINED3DPRESENT_PARAMETERS *present_parameters)
1202 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1203 struct wined3d_swapchain *swapchain = NULL;
1204 struct wined3d_context *context;
1209 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1211 if (device->d3d_initialized)
1212 return WINED3DERR_INVALIDCALL;
1213 if (!device->adapter->opengl)
1214 return WINED3DERR_INVALIDCALL;
1216 TRACE("Creating stateblock.\n");
1217 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1220 WARN("Failed to create stateblock\n");
1224 TRACE("Created stateblock %p.\n", device->stateBlock);
1225 device->updateStateBlock = device->stateBlock;
1226 wined3d_stateblock_incref(device->updateStateBlock);
1228 device->valid_rt_mask = 0;
1229 for (i = 0; i < gl_info->limits.buffers; ++i)
1230 device->valid_rt_mask |= (1 << i);
1231 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1232 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1234 device->palette_count = 1;
1235 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1236 if (!device->palettes || !device->fb.render_targets)
1238 ERR("Out of memory!\n");
1243 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1244 if (!device->palettes[0])
1246 ERR("Out of memory!\n");
1251 for (i = 0; i < 256; ++i)
1253 device->palettes[0][i].peRed = 0xff;
1254 device->palettes[0][i].peGreen = 0xff;
1255 device->palettes[0][i].peBlue = 0xff;
1256 device->palettes[0][i].peFlags = 0xff;
1258 device->currentPalette = 0;
1260 /* Initialize the texture unit mapping to a 1:1 mapping */
1261 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1263 if (state < gl_info->limits.fragment_samplers)
1265 device->texUnitMap[state] = state;
1266 device->rev_tex_unit_map[state] = state;
1270 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1271 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1275 /* Setup the implicit swapchain. This also initializes a context. */
1276 TRACE("Creating implicit swapchain\n");
1277 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1278 present_parameters, &swapchain);
1281 WARN("Failed to create implicit swapchain\n");
1285 device->swapchain_count = 1;
1286 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1287 if (!device->swapchains)
1289 ERR("Out of memory!\n");
1292 device->swapchains[0] = swapchain;
1294 if (swapchain->back_buffers && swapchain->back_buffers[0])
1296 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1297 device->fb.render_targets[0] = swapchain->back_buffers[0];
1301 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1302 device->fb.render_targets[0] = swapchain->front_buffer;
1304 wined3d_surface_incref(device->fb.render_targets[0]);
1306 /* Depth Stencil support */
1307 device->fb.depth_stencil = device->auto_depth_stencil;
1308 if (device->fb.depth_stencil)
1309 wined3d_surface_incref(device->fb.depth_stencil);
1311 hr = device->shader_backend->shader_alloc_private(device);
1314 TRACE("Shader private data couldn't be allocated\n");
1317 hr = device->frag_pipe->alloc_private(device);
1320 TRACE("Fragment pipeline private data couldn't be allocated\n");
1323 hr = device->blitter->alloc_private(device);
1326 TRACE("Blitter private data couldn't be allocated\n");
1330 /* Set up some starting GL setup */
1332 /* Setup all the devices defaults */
1333 stateblock_init_default_state(device->stateBlock);
1335 context = context_acquire(device, swapchain->front_buffer);
1337 create_dummy_textures(device, context);
1341 /* Initialize the current view state */
1342 device->view_ident = 1;
1343 device->contexts[0]->last_was_rhw = 0;
1345 switch (wined3d_settings.offscreen_rendering_mode)
1348 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1351 case ORM_BACKBUFFER:
1353 if (context_get_current()->aux_buffers > 0)
1355 TRACE("Using auxiliary buffer for offscreen rendering\n");
1356 device->offscreenBuffer = GL_AUX0;
1360 TRACE("Using back buffer for offscreen rendering\n");
1361 device->offscreenBuffer = GL_BACK;
1366 TRACE("All defaults now set up, leaving 3D init.\n");
1369 context_release(context);
1371 /* Clear the screen */
1372 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1373 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1376 device->d3d_initialized = TRUE;
1378 if (wined3d_settings.logo)
1379 device_load_logo(device, wined3d_settings.logo);
1380 device->highest_dirty_ps_const = 0;
1381 device->highest_dirty_vs_const = 0;
1385 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1386 HeapFree(GetProcessHeap(), 0, device->swapchains);
1387 device->swapchain_count = 0;
1388 if (device->palettes)
1390 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1391 HeapFree(GetProcessHeap(), 0, device->palettes);
1393 device->palette_count = 0;
1395 wined3d_swapchain_decref(swapchain);
1396 if (device->stateBlock)
1398 wined3d_stateblock_decref(device->stateBlock);
1399 device->stateBlock = NULL;
1401 if (device->blit_priv)
1402 device->blitter->free_private(device);
1403 if (device->fragment_priv)
1404 device->frag_pipe->free_private(device);
1405 if (device->shader_priv)
1406 device->shader_backend->shader_free_private(device);
1411 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1412 WINED3DPRESENT_PARAMETERS *present_parameters)
1414 struct wined3d_swapchain *swapchain = NULL;
1417 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1419 /* Setup the implicit swapchain */
1420 TRACE("Creating implicit swapchain\n");
1421 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1422 present_parameters, &swapchain);
1425 WARN("Failed to create implicit swapchain\n");
1429 device->swapchain_count = 1;
1430 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1431 if (!device->swapchains)
1433 ERR("Out of memory!\n");
1436 device->swapchains[0] = swapchain;
1440 wined3d_swapchain_decref(swapchain);
1444 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1446 struct wined3d_resource *resource, *cursor;
1447 const struct wined3d_gl_info *gl_info;
1448 struct wined3d_context *context;
1449 struct wined3d_surface *surface;
1452 TRACE("device %p.\n", device);
1454 if (!device->d3d_initialized)
1455 return WINED3DERR_INVALIDCALL;
1457 /* Force making the context current again, to verify it is still valid
1458 * (workaround for broken drivers) */
1459 context_set_current(NULL);
1460 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1461 * it was created. Thus make sure a context is active for the glDelete* calls
1463 context = context_acquire(device, NULL);
1464 gl_info = context->gl_info;
1466 if (device->logo_surface)
1467 wined3d_surface_decref(device->logo_surface);
1469 /* Unload resources */
1470 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1472 TRACE("Unloading resource %p.\n", resource);
1474 resource->resource_ops->resource_unload(resource);
1477 TRACE("Deleting high order patches\n");
1478 for(i = 0; i < PATCHMAP_SIZE; i++) {
1479 struct list *e1, *e2;
1480 struct WineD3DRectPatch *patch;
1481 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1483 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1484 wined3d_device_delete_patch(device, patch->Handle);
1488 /* Delete the mouse cursor texture */
1489 if (device->cursorTexture)
1492 glDeleteTextures(1, &device->cursorTexture);
1494 device->cursorTexture = 0;
1497 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1498 * private data, it might contain opengl pointers
1500 if (device->depth_blt_texture)
1503 glDeleteTextures(1, &device->depth_blt_texture);
1505 device->depth_blt_texture = 0;
1508 /* Release the update stateblock */
1509 if (wined3d_stateblock_decref(device->updateStateBlock))
1511 if (device->updateStateBlock != device->stateBlock)
1512 FIXME("Something's still holding the update stateblock.\n");
1514 device->updateStateBlock = NULL;
1517 struct wined3d_stateblock *stateblock = device->stateBlock;
1518 device->stateBlock = NULL;
1520 /* Release the stateblock */
1521 if (wined3d_stateblock_decref(stateblock))
1522 FIXME("Something's still holding the stateblock.\n");
1525 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1526 device->blitter->free_private(device);
1527 device->frag_pipe->free_private(device);
1528 device->shader_backend->shader_free_private(device);
1530 /* Release the buffers (with sanity checks)*/
1531 if (device->onscreen_depth_stencil)
1533 surface = device->onscreen_depth_stencil;
1534 device->onscreen_depth_stencil = NULL;
1535 wined3d_surface_decref(surface);
1538 if (device->fb.depth_stencil)
1540 surface = device->fb.depth_stencil;
1542 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1544 device->fb.depth_stencil = NULL;
1545 if (wined3d_surface_decref(surface)
1546 && surface != device->auto_depth_stencil)
1547 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1550 if (device->auto_depth_stencil)
1552 surface = device->auto_depth_stencil;
1553 device->auto_depth_stencil = NULL;
1554 if (wined3d_surface_decref(surface))
1555 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1558 for (i = 1; i < gl_info->limits.buffers; ++i)
1560 wined3d_device_set_render_target(device, i, NULL, FALSE);
1563 surface = device->fb.render_targets[0];
1564 TRACE("Setting rendertarget 0 to NULL\n");
1565 device->fb.render_targets[0] = NULL;
1566 TRACE("Releasing the render target at %p\n", surface);
1567 wined3d_surface_decref(surface);
1569 context_release(context);
1571 for (i = 0; i < device->swapchain_count; ++i)
1573 TRACE("Releasing the implicit swapchain %u.\n", i);
1574 if (wined3d_swapchain_decref(device->swapchains[i]))
1575 FIXME("Something's still holding the implicit swapchain.\n");
1578 HeapFree(GetProcessHeap(), 0, device->swapchains);
1579 device->swapchains = NULL;
1580 device->swapchain_count = 0;
1582 for (i = 0; i < device->palette_count; ++i)
1583 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1584 HeapFree(GetProcessHeap(), 0, device->palettes);
1585 device->palettes = NULL;
1586 device->palette_count = 0;
1588 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1589 device->fb.render_targets = NULL;
1591 device->d3d_initialized = FALSE;
1596 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1600 for (i = 0; i < device->swapchain_count; ++i)
1602 TRACE("Releasing the implicit swapchain %u.\n", i);
1603 if (wined3d_swapchain_decref(device->swapchains[i]))
1604 FIXME("Something's still holding the implicit swapchain.\n");
1607 HeapFree(GetProcessHeap(), 0, device->swapchains);
1608 device->swapchains = NULL;
1609 device->swapchain_count = 0;
1613 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1614 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1615 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1617 * There is no way to deactivate thread safety once it is enabled.
1619 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1621 TRACE("device %p.\n", device);
1623 /* For now just store the flag (needed in case of ddraw). */
1624 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1627 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1628 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1630 struct wined3d_adapter *adapter = device->adapter;
1631 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->Format);
1636 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1637 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1639 /* Resize the screen even without a window:
1640 * The app could have unset it with SetCooperativeLevel, but not called
1641 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1642 * but we don't have any hwnd
1645 memset(&devmode, 0, sizeof(devmode));
1646 devmode.dmSize = sizeof(devmode);
1647 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1648 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1649 devmode.dmPelsWidth = mode->Width;
1650 devmode.dmPelsHeight = mode->Height;
1652 devmode.dmDisplayFrequency = mode->RefreshRate;
1653 if (mode->RefreshRate)
1654 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1656 /* Only change the mode if necessary */
1657 if (adapter->screen_size.cx == mode->Width && adapter->screen_size.cy == mode->Height
1658 && adapter->screen_format == mode->Format && !mode->RefreshRate)
1661 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1662 if (ret != DISP_CHANGE_SUCCESSFUL)
1664 if (devmode.dmDisplayFrequency)
1666 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1667 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1668 devmode.dmDisplayFrequency = 0;
1669 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1671 if(ret != DISP_CHANGE_SUCCESSFUL) {
1672 return WINED3DERR_NOTAVAILABLE;
1676 /* Store the new values */
1677 adapter->screen_size.cx = mode->Width;
1678 adapter->screen_size.cy = mode->Height;
1679 adapter->screen_format = mode->Format;
1681 /* And finally clip mouse to our screen */
1682 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1683 ClipCursor(&clip_rc);
1688 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1690 TRACE("device %p, wined3d %p.\n", device, wined3d);
1692 *wined3d = device->wined3d;
1693 wined3d_incref(*wined3d);
1695 TRACE("Returning %p.\n", *wined3d);
1700 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1702 TRACE("device %p.\n", device);
1704 TRACE("Emulating %d MB, returning %d MB left.\n",
1705 device->adapter->TextureRam / (1024 * 1024),
1706 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1708 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1711 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1712 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1714 struct wined3d_stream_state *stream;
1715 struct wined3d_buffer *prev_buffer;
1717 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1718 device, stream_idx, buffer, offset, stride);
1720 if (stream_idx >= MAX_STREAMS)
1722 WARN("Stream index %u out of range.\n", stream_idx);
1723 return WINED3DERR_INVALIDCALL;
1725 else if (offset & 0x3)
1727 WARN("Offset %u is not 4 byte aligned.\n", offset);
1728 return WINED3DERR_INVALIDCALL;
1731 stream = &device->updateStateBlock->state.streams[stream_idx];
1732 prev_buffer = stream->buffer;
1734 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1736 if (prev_buffer == buffer
1737 && stream->stride == stride
1738 && stream->offset == offset)
1740 TRACE("Application is setting the old values over, nothing to do.\n");
1744 stream->buffer = buffer;
1747 stream->stride = stride;
1748 stream->offset = offset;
1751 /* Handle recording of state blocks. */
1752 if (device->isRecordingState)
1754 TRACE("Recording... not performing anything.\n");
1756 wined3d_buffer_incref(buffer);
1758 wined3d_buffer_decref(prev_buffer);
1764 InterlockedIncrement(&buffer->bind_count);
1765 wined3d_buffer_incref(buffer);
1769 InterlockedDecrement(&prev_buffer->bind_count);
1770 wined3d_buffer_decref(prev_buffer);
1773 device_invalidate_state(device, STATE_STREAMSRC);
1778 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1779 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1781 struct wined3d_stream_state *stream;
1783 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1784 device, stream_idx, buffer, offset, stride);
1786 if (stream_idx >= MAX_STREAMS)
1788 WARN("Stream index %u out of range.\n", stream_idx);
1789 return WINED3DERR_INVALIDCALL;
1792 stream = &device->stateBlock->state.streams[stream_idx];
1793 *buffer = stream->buffer;
1795 wined3d_buffer_incref(*buffer);
1797 *offset = stream->offset;
1798 *stride = stream->stride;
1803 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1805 struct wined3d_stream_state *stream;
1806 UINT old_flags, old_freq;
1808 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1810 /* Verify input. At least in d3d9 this is invalid. */
1811 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1813 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1814 return WINED3DERR_INVALIDCALL;
1816 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1818 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1819 return WINED3DERR_INVALIDCALL;
1823 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1824 return WINED3DERR_INVALIDCALL;
1827 stream = &device->updateStateBlock->state.streams[stream_idx];
1828 old_flags = stream->flags;
1829 old_freq = stream->frequency;
1831 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1832 stream->frequency = divider & 0x7fffff;
1834 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1836 if (stream->frequency != old_freq || stream->flags != old_flags)
1837 device_invalidate_state(device, STATE_STREAMSRC);
1842 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1843 UINT stream_idx, UINT *divider)
1845 struct wined3d_stream_state *stream;
1847 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1849 stream = &device->updateStateBlock->state.streams[stream_idx];
1850 *divider = stream->flags | stream->frequency;
1852 TRACE("Returning %#x.\n", *divider);
1857 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1858 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1860 TRACE("device %p, state %s, matrix %p.\n",
1861 device, debug_d3dtstype(d3dts), matrix);
1863 /* Handle recording of state blocks. */
1864 if (device->isRecordingState)
1866 TRACE("Recording... not performing anything.\n");
1867 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1868 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1872 /* If the new matrix is the same as the current one,
1873 * we cut off any further processing. this seems to be a reasonable
1874 * optimization because as was noticed, some apps (warcraft3 for example)
1875 * tend towards setting the same matrix repeatedly for some reason.
1877 * From here on we assume that the new matrix is different, wherever it matters. */
1878 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1880 TRACE("The application is setting the same matrix over again.\n");
1884 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1886 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1887 * where ViewMat = Camera space, WorldMat = world space.
1889 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1890 * matrix. The Projection matrix stay projection matrix. */
1892 if (d3dts == WINED3DTS_VIEW)
1893 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1895 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1896 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1902 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1903 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1905 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1907 *matrix = device->stateBlock->state.transforms[state];
1912 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1913 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1915 const WINED3DMATRIX *mat = NULL;
1918 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1920 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1921 * below means it will be recorded in a state block change, but it
1922 * works regardless where it is recorded.
1923 * If this is found to be wrong, change to StateBlock. */
1924 if (state > HIGHEST_TRANSFORMSTATE)
1926 WARN("Unhandled transform state %#x.\n", state);
1930 mat = &device->updateStateBlock->state.transforms[state];
1931 multiply_matrix(&temp, mat, matrix);
1933 /* Apply change via set transform - will reapply to eg. lights this way. */
1934 return wined3d_device_set_transform(device, state, &temp);
1937 /* Note lights are real special cases. Although the device caps state only
1938 * e.g. 8 are supported, you can reference any indexes you want as long as
1939 * that number max are enabled at any one point in time. Therefore since the
1940 * indices can be anything, we need a hashmap of them. However, this causes
1941 * stateblock problems. When capturing the state block, I duplicate the
1942 * hashmap, but when recording, just build a chain pretty much of commands to
1944 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1946 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1947 struct wined3d_light_info *object = NULL;
1951 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1953 /* Check the parameter range. Need for speed most wanted sets junk lights
1954 * which confuse the GL driver. */
1956 return WINED3DERR_INVALIDCALL;
1958 switch (light->Type)
1960 case WINED3DLIGHT_POINT:
1961 case WINED3DLIGHT_SPOT:
1962 case WINED3DLIGHT_PARALLELPOINT:
1963 case WINED3DLIGHT_GLSPOT:
1964 /* Incorrect attenuation values can cause the gl driver to crash.
1965 * Happens with Need for speed most wanted. */
1966 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1968 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1969 return WINED3DERR_INVALIDCALL;
1973 case WINED3DLIGHT_DIRECTIONAL:
1974 /* Ignores attenuation */
1978 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1979 return WINED3DERR_INVALIDCALL;
1982 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1984 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1985 if (object->OriginalIndex == light_idx)
1992 TRACE("Adding new light\n");
1993 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1996 ERR("Out of memory error when allocating a light\n");
1997 return E_OUTOFMEMORY;
1999 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
2000 object->glIndex = -1;
2001 object->OriginalIndex = light_idx;
2004 /* Initialize the object. */
2005 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
2006 light_idx, light->Type,
2007 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
2008 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
2009 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
2010 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
2011 light->Direction.x, light->Direction.y, light->Direction.z);
2012 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
2013 light->Range, light->Falloff, light->Theta, light->Phi);
2015 /* Save away the information. */
2016 object->OriginalParms = *light;
2018 switch (light->Type)
2020 case WINED3DLIGHT_POINT:
2022 object->lightPosn[0] = light->Position.x;
2023 object->lightPosn[1] = light->Position.y;
2024 object->lightPosn[2] = light->Position.z;
2025 object->lightPosn[3] = 1.0f;
2026 object->cutoff = 180.0f;
2030 case WINED3DLIGHT_DIRECTIONAL:
2032 object->lightPosn[0] = -light->Direction.x;
2033 object->lightPosn[1] = -light->Direction.y;
2034 object->lightPosn[2] = -light->Direction.z;
2035 object->lightPosn[3] = 0.0f;
2036 object->exponent = 0.0f;
2037 object->cutoff = 180.0f;
2040 case WINED3DLIGHT_SPOT:
2042 object->lightPosn[0] = light->Position.x;
2043 object->lightPosn[1] = light->Position.y;
2044 object->lightPosn[2] = light->Position.z;
2045 object->lightPosn[3] = 1.0f;
2048 object->lightDirn[0] = light->Direction.x;
2049 object->lightDirn[1] = light->Direction.y;
2050 object->lightDirn[2] = light->Direction.z;
2051 object->lightDirn[3] = 1.0f;
2053 /* opengl-ish and d3d-ish spot lights use too different models
2054 * for the light "intensity" as a function of the angle towards
2055 * the main light direction, so we only can approximate very
2056 * roughly. However, spot lights are rather rarely used in games
2057 * (if ever used at all). Furthermore if still used, probably
2058 * nobody pays attention to such details. */
2059 if (!light->Falloff)
2061 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2062 * equations have the falloff resp. exponent parameter as an
2063 * exponent, so the spot light lighting will always be 1.0 for
2064 * both of them, and we don't have to care for the rest of the
2065 * rather complex calculation. */
2066 object->exponent = 0.0f;
2070 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2073 object->exponent = -0.3f / logf(cosf(rho / 2));
2076 if (object->exponent > 128.0f)
2077 object->exponent = 128.0f;
2079 object->cutoff = (float)(light->Phi * 90 / M_PI);
2084 FIXME("Unrecognized light type %#x.\n", light->Type);
2087 /* Update the live definitions if the light is currently assigned a glIndex. */
2088 if (object->glIndex != -1 && !device->isRecordingState)
2089 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2094 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2096 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2097 struct wined3d_light_info *light_info = NULL;
2100 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2102 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2104 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2105 if (light_info->OriginalIndex == light_idx)
2112 TRACE("Light information requested but light not defined\n");
2113 return WINED3DERR_INVALIDCALL;
2116 *light = light_info->OriginalParms;
2120 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2122 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2123 struct wined3d_light_info *light_info = NULL;
2126 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2128 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2130 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2131 if (light_info->OriginalIndex == light_idx)
2135 TRACE("Found light %p.\n", light_info);
2137 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2140 TRACE("Light enabled requested but light not defined, so defining one!\n");
2141 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2143 /* Search for it again! Should be fairly quick as near head of list. */
2144 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2146 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2147 if (light_info->OriginalIndex == light_idx)
2153 FIXME("Adding default lights has failed dismally\n");
2154 return WINED3DERR_INVALIDCALL;
2160 if (light_info->glIndex != -1)
2162 if (!device->isRecordingState)
2163 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2165 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2166 light_info->glIndex = -1;
2170 TRACE("Light already disabled, nothing to do\n");
2172 light_info->enabled = FALSE;
2176 light_info->enabled = TRUE;
2177 if (light_info->glIndex != -1)
2179 TRACE("Nothing to do as light was enabled\n");
2184 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2185 /* Find a free GL light. */
2186 for (i = 0; i < gl_info->limits.lights; ++i)
2188 if (!device->updateStateBlock->state.lights[i])
2190 device->updateStateBlock->state.lights[i] = light_info;
2191 light_info->glIndex = i;
2195 if (light_info->glIndex == -1)
2197 /* Our tests show that Windows returns D3D_OK in this situation, even with
2198 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2199 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2200 * as well for those lights.
2202 * TODO: Test how this affects rendering. */
2203 WARN("Too many concurrently active lights\n");
2207 /* i == light_info->glIndex */
2208 if (!device->isRecordingState)
2209 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2216 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2218 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2219 struct wined3d_light_info *light_info = NULL;
2222 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2224 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2226 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2227 if (light_info->OriginalIndex == light_idx)
2234 TRACE("Light enabled state requested but light not defined.\n");
2235 return WINED3DERR_INVALIDCALL;
2237 /* true is 128 according to SetLightEnable */
2238 *enable = light_info->enabled ? 128 : 0;
2242 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2244 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2246 /* Validate plane_idx. */
2247 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2249 TRACE("Application has requested clipplane this device doesn't support.\n");
2250 return WINED3DERR_INVALIDCALL;
2253 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2255 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2256 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2257 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2258 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2260 TRACE("Application is setting old values over, nothing to do.\n");
2264 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2265 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2266 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2267 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2269 /* Handle recording of state blocks. */
2270 if (device->isRecordingState)
2272 TRACE("Recording... not performing anything.\n");
2276 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2281 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2283 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2285 /* Validate plane_idx. */
2286 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2288 TRACE("Application has requested clipplane this device doesn't support.\n");
2289 return WINED3DERR_INVALIDCALL;
2292 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2293 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2294 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2295 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2300 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2302 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2305 return WINED3DERR_INVALIDCALL;
2310 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2312 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2315 return WINED3DERR_INVALIDCALL;
2320 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2322 TRACE("device %p, material %p.\n", device, material);
2324 device->updateStateBlock->changed.material = TRUE;
2325 device->updateStateBlock->state.material = *material;
2327 /* Handle recording of state blocks */
2328 if (device->isRecordingState)
2330 TRACE("Recording... not performing anything.\n");
2334 device_invalidate_state(device, STATE_MATERIAL);
2339 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material)
2341 TRACE("device %p, material %p.\n", device, material);
2343 *material = device->updateStateBlock->state.material;
2345 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2346 material->Diffuse.r, material->Diffuse.g,
2347 material->Diffuse.b, material->Diffuse.a);
2348 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2349 material->Ambient.r, material->Ambient.g,
2350 material->Ambient.b, material->Ambient.a);
2351 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2352 material->Specular.r, material->Specular.g,
2353 material->Specular.b, material->Specular.a);
2354 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2355 material->Emissive.r, material->Emissive.g,
2356 material->Emissive.b, material->Emissive.a);
2357 TRACE("Power %.8e.\n", material->Power);
2362 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2363 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2365 struct wined3d_buffer *prev_buffer;
2367 TRACE("device %p, buffer %p, format %s.\n",
2368 device, buffer, debug_d3dformat(format_id));
2370 prev_buffer = device->updateStateBlock->state.index_buffer;
2372 device->updateStateBlock->changed.indices = TRUE;
2373 device->updateStateBlock->state.index_buffer = buffer;
2374 device->updateStateBlock->state.index_format = format_id;
2376 /* Handle recording of state blocks. */
2377 if (device->isRecordingState)
2379 TRACE("Recording... not performing anything.\n");
2381 wined3d_buffer_incref(buffer);
2383 wined3d_buffer_decref(prev_buffer);
2387 if (prev_buffer != buffer)
2389 device_invalidate_state(device, STATE_INDEXBUFFER);
2392 InterlockedIncrement(&buffer->bind_count);
2393 wined3d_buffer_incref(buffer);
2397 InterlockedDecrement(&prev_buffer->bind_count);
2398 wined3d_buffer_decref(prev_buffer);
2405 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2407 TRACE("device %p, buffer %p.\n", device, buffer);
2409 *buffer = device->stateBlock->state.index_buffer;
2412 wined3d_buffer_incref(*buffer);
2414 TRACE("Returning %p.\n", *buffer);
2419 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2420 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2422 TRACE("device %p, base_index %d.\n", device, base_index);
2424 if (device->updateStateBlock->state.base_vertex_index == base_index)
2426 TRACE("Application is setting the old value over, nothing to do\n");
2430 device->updateStateBlock->state.base_vertex_index = base_index;
2432 if (device->isRecordingState)
2434 TRACE("Recording... not performing anything\n");
2440 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2442 TRACE("device %p.\n", device);
2444 return device->stateBlock->state.base_vertex_index;
2447 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2449 TRACE("device %p, viewport %p.\n", device, viewport);
2450 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2451 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2453 device->updateStateBlock->changed.viewport = TRUE;
2454 device->updateStateBlock->state.viewport = *viewport;
2456 /* Handle recording of state blocks */
2457 if (device->isRecordingState)
2459 TRACE("Recording... not performing anything\n");
2463 device_invalidate_state(device, STATE_VIEWPORT);
2468 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2470 TRACE("device %p, viewport %p.\n", device, viewport);
2472 *viewport = device->stateBlock->state.viewport;
2477 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2478 WINED3DRENDERSTATETYPE state, DWORD value)
2480 DWORD old_value = device->stateBlock->state.render_states[state];
2482 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2484 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2485 device->updateStateBlock->state.render_states[state] = value;
2487 /* Handle recording of state blocks. */
2488 if (device->isRecordingState)
2490 TRACE("Recording... not performing anything.\n");
2494 /* Compared here and not before the assignment to allow proper stateblock recording. */
2495 if (value == old_value)
2496 TRACE("Application is setting the old value over, nothing to do.\n");
2498 device_invalidate_state(device, STATE_RENDER(state));
2503 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2504 WINED3DRENDERSTATETYPE state, DWORD *value)
2506 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2508 *value = device->stateBlock->state.render_states[state];
2513 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2514 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2518 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2519 device, sampler_idx, debug_d3dsamplerstate(state), value);
2521 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2522 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2524 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2525 / sizeof(*device->stateBlock->state.sampler_states))
2527 WARN("Invalid sampler %u.\n", sampler_idx);
2528 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2531 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2532 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2533 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2535 /* Handle recording of state blocks. */
2536 if (device->isRecordingState)
2538 TRACE("Recording... not performing anything.\n");
2542 if (old_value == value)
2544 TRACE("Application is setting the old value over, nothing to do.\n");
2548 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2553 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2554 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2556 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2557 device, sampler_idx, debug_d3dsamplerstate(state), value);
2559 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2560 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2562 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2563 / sizeof(*device->stateBlock->state.sampler_states))
2565 WARN("Invalid sampler %u.\n", sampler_idx);
2566 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2569 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2570 TRACE("Returning %#x.\n", *value);
2575 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2577 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2579 device->updateStateBlock->changed.scissorRect = TRUE;
2580 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2582 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2585 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2587 if (device->isRecordingState)
2589 TRACE("Recording... not performing anything.\n");
2593 device_invalidate_state(device, STATE_SCISSORRECT);
2598 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2600 TRACE("device %p, rect %p.\n", device, rect);
2602 *rect = device->updateStateBlock->state.scissor_rect;
2603 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2608 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2609 struct wined3d_vertex_declaration *declaration)
2611 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2613 TRACE("device %p, declaration %p.\n", device, declaration);
2616 wined3d_vertex_declaration_incref(declaration);
2618 wined3d_vertex_declaration_decref(prev);
2620 device->updateStateBlock->state.vertex_declaration = declaration;
2621 device->updateStateBlock->changed.vertexDecl = TRUE;
2623 if (device->isRecordingState)
2625 TRACE("Recording... not performing anything.\n");
2628 else if (declaration == prev)
2630 /* Checked after the assignment to allow proper stateblock recording. */
2631 TRACE("Application is setting the old declaration over, nothing to do.\n");
2635 device_invalidate_state(device, STATE_VDECL);
2639 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2640 struct wined3d_vertex_declaration **declaration)
2642 TRACE("device %p, declaration %p.\n", device, declaration);
2644 *declaration = device->stateBlock->state.vertex_declaration;
2646 wined3d_vertex_declaration_incref(*declaration);
2651 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2653 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2655 TRACE("device %p, shader %p.\n", device, shader);
2657 device->updateStateBlock->state.vertex_shader = shader;
2658 device->updateStateBlock->changed.vertexShader = TRUE;
2660 if (device->isRecordingState)
2663 wined3d_shader_incref(shader);
2665 wined3d_shader_decref(prev);
2666 TRACE("Recording... not performing anything.\n");
2672 TRACE("Application is setting the old shader over, nothing to do.\n");
2677 wined3d_shader_incref(shader);
2679 wined3d_shader_decref(prev);
2681 device_invalidate_state(device, STATE_VSHADER);
2686 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2688 struct wined3d_shader *shader;
2690 TRACE("device %p.\n", device);
2692 shader = device->stateBlock->state.vertex_shader;
2694 wined3d_shader_incref(shader);
2696 TRACE("Returning %p.\n", shader);
2700 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2701 UINT start_register, const BOOL *constants, UINT bool_count)
2703 UINT count = min(bool_count, MAX_CONST_B - start_register);
2706 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2707 device, start_register, constants, bool_count);
2709 if (!constants || start_register >= MAX_CONST_B)
2710 return WINED3DERR_INVALIDCALL;
2712 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2713 for (i = 0; i < count; ++i)
2714 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2716 for (i = start_register; i < count + start_register; ++i)
2717 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2719 if (!device->isRecordingState)
2720 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2725 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2726 UINT start_register, BOOL *constants, UINT bool_count)
2728 UINT count = min(bool_count, MAX_CONST_B - start_register);
2730 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2731 device, start_register, constants, bool_count);
2733 if (!constants || start_register >= MAX_CONST_B)
2734 return WINED3DERR_INVALIDCALL;
2736 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2741 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2742 UINT start_register, const int *constants, UINT vector4i_count)
2744 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2747 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2748 device, start_register, constants, vector4i_count);
2750 if (!constants || start_register >= MAX_CONST_I)
2751 return WINED3DERR_INVALIDCALL;
2753 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2754 for (i = 0; i < count; ++i)
2755 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2756 constants[i * 4], constants[i * 4 + 1],
2757 constants[i * 4 + 2], constants[i * 4 + 3]);
2759 for (i = start_register; i < count + start_register; ++i)
2760 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2762 if (!device->isRecordingState)
2763 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2768 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2769 UINT start_register, int *constants, UINT vector4i_count)
2771 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2773 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2774 device, start_register, constants, vector4i_count);
2776 if (!constants || start_register >= MAX_CONST_I)
2777 return WINED3DERR_INVALIDCALL;
2779 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2783 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2784 UINT start_register, const float *constants, UINT vector4f_count)
2788 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2789 device, start_register, constants, vector4f_count);
2791 /* Specifically test start_register > limit to catch MAX_UINT overflows
2792 * when adding start_register + vector4f_count. */
2794 || start_register + vector4f_count > device->d3d_vshader_constantF
2795 || start_register > device->d3d_vshader_constantF)
2796 return WINED3DERR_INVALIDCALL;
2798 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2799 constants, vector4f_count * sizeof(float) * 4);
2802 for (i = 0; i < vector4f_count; ++i)
2803 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2804 constants[i * 4], constants[i * 4 + 1],
2805 constants[i * 4 + 2], constants[i * 4 + 3]);
2808 if (!device->isRecordingState)
2810 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2811 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2814 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2815 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2820 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2821 UINT start_register, float *constants, UINT vector4f_count)
2823 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2825 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2826 device, start_register, constants, vector4f_count);
2828 if (!constants || count < 0)
2829 return WINED3DERR_INVALIDCALL;
2831 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2836 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2840 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2842 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2846 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2848 DWORD i = device->rev_tex_unit_map[unit];
2849 DWORD j = device->texUnitMap[stage];
2851 device->texUnitMap[stage] = unit;
2852 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2853 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2855 device->rev_tex_unit_map[unit] = stage;
2856 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2857 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2860 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2864 device->fixed_function_usage_map = 0;
2865 for (i = 0; i < MAX_TEXTURES; ++i)
2867 const struct wined3d_state *state = &device->stateBlock->state;
2868 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2869 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2870 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2871 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2872 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2873 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2874 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2875 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2877 if (color_op == WINED3DTOP_DISABLE) {
2878 /* Not used, and disable higher stages */
2882 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2883 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2884 || ((color_arg3 == WINED3DTA_TEXTURE)
2885 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2886 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2887 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2888 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2889 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2890 device->fixed_function_usage_map |= (1 << i);
2892 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2893 device->fixed_function_usage_map |= (1 << (i + 1));
2897 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2899 unsigned int i, tex;
2902 device_update_fixed_function_usage_map(device);
2903 ffu_map = device->fixed_function_usage_map;
2905 if (device->max_ffp_textures == gl_info->limits.texture_stages
2906 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2908 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2910 if (!(ffu_map & 1)) continue;
2912 if (device->texUnitMap[i] != i)
2914 device_map_stage(device, i, i);
2915 device_invalidate_state(device, STATE_SAMPLER(i));
2916 device_invalidate_texture_stage(device, i);
2922 /* Now work out the mapping */
2924 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2926 if (!(ffu_map & 1)) continue;
2928 if (device->texUnitMap[i] != tex)
2930 device_map_stage(device, i, tex);
2931 device_invalidate_state(device, STATE_SAMPLER(i));
2932 device_invalidate_texture_stage(device, i);
2939 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2941 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2942 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2945 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2947 if (sampler_type[i] && device->texUnitMap[i] != i)
2949 device_map_stage(device, i, i);
2950 device_invalidate_state(device, STATE_SAMPLER(i));
2951 if (i < gl_info->limits.texture_stages)
2952 device_invalidate_texture_stage(device, i);
2957 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2958 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2959 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2961 DWORD current_mapping = device->rev_tex_unit_map[unit];
2963 /* Not currently used */
2964 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2966 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2967 /* Used by a fragment sampler */
2969 if (!pshader_sampler_tokens) {
2970 /* No pixel shader, check fixed function */
2971 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2974 /* Pixel shader, check the shader's sampler map */
2975 return !pshader_sampler_tokens[current_mapping];
2978 /* Used by a vertex sampler */
2979 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2982 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2984 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2985 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2986 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2987 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2992 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2993 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2994 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2997 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2998 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2999 if (vshader_sampler_type[i])
3001 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
3003 /* Already mapped somewhere */
3009 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
3011 device_map_stage(device, vsampler_idx, start);
3012 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
3024 void device_update_tex_unit_map(struct wined3d_device *device)
3026 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3027 const struct wined3d_state *state = &device->stateBlock->state;
3028 BOOL vs = use_vs(state);
3029 BOOL ps = use_ps(state);
3032 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3033 * that would be really messy and require shader recompilation
3034 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3035 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3038 device_map_psamplers(device, gl_info);
3040 device_map_fixed_function_samplers(device, gl_info);
3043 device_map_vsamplers(device, ps, gl_info);
3046 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3048 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3050 TRACE("device %p, shader %p.\n", device, shader);
3052 device->updateStateBlock->state.pixel_shader = shader;
3053 device->updateStateBlock->changed.pixelShader = TRUE;
3055 if (device->isRecordingState)
3058 wined3d_shader_incref(shader);
3060 wined3d_shader_decref(prev);
3061 TRACE("Recording... not performing anything.\n");
3067 TRACE("Application is setting the old shader over, nothing to do.\n");
3072 wined3d_shader_incref(shader);
3074 wined3d_shader_decref(prev);
3076 device_invalidate_state(device, STATE_PIXELSHADER);
3081 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3083 struct wined3d_shader *shader;
3085 TRACE("device %p.\n", device);
3087 shader = device->stateBlock->state.pixel_shader;
3089 wined3d_shader_incref(shader);
3091 TRACE("Returning %p.\n", shader);
3095 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3096 UINT start_register, const BOOL *constants, UINT bool_count)
3098 UINT count = min(bool_count, MAX_CONST_B - start_register);
3101 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3102 device, start_register, constants, bool_count);
3104 if (!constants || start_register >= MAX_CONST_B)
3105 return WINED3DERR_INVALIDCALL;
3107 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3108 for (i = 0; i < count; ++i)
3109 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3111 for (i = start_register; i < count + start_register; ++i)
3112 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3114 if (!device->isRecordingState)
3115 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3120 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3121 UINT start_register, BOOL *constants, UINT bool_count)
3123 UINT count = min(bool_count, MAX_CONST_B - start_register);
3125 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3126 device, start_register, constants, bool_count);
3128 if (!constants || start_register >= MAX_CONST_B)
3129 return WINED3DERR_INVALIDCALL;
3131 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3136 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3137 UINT start_register, const int *constants, UINT vector4i_count)
3139 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3142 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3143 device, start_register, constants, vector4i_count);
3145 if (!constants || start_register >= MAX_CONST_I)
3146 return WINED3DERR_INVALIDCALL;
3148 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3149 for (i = 0; i < count; ++i)
3150 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3151 constants[i * 4], constants[i * 4 + 1],
3152 constants[i * 4 + 2], constants[i * 4 + 3]);
3154 for (i = start_register; i < count + start_register; ++i)
3155 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3157 if (!device->isRecordingState)
3158 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3163 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3164 UINT start_register, int *constants, UINT vector4i_count)
3166 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3168 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3169 device, start_register, constants, vector4i_count);
3171 if (!constants || start_register >= MAX_CONST_I)
3172 return WINED3DERR_INVALIDCALL;
3174 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3179 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3180 UINT start_register, const float *constants, UINT vector4f_count)
3184 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3185 device, start_register, constants, vector4f_count);
3187 /* Specifically test start_register > limit to catch MAX_UINT overflows
3188 * when adding start_register + vector4f_count. */
3190 || start_register + vector4f_count > device->d3d_pshader_constantF
3191 || start_register > device->d3d_pshader_constantF)
3192 return WINED3DERR_INVALIDCALL;
3194 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3195 constants, vector4f_count * sizeof(float) * 4);
3198 for (i = 0; i < vector4f_count; ++i)
3199 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3200 constants[i * 4], constants[i * 4 + 1],
3201 constants[i * 4 + 2], constants[i * 4 + 3]);
3204 if (!device->isRecordingState)
3206 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3207 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3210 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3211 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3216 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3217 UINT start_register, float *constants, UINT vector4f_count)
3219 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3221 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3222 device, start_register, constants, vector4f_count);
3224 if (!constants || count < 0)
3225 return WINED3DERR_INVALIDCALL;
3227 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3232 /* Context activation is done by the caller. */
3233 /* Do not call while under the GL lock. */
3234 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3235 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3236 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3239 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3240 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3243 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3247 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3249 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3252 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3254 ERR("Source has no position mask\n");
3255 return WINED3DERR_INVALIDCALL;
3258 if (!dest->resource.allocatedMemory)
3259 buffer_get_sysmem(dest, gl_info);
3261 /* Get a pointer into the destination vbo(create one if none exists) and
3262 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3264 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3266 dest->flags |= WINED3D_BUFFER_CREATEBO;
3267 wined3d_buffer_preload(dest);
3270 if (dest->buffer_object)
3272 unsigned char extrabytes = 0;
3273 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3274 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3275 * this may write 4 extra bytes beyond the area that should be written
3277 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3278 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3279 if(!dest_conv_addr) {
3280 ERR("Out of memory\n");
3281 /* Continue without storing converted vertices */
3283 dest_conv = dest_conv_addr;
3286 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3288 static BOOL warned = FALSE;
3290 * The clipping code is not quite correct. Some things need
3291 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3292 * so disable clipping for now.
3293 * (The graphics in Half-Life are broken, and my processvertices
3294 * test crashes with IDirect3DDevice3)
3300 FIXME("Clipping is broken and disabled for now\n");
3302 } else doClip = FALSE;
3303 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3305 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3306 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3307 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3309 TRACE("View mat:\n");
3310 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3311 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3312 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3313 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3315 TRACE("Proj mat:\n");
3316 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3317 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3318 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3319 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3321 TRACE("World mat:\n");
3322 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3323 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3324 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3325 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3327 /* Get the viewport */
3328 wined3d_device_get_viewport(device, &vp);
3329 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3330 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3332 multiply_matrix(&mat,&view_mat,&world_mat);
3333 multiply_matrix(&mat,&proj_mat,&mat);
3335 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3337 for (i = 0; i < dwCount; i+= 1) {
3338 unsigned int tex_index;
3340 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3341 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3342 /* The position first */
3343 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3344 const float *p = (const float *)(element->data.addr + i * element->stride);
3346 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3348 /* Multiplication with world, view and projection matrix */
3349 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3350 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3351 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3352 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3354 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3356 /* WARNING: The following things are taken from d3d7 and were not yet checked
3357 * against d3d8 or d3d9!
3360 /* Clipping conditions: From msdn
3362 * A vertex is clipped if it does not match the following requirements
3366 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3368 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3369 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3374 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3375 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3378 /* "Normal" viewport transformation (not clipped)
3379 * 1) The values are divided by rhw
3380 * 2) The y axis is negative, so multiply it with -1
3381 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3382 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3383 * 4) Multiply x with Width/2 and add Width/2
3384 * 5) The same for the height
3385 * 6) Add the viewpoint X and Y to the 2D coordinates and
3386 * The minimum Z value to z
3387 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3389 * Well, basically it's simply a linear transformation into viewport
3401 z *= vp.MaxZ - vp.MinZ;
3403 x += vp.Width / 2 + vp.X;
3404 y += vp.Height / 2 + vp.Y;
3409 /* That vertex got clipped
3410 * Contrary to OpenGL it is not dropped completely, it just
3411 * undergoes a different calculation.
3413 TRACE("Vertex got clipped\n");
3420 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3421 * outside of the main vertex buffer memory. That needs some more
3426 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3429 ( (float *) dest_ptr)[0] = x;
3430 ( (float *) dest_ptr)[1] = y;
3431 ( (float *) dest_ptr)[2] = z;
3432 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3434 dest_ptr += 3 * sizeof(float);
3436 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3437 dest_ptr += sizeof(float);
3442 ( (float *) dest_conv)[0] = x * w;
3443 ( (float *) dest_conv)[1] = y * w;
3444 ( (float *) dest_conv)[2] = z * w;
3445 ( (float *) dest_conv)[3] = w;
3447 dest_conv += 3 * sizeof(float);
3449 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3450 dest_conv += sizeof(float);
3454 if (DestFVF & WINED3DFVF_PSIZE) {
3455 dest_ptr += sizeof(DWORD);
3456 if(dest_conv) dest_conv += sizeof(DWORD);
3458 if (DestFVF & WINED3DFVF_NORMAL)
3460 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3461 const float *normal = (const float *)(element->data.addr + i * element->stride);
3462 /* AFAIK this should go into the lighting information */
3463 FIXME("Didn't expect the destination to have a normal\n");
3464 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3466 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3470 if (DestFVF & WINED3DFVF_DIFFUSE)
3472 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3473 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3474 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3476 static BOOL warned = FALSE;
3479 ERR("No diffuse color in source, but destination has one\n");
3483 *( (DWORD *) dest_ptr) = 0xffffffff;
3484 dest_ptr += sizeof(DWORD);
3487 *( (DWORD *) dest_conv) = 0xffffffff;
3488 dest_conv += sizeof(DWORD);
3492 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3494 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3495 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3496 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3497 dest_conv += sizeof(DWORD);
3502 if (DestFVF & WINED3DFVF_SPECULAR)
3504 /* What's the color value in the feedback buffer? */
3505 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3506 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3507 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3509 static BOOL warned = FALSE;
3512 ERR("No specular color in source, but destination has one\n");
3516 *( (DWORD *) dest_ptr) = 0xFF000000;
3517 dest_ptr += sizeof(DWORD);
3520 *( (DWORD *) dest_conv) = 0xFF000000;
3521 dest_conv += sizeof(DWORD);
3525 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3527 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3528 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3529 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3530 dest_conv += sizeof(DWORD);
3535 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3537 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3538 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3539 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3541 ERR("No source texture, but destination requests one\n");
3542 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3543 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3546 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3548 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3558 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3559 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3560 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3561 dwCount * get_flexible_vertex_size(DestFVF),
3563 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3567 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3572 #undef copy_and_next
3574 /* Do not call while under the GL lock. */
3575 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3576 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3577 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3579 struct wined3d_state *state = &device->stateBlock->state;
3580 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3581 struct wined3d_stream_info stream_info;
3582 const struct wined3d_gl_info *gl_info;
3583 struct wined3d_context *context;
3584 struct wined3d_shader *vs;
3587 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3588 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3589 device, src_start_idx, dst_idx, vertex_count,
3590 dst_buffer, declaration, flags, dst_fvf);
3593 FIXME("Output vertex declaration not implemented yet.\n");
3595 /* Need any context to write to the vbo. */
3596 context = context_acquire(device, NULL);
3597 gl_info = context->gl_info;
3599 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3600 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3601 * restore it afterwards. */
3602 vs = state->vertex_shader;
3603 state->vertex_shader = NULL;
3604 state->user_stream = FALSE;
3605 device_stream_info_from_declaration(device, &stream_info, &vbo);
3606 state->user_stream = streamWasUP;
3607 state->vertex_shader = vs;
3609 if (vbo || src_start_idx)
3612 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3613 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3615 * Also get the start index in, but only loop over all elements if there's something to add at all.
3617 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3619 struct wined3d_stream_info_element *e;
3621 if (!(stream_info.use_map & (1 << i))) continue;
3623 e = &stream_info.elements[i];
3624 if (e->data.buffer_object)
3626 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3627 e->data.buffer_object = 0;
3628 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3630 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3631 vb->buffer_object = 0;
3635 e->data.addr += e->stride * src_start_idx;
3639 hr = process_vertices_strided(device, dst_idx, vertex_count,
3640 &stream_info, dst_buffer, flags, dst_fvf);
3642 context_release(context);
3647 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3648 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3650 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3653 TRACE("device %p, stage %u, state %s, value %#x.\n",
3654 device, stage, debug_d3dtexturestate(state), value);
3656 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3658 WARN("Invalid state %#x passed.\n", state);
3662 if (stage >= gl_info->limits.texture_stages)
3664 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3665 stage, gl_info->limits.texture_stages - 1);
3669 old_value = device->updateStateBlock->state.texture_states[stage][state];
3670 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3671 device->updateStateBlock->state.texture_states[stage][state] = value;
3673 if (device->isRecordingState)
3675 TRACE("Recording... not performing anything.\n");
3679 /* Checked after the assignments to allow proper stateblock recording. */
3680 if (old_value == value)
3682 TRACE("Application is setting the old value over, nothing to do.\n");
3686 if (stage > device->stateBlock->state.lowest_disabled_stage
3687 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3688 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3690 /* Colorop change above lowest disabled stage? That won't change
3691 * anything in the GL setup. Changes in other states are important on
3692 * disabled stages too. */
3696 if (state == WINED3DTSS_COLOROP)
3700 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3702 /* Previously enabled stage disabled now. Make sure to dirtify
3703 * all enabled stages above stage, they have to be disabled.
3705 * The current stage is dirtified below. */
3706 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3708 TRACE("Additionally dirtifying stage %u.\n", i);
3709 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3711 device->stateBlock->state.lowest_disabled_stage = stage;
3712 TRACE("New lowest disabled: %u.\n", stage);
3714 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3716 /* Previously disabled stage enabled. Stages above it may need
3717 * enabling. Stage must be lowest_disabled_stage here, if it's
3718 * bigger success is returned above, and stages below the lowest
3719 * disabled stage can't be enabled (because they are enabled
3722 * Again stage stage doesn't need to be dirtified here, it is
3724 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3726 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3728 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3729 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3731 device->stateBlock->state.lowest_disabled_stage = i;
3732 TRACE("New lowest disabled: %u.\n", i);
3736 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3741 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3742 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3744 TRACE("device %p, stage %u, state %s, value %p.\n",
3745 device, stage, debug_d3dtexturestate(state), value);
3747 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3749 WARN("Invalid state %#x passed.\n", state);
3753 *value = device->updateStateBlock->state.texture_states[stage][state];
3754 TRACE("Returning %#x.\n", *value);
3759 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3760 UINT stage, struct wined3d_texture *texture)
3762 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3763 struct wined3d_texture *prev;
3765 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3767 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3768 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3770 /* Windows accepts overflowing this array... we do not. */
3771 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3773 WARN("Ignoring invalid stage %u.\n", stage);
3777 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3778 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3780 WARN("Rejecting attempt to set scratch texture.\n");
3781 return WINED3DERR_INVALIDCALL;
3784 device->updateStateBlock->changed.textures |= 1 << stage;
3786 prev = device->updateStateBlock->state.textures[stage];
3787 TRACE("Previous texture %p.\n", prev);
3789 if (texture == prev)
3791 TRACE("App is setting the same texture again, nothing to do.\n");
3795 TRACE("Setting new texture to %p.\n", texture);
3796 device->updateStateBlock->state.textures[stage] = texture;
3798 if (device->isRecordingState)
3800 TRACE("Recording... not performing anything\n");
3802 if (texture) wined3d_texture_incref(texture);
3803 if (prev) wined3d_texture_decref(prev);
3810 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3812 wined3d_texture_incref(texture);
3814 if (!prev || texture->target != prev->target)
3815 device_invalidate_state(device, STATE_PIXELSHADER);
3817 if (!prev && stage < gl_info->limits.texture_stages)
3819 /* The source arguments for color and alpha ops have different
3820 * meanings when a NULL texture is bound, so the COLOROP and
3821 * ALPHAOP have to be dirtified. */
3822 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3823 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3826 if (bind_count == 1)
3827 texture->sampler = stage;
3832 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3834 wined3d_texture_decref(prev);
3836 if (!texture && stage < gl_info->limits.texture_stages)
3838 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3839 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3842 if (bind_count && prev->sampler == stage)
3846 /* Search for other stages the texture is bound to. Shouldn't
3847 * happen if applications bind textures to a single stage only. */
3848 TRACE("Searching for other stages the texture is bound to.\n");
3849 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3851 if (device->updateStateBlock->state.textures[i] == prev)
3853 TRACE("Texture is also bound to stage %u.\n", i);
3861 device_invalidate_state(device, STATE_SAMPLER(stage));
3866 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3867 UINT stage, struct wined3d_texture **texture)
3869 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3871 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3872 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3874 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3876 WARN("Ignoring invalid stage %u.\n", stage);
3877 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3880 *texture = device->stateBlock->state.textures[stage];
3882 wined3d_texture_incref(*texture);
3884 TRACE("Returning %p.\n", *texture);
3889 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3890 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3892 struct wined3d_swapchain *swapchain;
3895 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3896 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3898 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3901 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3905 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3906 wined3d_swapchain_decref(swapchain);
3909 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3916 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3918 TRACE("device %p, caps %p.\n", device, caps);
3920 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3923 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3924 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3926 struct wined3d_swapchain *swapchain;
3929 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3933 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3936 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3937 wined3d_swapchain_decref(swapchain);
3942 const struct wined3d_adapter *adapter = device->adapter;
3944 /* Don't read the real display mode, but return the stored mode
3945 * instead. X11 can't change the color depth, and some apps are
3946 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3947 * that GetDisplayMode still returns 24 bpp.
3949 * Also don't relay to the swapchain because with ddraw it's possible
3950 * that there isn't a swapchain at all. */
3951 mode->Width = adapter->screen_size.cx;
3952 mode->Height = adapter->screen_size.cy;
3953 mode->Format = adapter->screen_format;
3954 mode->RefreshRate = 0;
3961 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3963 struct wined3d_stateblock *stateblock;
3966 TRACE("device %p.\n", device);
3968 if (device->isRecordingState)
3969 return WINED3DERR_INVALIDCALL;
3971 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3975 wined3d_stateblock_decref(device->updateStateBlock);
3976 device->updateStateBlock = stateblock;
3977 device->isRecordingState = TRUE;
3979 TRACE("Recording stateblock %p.\n", stateblock);
3984 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3985 struct wined3d_stateblock **stateblock)
3987 struct wined3d_stateblock *object = device->updateStateBlock;
3989 TRACE("device %p, stateblock %p.\n", device, stateblock);
3991 if (!device->isRecordingState)
3993 WARN("Not recording.\n");
3995 return WINED3DERR_INVALIDCALL;
3998 stateblock_init_contained_states(object);
4000 *stateblock = object;
4001 device->isRecordingState = FALSE;
4002 device->updateStateBlock = device->stateBlock;
4003 wined3d_stateblock_incref(device->updateStateBlock);
4005 TRACE("Returning stateblock %p.\n", *stateblock);
4010 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
4012 /* At the moment we have no need for any functionality at the beginning
4014 TRACE("device %p.\n", device);
4016 if (device->inScene)
4018 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
4019 return WINED3DERR_INVALIDCALL;
4021 device->inScene = TRUE;
4025 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
4027 struct wined3d_context *context;
4029 TRACE("device %p.\n", device);
4031 if (!device->inScene)
4033 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4034 return WINED3DERR_INVALIDCALL;
4037 context = context_acquire(device, NULL);
4038 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4040 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4042 context_release(context);
4044 device->inScene = FALSE;
4048 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
4049 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4053 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4054 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4055 dst_window_override, dirty_region);
4057 for (i = 0; i < device->swapchain_count; ++i)
4059 wined3d_swapchain_present(device->swapchains[i], src_rect,
4060 dst_rect, dst_window_override, dirty_region, 0);
4066 /* Do not call while under the GL lock. */
4067 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4068 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4070 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4073 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4074 device, rect_count, rects, flags, color, depth, stencil);
4076 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4078 struct wined3d_surface *ds = device->fb.depth_stencil;
4081 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4082 /* TODO: What about depth stencil buffers without stencil bits? */
4083 return WINED3DERR_INVALIDCALL;
4085 else if (flags & WINED3DCLEAR_TARGET)
4087 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4088 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4090 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4096 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4098 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4099 &device->fb, rect_count, rects,
4100 &draw_rect, flags, &c, depth, stencil);
4103 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4104 WINED3DPRIMITIVETYPE primitive_type)
4106 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4108 device->updateStateBlock->changed.primitive_type = TRUE;
4109 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4112 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4113 WINED3DPRIMITIVETYPE *primitive_type)
4115 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4117 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4119 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4122 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4124 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4126 if (!device->stateBlock->state.vertex_declaration)
4128 WARN("Called without a valid vertex declaration set.\n");
4129 return WINED3DERR_INVALIDCALL;
4132 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4133 if (device->stateBlock->state.user_stream)
4135 device_invalidate_state(device, STATE_INDEXBUFFER);
4136 device->stateBlock->state.user_stream = FALSE;
4139 if (device->stateBlock->state.load_base_vertex_index)
4141 device->stateBlock->state.load_base_vertex_index = 0;
4142 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4145 /* Account for the loading offset due to index buffers. Instead of
4146 * reloading all sources correct it with the startvertex parameter. */
4147 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4151 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4153 struct wined3d_buffer *index_buffer;
4154 UINT index_size = 2;
4156 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4158 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4160 index_buffer = device->stateBlock->state.index_buffer;
4163 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4164 * without an index buffer set. (The first time at least...)
4165 * D3D8 simply dies, but I doubt it can do much harm to return
4166 * D3DERR_INVALIDCALL there as well. */
4167 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4168 return WINED3DERR_INVALIDCALL;
4171 if (!device->stateBlock->state.vertex_declaration)
4173 WARN("Called without a valid vertex declaration set.\n");
4174 return WINED3DERR_INVALIDCALL;
4177 if (device->stateBlock->state.user_stream)
4179 device_invalidate_state(device, STATE_INDEXBUFFER);
4180 device->stateBlock->state.user_stream = FALSE;
4182 vbo = index_buffer->buffer_object;
4184 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4189 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4190 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4192 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4193 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4196 drawPrimitive(device, index_count, start_idx, index_size,
4197 vbo ? NULL : index_buffer->resource.allocatedMemory);
4202 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4203 const void *stream_data, UINT stream_stride)
4205 struct wined3d_stream_state *stream;
4206 struct wined3d_buffer *vb;
4208 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4209 device, vertex_count, stream_data, stream_stride);
4211 if (!device->stateBlock->state.vertex_declaration)
4213 WARN("Called without a valid vertex declaration set.\n");
4214 return WINED3DERR_INVALIDCALL;
4217 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4218 stream = &device->stateBlock->state.streams[0];
4219 vb = stream->buffer;
4220 stream->buffer = (struct wined3d_buffer *)stream_data;
4222 wined3d_buffer_decref(vb);
4224 stream->stride = stream_stride;
4225 device->stateBlock->state.user_stream = TRUE;
4226 if (device->stateBlock->state.load_base_vertex_index)
4228 device->stateBlock->state.load_base_vertex_index = 0;
4229 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4232 /* TODO: Only mark dirty if drawing from a different UP address */
4233 device_invalidate_state(device, STATE_STREAMSRC);
4235 drawPrimitive(device, vertex_count, 0, 0, NULL);
4237 /* MSDN specifies stream zero settings must be set to NULL */
4238 stream->buffer = NULL;
4241 /* stream zero settings set to null at end, as per the msdn. No need to
4242 * mark dirty here, the app has to set the new stream sources or use UP
4247 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4248 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4249 const void *stream_data, UINT stream_stride)
4251 struct wined3d_stream_state *stream;
4252 struct wined3d_buffer *vb, *ib;
4255 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4256 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4258 if (!device->stateBlock->state.vertex_declaration)
4260 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4261 return WINED3DERR_INVALIDCALL;
4264 if (index_data_format_id == WINED3DFMT_R16_UINT)
4269 stream = &device->stateBlock->state.streams[0];
4270 vb = stream->buffer;
4271 stream->buffer = (struct wined3d_buffer *)stream_data;
4273 wined3d_buffer_decref(vb);
4275 stream->stride = stream_stride;
4276 device->stateBlock->state.user_stream = TRUE;
4278 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4279 device->stateBlock->state.base_vertex_index = 0;
4280 if (device->stateBlock->state.load_base_vertex_index)
4282 device->stateBlock->state.load_base_vertex_index = 0;
4283 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4285 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4286 device_invalidate_state(device, STATE_STREAMSRC);
4287 device_invalidate_state(device, STATE_INDEXBUFFER);
4289 drawPrimitive(device, index_count, 0, index_size, index_data);
4291 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4292 stream->buffer = NULL;
4294 ib = device->stateBlock->state.index_buffer;
4297 wined3d_buffer_decref(ib);
4298 device->stateBlock->state.index_buffer = NULL;
4300 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4301 * SetStreamSource to specify a vertex buffer
4307 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4308 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4310 /* Mark the state dirty until we have nicer tracking. It's fine to change
4311 * baseVertexIndex because that call is only called by ddraw which does
4312 * not need that value. */
4313 device_invalidate_state(device, STATE_VDECL);
4314 device_invalidate_state(device, STATE_STREAMSRC);
4315 device_invalidate_state(device, STATE_INDEXBUFFER);
4317 device->stateBlock->state.base_vertex_index = 0;
4318 device->up_strided = strided_data;
4319 drawPrimitive(device, vertex_count, 0, 0, NULL);
4320 device->up_strided = NULL;
4322 /* Invalidate the states again to make sure the values from the stateblock
4323 * are properly applied in the next regular draw. Note that the application-
4324 * provided strided data has ovwritten pretty much the entire vertex and
4325 * and index stream related states */
4326 device_invalidate_state(device, STATE_VDECL);
4327 device_invalidate_state(device, STATE_STREAMSRC);
4328 device_invalidate_state(device, STATE_INDEXBUFFER);
4332 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4333 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4334 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4336 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4338 /* Mark the state dirty until we have nicer tracking
4339 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4342 device_invalidate_state(device, STATE_VDECL);
4343 device_invalidate_state(device, STATE_STREAMSRC);
4344 device_invalidate_state(device, STATE_INDEXBUFFER);
4346 device->stateBlock->state.user_stream = TRUE;
4347 device->stateBlock->state.base_vertex_index = 0;
4348 device->up_strided = strided_data;
4349 drawPrimitive(device, index_count, 0, index_size, index_data);
4350 device->up_strided = NULL;
4352 device_invalidate_state(device, STATE_VDECL);
4353 device_invalidate_state(device, STATE_STREAMSRC);
4354 device_invalidate_state(device, STATE_INDEXBUFFER);
4358 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4359 static HRESULT device_update_volume(struct wined3d_device *device,
4360 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4362 WINED3DLOCKED_BOX src;
4363 WINED3DLOCKED_BOX dst;
4366 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4367 device, src_volume, dst_volume);
4369 /* TODO: Implement direct loading into the gl volume instead of using
4370 * memcpy and dirtification to improve loading performance. */
4371 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4372 if (FAILED(hr)) return hr;
4373 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4376 wined3d_volume_unmap(src_volume);
4380 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4382 hr = wined3d_volume_unmap(dst_volume);
4384 wined3d_volume_unmap(src_volume);
4386 hr = wined3d_volume_unmap(src_volume);
4391 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4392 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4394 unsigned int level_count, i;
4395 WINED3DRESOURCETYPE type;
4398 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4400 /* Verify that the source and destination textures are non-NULL. */
4401 if (!src_texture || !dst_texture)
4403 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4404 return WINED3DERR_INVALIDCALL;
4407 if (src_texture == dst_texture)
4409 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4410 return WINED3DERR_INVALIDCALL;
4413 /* Verify that the source and destination textures are the same type. */
4414 type = src_texture->resource.resourceType;
4415 if (dst_texture->resource.resourceType != type)
4417 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4418 return WINED3DERR_INVALIDCALL;
4421 /* Check that both textures have the identical numbers of levels. */
4422 level_count = wined3d_texture_get_level_count(src_texture);
4423 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4425 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4426 return WINED3DERR_INVALIDCALL;
4429 /* Make sure that the destination texture is loaded. */
4430 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4432 /* Update every surface level of the texture. */
4435 case WINED3DRTYPE_TEXTURE:
4437 struct wined3d_surface *src_surface;
4438 struct wined3d_surface *dst_surface;
4440 for (i = 0; i < level_count; ++i)
4442 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4443 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4444 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4447 WARN("Failed to update surface, hr %#x.\n", hr);
4454 case WINED3DRTYPE_CUBETEXTURE:
4456 struct wined3d_surface *src_surface;
4457 struct wined3d_surface *dst_surface;
4459 for (i = 0; i < level_count * 6; ++i)
4461 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4462 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4463 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4466 WARN("Failed to update surface, hr %#x.\n", hr);
4473 case WINED3DRTYPE_VOLUMETEXTURE:
4475 for (i = 0; i < level_count; ++i)
4477 hr = device_update_volume(device,
4478 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4479 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4482 WARN("Failed to update volume, hr %#x.\n", hr);
4490 FIXME("Unsupported texture type %#x.\n", type);
4491 return WINED3DERR_INVALIDCALL;
4497 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4498 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4500 struct wined3d_swapchain *swapchain;
4503 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4505 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4506 if (FAILED(hr)) return hr;
4508 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4509 wined3d_swapchain_decref(swapchain);
4514 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4516 const struct wined3d_state *state = &device->stateBlock->state;
4517 struct wined3d_texture *texture;
4520 TRACE("device %p, num_passes %p.\n", device, num_passes);
4522 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4524 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4526 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4527 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4529 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4531 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4532 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4535 texture = state->textures[i];
4536 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4538 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4540 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4543 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4545 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4548 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4549 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4551 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4556 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4557 state->render_states[WINED3DRS_STENCILENABLE])
4559 struct wined3d_surface *ds = device->fb.depth_stencil;
4560 struct wined3d_surface *target = device->fb.render_targets[0];
4563 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4565 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4566 return WINED3DERR_CONFLICTINGRENDERSTATE;
4570 /* return a sensible default */
4573 TRACE("returning D3D_OK\n");
4577 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4581 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4583 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4584 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4585 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4586 device_invalidate_state(device, STATE_SAMPLER(i));
4590 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4591 UINT palette_idx, const PALETTEENTRY *entries)
4595 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4597 if (palette_idx >= MAX_PALETTES)
4599 WARN("Invalid palette index %u.\n", palette_idx);
4600 return WINED3DERR_INVALIDCALL;
4603 if (palette_idx >= device->palette_count)
4605 UINT new_size = device->palette_count;
4606 PALETTEENTRY **palettes;
4611 } while (palette_idx >= new_size);
4612 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4615 ERR("Out of memory!\n");
4616 return E_OUTOFMEMORY;
4618 device->palettes = palettes;
4619 device->palette_count = new_size;
4622 if (!device->palettes[palette_idx])
4624 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4625 if (!device->palettes[palette_idx])
4627 ERR("Out of memory!\n");
4628 return E_OUTOFMEMORY;
4632 for (i = 0; i < 256; ++i)
4634 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4635 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4636 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4637 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4640 if (palette_idx == device->currentPalette)
4641 dirtify_p8_texture_samplers(device);
4646 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4647 UINT palette_idx, PALETTEENTRY *entries)
4651 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4653 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4655 /* What happens in such situation isn't documented; Native seems to
4656 * silently abort on such conditions. */
4657 WARN("Invalid palette index %u.\n", palette_idx);
4658 return WINED3DERR_INVALIDCALL;
4661 for (i = 0; i < 256; ++i)
4663 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4664 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4665 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4666 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4672 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4674 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4676 /* Native appears to silently abort on attempt to make an uninitialized
4677 * palette current and render. (tested with reference rasterizer). */
4678 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4680 WARN("Invalid palette index %u.\n", palette_idx);
4681 return WINED3DERR_INVALIDCALL;
4684 /* TODO: stateblocks? */
4685 if (device->currentPalette != palette_idx)
4687 device->currentPalette = palette_idx;
4688 dirtify_p8_texture_samplers(device);
4694 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4696 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4699 return WINED3DERR_INVALIDCALL;
4701 *palette_idx = device->currentPalette;
4706 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4710 TRACE("device %p, software %#x.\n", device, software);
4714 FIXME("device %p, software %#x stub!\n", device, software);
4718 device->softwareVertexProcessing = software;
4723 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4727 TRACE("device %p.\n", device);
4731 TRACE("device %p stub!\n", device);
4735 return device->softwareVertexProcessing;
4738 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4739 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4741 struct wined3d_swapchain *swapchain;
4744 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4745 device, swapchain_idx, raster_status);
4747 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4750 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4754 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4755 wined3d_swapchain_decref(swapchain);
4758 WARN("Failed to get raster status, hr %#x.\n", hr);
4765 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4769 TRACE("device %p, segments %.8e.\n", device, segments);
4771 if (segments != 0.0f)
4775 FIXME("device %p, segments %.8e stub!\n", device, segments);
4783 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4787 TRACE("device %p.\n", device);
4791 FIXME("device %p stub!\n", device);
4798 static inline void invalidate_active_texture(struct wined3d_device *device, struct wined3d_context *context)
4800 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
4801 if (sampler != WINED3D_UNMAPPED_STAGE)
4802 context_invalidate_state(context, STATE_SAMPLER(sampler));
4805 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4806 struct wined3d_surface *src_surface, const RECT *src_rect,
4807 struct wined3d_surface *dst_surface, const POINT *dst_point)
4809 const struct wined3d_format *src_format;
4810 const struct wined3d_format *dst_format;
4811 const struct wined3d_gl_info *gl_info;
4812 struct wined3d_context *context;
4813 struct wined3d_bo_address data;
4814 struct wined3d_format format;
4815 UINT update_w, update_h;
4816 CONVERT_TYPES convert;
4822 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4823 device, src_surface, wine_dbgstr_rect(src_rect),
4824 dst_surface, wine_dbgstr_point(dst_point));
4826 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4828 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4829 src_surface, dst_surface);
4830 return WINED3DERR_INVALIDCALL;
4833 src_format = src_surface->resource.format;
4834 dst_format = dst_surface->resource.format;
4836 if (src_format->id != dst_format->id)
4838 WARN("Source and destination surfaces should have the same format.\n");
4839 return WINED3DERR_INVALIDCALL;
4848 else if (dst_point->x < 0 || dst_point->y < 0)
4850 WARN("Invalid destination point.\n");
4851 return WINED3DERR_INVALIDCALL;
4858 r.right = src_surface->resource.width;
4859 r.bottom = src_surface->resource.height;
4862 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4863 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4865 WARN("Invalid source rectangle.\n");
4866 return WINED3DERR_INVALIDCALL;
4869 src_w = src_surface->resource.width;
4870 src_h = src_surface->resource.height;
4872 dst_w = dst_surface->resource.width;
4873 dst_h = dst_surface->resource.height;
4875 update_w = src_rect->right - src_rect->left;
4876 update_h = src_rect->bottom - src_rect->top;
4878 if (update_w > dst_w || dst_point->x > dst_w - update_w
4879 || update_h > dst_h || dst_point->y > dst_h - update_h)
4881 WARN("Destination out of bounds.\n");
4882 return WINED3DERR_INVALIDCALL;
4885 /* NPOT block sizes would be silly. */
4886 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4887 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4888 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4890 WARN("Update rect not block-aligned.\n");
4891 return WINED3DERR_INVALIDCALL;
4894 /* This call loads the OpenGL surface directly, instead of copying the
4895 * surface to the destination's sysmem copy. If surface conversion is
4896 * needed, use BltFast instead to copy in sysmem and use regular surface
4898 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4899 if (convert != NO_CONVERSION || format.convert)
4900 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4902 context = context_acquire(device, NULL);
4903 gl_info = context->gl_info;
4905 /* Only load the surface for partial updates. For newly allocated texture
4906 * the texture wouldn't be the current location, and we'd upload zeroes
4907 * just to overwrite them again. */
4908 if (update_w == dst_w && update_h == dst_h)
4909 surface_prepare_texture(dst_surface, context, FALSE);
4911 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4912 surface_bind(dst_surface, context, FALSE);
4914 data.buffer_object = 0;
4915 data.addr = src_surface->resource.allocatedMemory;
4918 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4920 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4922 invalidate_active_texture(device, context);
4924 context_release(context);
4926 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4930 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4931 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4933 struct WineD3DRectPatch *patch;
4934 GLenum old_primitive_type;
4939 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4940 device, handle, num_segs, rect_patch_info);
4942 if (!(handle || rect_patch_info))
4944 /* TODO: Write a test for the return value, thus the FIXME */
4945 FIXME("Both handle and rect_patch_info are NULL.\n");
4946 return WINED3DERR_INVALIDCALL;
4951 i = PATCHMAP_HASHFUNC(handle);
4953 LIST_FOR_EACH(e, &device->patches[i])
4955 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4956 if (patch->Handle == handle)
4965 TRACE("Patch does not exist. Creating a new one\n");
4966 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4967 patch->Handle = handle;
4968 list_add_head(&device->patches[i], &patch->entry);
4970 TRACE("Found existing patch %p\n", patch);
4975 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4976 * attributes we have to tesselate, read back, and draw. This needs a patch
4977 * management structure instance. Create one.
4979 * A possible improvement is to check if a vertex shader is used, and if not directly
4982 FIXME("Drawing an uncached patch. This is slow\n");
4983 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4986 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4987 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4988 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4991 TRACE("Tesselation density or patch info changed, retesselating\n");
4993 if (rect_patch_info)
4994 patch->RectPatchInfo = *rect_patch_info;
4996 patch->numSegs[0] = num_segs[0];
4997 patch->numSegs[1] = num_segs[1];
4998 patch->numSegs[2] = num_segs[2];
4999 patch->numSegs[3] = num_segs[3];
5001 hr = tesselate_rectpatch(device, patch);
5004 WARN("Patch tesselation failed.\n");
5006 /* Do not release the handle to store the params of the patch */
5008 HeapFree(GetProcessHeap(), 0, patch);
5014 old_primitive_type = device->stateBlock->state.gl_primitive_type;
5015 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
5016 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
5017 device->stateBlock->state.gl_primitive_type = old_primitive_type;
5019 /* Destroy uncached patches */
5022 HeapFree(GetProcessHeap(), 0, patch->mem);
5023 HeapFree(GetProcessHeap(), 0, patch);
5028 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
5029 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
5031 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
5032 device, handle, segment_count, patch_info);
5037 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
5039 struct WineD3DRectPatch *patch;
5043 TRACE("device %p, handle %#x.\n", device, handle);
5045 i = PATCHMAP_HASHFUNC(handle);
5046 LIST_FOR_EACH(e, &device->patches[i])
5048 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5049 if (patch->Handle == handle)
5051 TRACE("Deleting patch %p\n", patch);
5052 list_remove(&patch->entry);
5053 HeapFree(GetProcessHeap(), 0, patch->mem);
5054 HeapFree(GetProcessHeap(), 0, patch);
5059 /* TODO: Write a test for the return value */
5060 FIXME("Attempt to destroy nonexistent patch\n");
5061 return WINED3DERR_INVALIDCALL;
5064 /* Do not call while under the GL lock. */
5065 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
5066 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
5070 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5071 device, surface, wine_dbgstr_rect(rect),
5072 color->r, color->g, color->b, color->a);
5074 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
5076 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5077 return WINED3DERR_INVALIDCALL;
5082 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
5086 return surface_color_fill(surface, rect, color);
5089 /* Do not call while under the GL lock. */
5090 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5091 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5093 struct wined3d_resource *resource;
5097 resource = rendertarget_view->resource;
5098 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5100 FIXME("Only supported on surface resources\n");
5104 SetRect(&rect, 0, 0, resource->width, resource->height);
5105 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
5106 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5109 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5110 UINT render_target_idx, struct wined3d_surface **render_target)
5112 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5113 device, render_target_idx, render_target);
5115 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5117 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5118 return WINED3DERR_INVALIDCALL;
5121 *render_target = device->fb.render_targets[render_target_idx];
5123 wined3d_surface_incref(*render_target);
5125 TRACE("Returning render target %p.\n", *render_target);
5130 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5132 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5134 *depth_stencil = device->fb.depth_stencil;
5135 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5137 if (!*depth_stencil)
5138 return WINED3DERR_NOTFOUND;
5140 wined3d_surface_incref(*depth_stencil);
5145 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5146 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5148 struct wined3d_surface *prev;
5150 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5151 device, render_target_idx, render_target, set_viewport);
5153 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5155 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5156 return WINED3DERR_INVALIDCALL;
5159 prev = device->fb.render_targets[render_target_idx];
5160 if (render_target == prev)
5162 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5166 /* Render target 0 can't be set to NULL. */
5167 if (!render_target && !render_target_idx)
5169 WARN("Trying to set render target 0 to NULL.\n");
5170 return WINED3DERR_INVALIDCALL;
5173 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5175 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5176 return WINED3DERR_INVALIDCALL;
5180 wined3d_surface_incref(render_target);
5181 device->fb.render_targets[render_target_idx] = render_target;
5182 /* Release after the assignment, to prevent device_resource_released()
5183 * from seeing the surface as still in use. */
5185 wined3d_surface_decref(prev);
5187 /* Render target 0 is special. */
5188 if (!render_target_idx && set_viewport)
5190 /* Set the viewport and scissor rectangles, if requested. Tests show
5191 * that stateblock recording is ignored, the change goes directly
5192 * into the primary stateblock. */
5193 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5194 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5195 device->stateBlock->state.viewport.X = 0;
5196 device->stateBlock->state.viewport.Y = 0;
5197 device->stateBlock->state.viewport.MaxZ = 1.0f;
5198 device->stateBlock->state.viewport.MinZ = 0.0f;
5199 device_invalidate_state(device, STATE_VIEWPORT);
5201 device->stateBlock->state.scissor_rect.top = 0;
5202 device->stateBlock->state.scissor_rect.left = 0;
5203 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5204 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5205 device_invalidate_state(device, STATE_SCISSORRECT);
5208 device_invalidate_state(device, STATE_FRAMEBUFFER);
5213 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5215 struct wined3d_surface *prev = device->fb.depth_stencil;
5217 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5218 device, depth_stencil, prev);
5220 if (prev == depth_stencil)
5222 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5228 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5229 || prev->flags & SFLAG_DISCARD)
5231 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5232 prev->resource.width, prev->resource.height);
5233 if (prev == device->onscreen_depth_stencil)
5235 wined3d_surface_decref(device->onscreen_depth_stencil);
5236 device->onscreen_depth_stencil = NULL;
5241 device->fb.depth_stencil = depth_stencil;
5243 wined3d_surface_incref(depth_stencil);
5245 if (!prev != !depth_stencil)
5247 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5248 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5249 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5250 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5251 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5253 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5255 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5258 wined3d_surface_decref(prev);
5260 device_invalidate_state(device, STATE_FRAMEBUFFER);
5265 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5266 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5268 WINED3DLOCKED_RECT lockedRect;
5270 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5271 device, x_hotspot, y_hotspot, cursor_image);
5273 /* some basic validation checks */
5274 if (device->cursorTexture)
5276 struct wined3d_context *context = context_acquire(device, NULL);
5278 glDeleteTextures(1, &device->cursorTexture);
5280 context_release(context);
5281 device->cursorTexture = 0;
5286 WINED3DLOCKED_RECT rect;
5288 /* MSDN: Cursor must be A8R8G8B8 */
5289 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5291 WARN("surface %p has an invalid format.\n", cursor_image);
5292 return WINED3DERR_INVALIDCALL;
5295 /* MSDN: Cursor must be smaller than the display mode */
5296 if (cursor_image->resource.width > device->adapter->screen_size.cx
5297 || cursor_image->resource.height > device->adapter->screen_size.cy)
5299 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5300 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5301 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5302 return WINED3DERR_INVALIDCALL;
5305 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5307 /* Do not store the surface's pointer because the application may
5308 * release it after setting the cursor image. Windows doesn't
5309 * addref the set surface, so we can't do this either without
5310 * creating circular refcount dependencies. Copy out the gl texture
5312 device->cursorWidth = cursor_image->resource.width;
5313 device->cursorHeight = cursor_image->resource.height;
5314 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5316 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5317 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5318 struct wined3d_context *context;
5319 char *mem, *bits = rect.pBits;
5320 GLint intfmt = format->glInternal;
5321 GLint gl_format = format->glFormat;
5322 GLint type = format->glType;
5323 INT height = device->cursorHeight;
5324 INT width = device->cursorWidth;
5325 INT bpp = format->byte_count;
5328 /* Reformat the texture memory (pitch and width can be
5330 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5331 for(i = 0; i < height; i++)
5332 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5333 wined3d_surface_unmap(cursor_image);
5335 context = context_acquire(device, NULL);
5339 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5341 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5342 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5345 invalidate_active_texture(device, context);
5346 /* Create a new cursor texture */
5347 glGenTextures(1, &device->cursorTexture);
5348 checkGLcall("glGenTextures");
5349 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5350 /* Copy the bitmap memory into the cursor texture */
5351 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5352 checkGLcall("glTexImage2D");
5353 HeapFree(GetProcessHeap(), 0, mem);
5355 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5357 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5358 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5363 context_release(context);
5367 FIXME("A cursor texture was not returned.\n");
5368 device->cursorTexture = 0;
5371 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5373 /* Draw a hardware cursor */
5374 ICONINFO cursorInfo;
5376 /* Create and clear maskBits because it is not needed for
5377 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5379 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5380 (cursor_image->resource.width * cursor_image->resource.height / 8));
5381 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5382 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5383 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5385 cursorInfo.fIcon = FALSE;
5386 cursorInfo.xHotspot = x_hotspot;
5387 cursorInfo.yHotspot = y_hotspot;
5388 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5390 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5391 1, 32, lockedRect.pBits);
5392 wined3d_surface_unmap(cursor_image);
5393 /* Create our cursor and clean up. */
5394 cursor = CreateIconIndirect(&cursorInfo);
5395 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5396 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5397 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5398 device->hardwareCursor = cursor;
5399 if (device->bCursorVisible) SetCursor( cursor );
5400 HeapFree(GetProcessHeap(), 0, maskBits);
5404 device->xHotSpot = x_hotspot;
5405 device->yHotSpot = y_hotspot;
5409 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5410 int x_screen_space, int y_screen_space, DWORD flags)
5412 TRACE("device %p, x %d, y %d, flags %#x.\n",
5413 device, x_screen_space, y_screen_space, flags);
5415 device->xScreenSpace = x_screen_space;
5416 device->yScreenSpace = y_screen_space;
5418 /* switch to the software cursor if position diverges from the hardware one */
5419 if (device->hardwareCursor)
5422 GetCursorPos( &pt );
5423 if (x_screen_space != pt.x || y_screen_space != pt.y)
5425 if (device->bCursorVisible) SetCursor( NULL );
5426 DestroyCursor( device->hardwareCursor );
5427 device->hardwareCursor = 0;
5432 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5434 BOOL oldVisible = device->bCursorVisible;
5436 TRACE("device %p, show %#x.\n", device, show);
5439 * When ShowCursor is first called it should make the cursor appear at the OS's last
5440 * known cursor position.
5442 if (show && !oldVisible)
5446 device->xScreenSpace = pt.x;
5447 device->yScreenSpace = pt.y;
5450 if (device->hardwareCursor)
5452 device->bCursorVisible = show;
5454 SetCursor(device->hardwareCursor);
5460 if (device->cursorTexture)
5461 device->bCursorVisible = show;
5467 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5469 struct wined3d_resource *resource, *cursor;
5471 TRACE("device %p.\n", device);
5473 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5475 TRACE("Checking resource %p for eviction.\n", resource);
5477 if (resource->pool == WINED3DPOOL_MANAGED)
5479 TRACE("Evicting %p.\n", resource);
5480 resource->resource_ops->resource_unload(resource);
5484 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5485 device_invalidate_state(device, STATE_STREAMSRC);
5488 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5489 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5491 struct wined3d_device *device = surface->resource.device;
5492 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5494 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5495 if (surface->flags & SFLAG_DIBSECTION)
5497 /* Release the DC */
5498 SelectObject(surface->hDC, surface->dib.holdbitmap);
5499 DeleteDC(surface->hDC);
5500 /* Release the DIB section */
5501 DeleteObject(surface->dib.DIBsection);
5502 surface->dib.bitmap_data = NULL;
5503 surface->resource.allocatedMemory = NULL;
5504 surface->flags &= ~SFLAG_DIBSECTION;
5506 surface->resource.width = pPresentationParameters->BackBufferWidth;
5507 surface->resource.height = pPresentationParameters->BackBufferHeight;
5508 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5509 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5511 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5512 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5514 surface->pow2Width = surface->pow2Height = 1;
5515 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5516 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5519 surface->resource.multisample_type = pPresentationParameters->MultiSampleType;
5520 surface->resource.multisample_quality = pPresentationParameters->MultiSampleQuality;
5522 surface->resource.resource_ops->resource_unload(&surface->resource);
5524 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5525 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5527 surface->flags |= SFLAG_NONPOW2;
5531 surface->flags &= ~SFLAG_NONPOW2;
5533 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5534 surface->resource.allocatedMemory = NULL;
5535 surface->resource.heapMemory = NULL;
5536 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5538 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5540 if (!surface_init_sysmem(surface))
5542 return E_OUTOFMEMORY;
5547 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5550 WINED3DDISPLAYMODE m;
5553 /* All Windowed modes are supported, as is leaving the current mode */
5554 if(pp->Windowed) return TRUE;
5555 if(!pp->BackBufferWidth) return TRUE;
5556 if(!pp->BackBufferHeight) return TRUE;
5558 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5559 for (i = 0; i < count; ++i)
5561 memset(&m, 0, sizeof(m));
5562 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5564 ERR("Failed to enumerate adapter mode.\n");
5565 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5566 /* Mode found, it is supported. */
5569 /* Mode not found -> not supported */
5573 /* Do not call while under the GL lock. */
5574 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5576 struct wined3d_resource *resource, *cursor;
5577 const struct wined3d_gl_info *gl_info;
5578 struct wined3d_context *context;
5579 struct wined3d_shader *shader;
5581 context = context_acquire(device, NULL);
5582 gl_info = context->gl_info;
5584 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5586 TRACE("Unloading resource %p.\n", resource);
5588 resource->resource_ops->resource_unload(resource);
5591 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5593 device->shader_backend->shader_destroy(shader);
5597 if (device->depth_blt_texture)
5599 glDeleteTextures(1, &device->depth_blt_texture);
5600 device->depth_blt_texture = 0;
5602 if (device->cursorTexture)
5604 glDeleteTextures(1, &device->cursorTexture);
5605 device->cursorTexture = 0;
5609 device->blitter->free_private(device);
5610 device->frag_pipe->free_private(device);
5611 device->shader_backend->shader_free_private(device);
5612 destroy_dummy_textures(device, gl_info);
5614 context_release(context);
5616 while (device->context_count)
5618 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5621 HeapFree(GetProcessHeap(), 0, swapchain->context);
5622 swapchain->context = NULL;
5625 /* Do not call while under the GL lock. */
5626 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5628 struct wined3d_context *context;
5629 struct wined3d_surface *target;
5632 /* Recreate the primary swapchain's context */
5633 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5634 if (!swapchain->context)
5636 ERR("Failed to allocate memory for swapchain context array.\n");
5637 return E_OUTOFMEMORY;
5640 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5641 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5643 WARN("Failed to create context.\n");
5644 HeapFree(GetProcessHeap(), 0, swapchain->context);
5648 swapchain->context[0] = context;
5649 swapchain->num_contexts = 1;
5650 create_dummy_textures(device, context);
5651 context_release(context);
5653 hr = device->shader_backend->shader_alloc_private(device);
5656 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5660 hr = device->frag_pipe->alloc_private(device);
5663 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5664 device->shader_backend->shader_free_private(device);
5668 hr = device->blitter->alloc_private(device);
5671 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5672 device->frag_pipe->free_private(device);
5673 device->shader_backend->shader_free_private(device);
5680 context_acquire(device, NULL);
5681 destroy_dummy_textures(device, context->gl_info);
5682 context_release(context);
5683 context_destroy(device, context);
5684 HeapFree(GetProcessHeap(), 0, swapchain->context);
5685 swapchain->num_contexts = 0;
5689 /* Do not call while under the GL lock. */
5690 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5691 WINED3DPRESENT_PARAMETERS *present_parameters,
5692 wined3d_device_reset_cb callback)
5694 struct wined3d_resource *resource, *cursor;
5695 struct wined3d_swapchain *swapchain;
5696 BOOL DisplayModeChanged = FALSE;
5697 BOOL update_desc = FALSE;
5698 WINED3DDISPLAYMODE mode;
5702 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5704 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5705 for (i = 0; i < MAX_STREAMS; ++i)
5707 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5709 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5711 wined3d_device_set_texture(device, i, NULL);
5713 if (device->onscreen_depth_stencil)
5715 wined3d_surface_decref(device->onscreen_depth_stencil);
5716 device->onscreen_depth_stencil = NULL;
5719 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5721 TRACE("Enumerating resource %p.\n", resource);
5722 if (FAILED(hr = callback(resource)))
5726 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5729 ERR("Failed to get the first implicit swapchain\n");
5733 if (!is_display_mode_supported(device, present_parameters))
5735 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5736 WARN("Requested mode: %d, %d.\n",
5737 present_parameters->BackBufferWidth,
5738 present_parameters->BackBufferHeight);
5739 wined3d_swapchain_decref(swapchain);
5740 return WINED3DERR_INVALIDCALL;
5743 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5744 * on an existing gl context, so there's no real need for recreation.
5746 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5748 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5750 TRACE("New params:\n");
5751 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5752 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5753 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5754 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5755 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5756 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5757 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5758 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5759 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5760 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5761 TRACE("Flags = %08x\n", present_parameters->Flags);
5762 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5763 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5765 /* No special treatment of these parameters. Just store them */
5766 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5767 swapchain->presentParms.Flags = present_parameters->Flags;
5768 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5769 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5771 /* What to do about these? */
5772 if (present_parameters->BackBufferCount
5773 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5774 FIXME("Cannot change the back buffer count yet.\n");
5776 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5777 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5778 FIXME("Cannot change the back buffer format yet.\n");
5780 if (present_parameters->hDeviceWindow
5781 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5782 FIXME("Cannot change the device window yet.\n");
5784 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5788 TRACE("Creating the depth stencil buffer\n");
5790 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5791 present_parameters->BackBufferWidth,
5792 present_parameters->BackBufferHeight,
5793 present_parameters->AutoDepthStencilFormat,
5794 present_parameters->MultiSampleType,
5795 present_parameters->MultiSampleQuality,
5797 &device->auto_depth_stencil);
5800 ERR("Failed to create the depth stencil buffer.\n");
5801 wined3d_swapchain_decref(swapchain);
5802 return WINED3DERR_INVALIDCALL;
5806 if (device->onscreen_depth_stencil)
5808 wined3d_surface_decref(device->onscreen_depth_stencil);
5809 device->onscreen_depth_stencil = NULL;
5812 /* Reset the depth stencil */
5813 if (present_parameters->EnableAutoDepthStencil)
5814 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5816 wined3d_device_set_depth_stencil(device, NULL);
5818 TRACE("Resetting stateblock\n");
5819 wined3d_stateblock_decref(device->updateStateBlock);
5820 wined3d_stateblock_decref(device->stateBlock);
5822 if (present_parameters->Windowed)
5824 mode.Width = swapchain->orig_width;
5825 mode.Height = swapchain->orig_height;
5826 mode.RefreshRate = 0;
5827 mode.Format = swapchain->presentParms.BackBufferFormat;
5831 mode.Width = present_parameters->BackBufferWidth;
5832 mode.Height = present_parameters->BackBufferHeight;
5833 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5834 mode.Format = swapchain->presentParms.BackBufferFormat;
5837 /* Should Width == 800 && Height == 0 set 800x600? */
5838 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5839 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5840 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5842 if (!present_parameters->Windowed)
5843 DisplayModeChanged = TRUE;
5845 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5846 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5850 if (present_parameters->MultiSampleType != swapchain->presentParms.MultiSampleType
5851 || present_parameters->MultiSampleQuality != swapchain->presentParms.MultiSampleQuality)
5853 swapchain->presentParms.MultiSampleType = present_parameters->MultiSampleType;
5854 swapchain->presentParms.MultiSampleQuality = present_parameters->MultiSampleQuality;
5862 hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5865 wined3d_swapchain_decref(swapchain);
5869 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5871 hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5874 wined3d_swapchain_decref(swapchain);
5878 if (device->auto_depth_stencil)
5880 hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5883 wined3d_swapchain_decref(swapchain);
5889 delete_opengl_contexts(device, swapchain);
5891 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5892 || DisplayModeChanged)
5894 wined3d_device_set_display_mode(device, 0, &mode);
5896 if (!present_parameters->Windowed)
5898 if (swapchain->presentParms.Windowed)
5900 HWND focus_window = device->createParms.hFocusWindow;
5902 focus_window = present_parameters->hDeviceWindow;
5903 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5905 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5906 wined3d_swapchain_decref(swapchain);
5910 /* switch from windowed to fs */
5911 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5912 present_parameters->BackBufferWidth,
5913 present_parameters->BackBufferHeight);
5917 /* Fullscreen -> fullscreen mode change */
5918 MoveWindow(swapchain->device_window, 0, 0,
5919 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5923 else if (!swapchain->presentParms.Windowed)
5925 /* Fullscreen -> windowed switch */
5926 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5927 wined3d_device_release_focus_window(device);
5929 swapchain->presentParms.Windowed = present_parameters->Windowed;
5931 else if (!present_parameters->Windowed)
5933 DWORD style = device->style;
5934 DWORD exStyle = device->exStyle;
5935 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5936 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5937 * Reset to clear up their mess. Guild Wars also loses the device during that.
5940 device->exStyle = 0;
5941 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5942 present_parameters->BackBufferWidth,
5943 present_parameters->BackBufferHeight);
5944 device->style = style;
5945 device->exStyle = exStyle;
5948 /* Note: No parent needed for initial internal stateblock */
5949 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5951 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5953 TRACE("Created stateblock %p.\n", device->stateBlock);
5954 device->updateStateBlock = device->stateBlock;
5955 wined3d_stateblock_incref(device->updateStateBlock);
5957 stateblock_init_default_state(device->stateBlock);
5959 swapchain_update_render_to_fbo(swapchain);
5960 swapchain_update_draw_bindings(swapchain);
5962 hr = create_primary_opengl_context(device, swapchain);
5963 wined3d_swapchain_decref(swapchain);
5965 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5971 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5973 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5975 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5981 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5982 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5984 TRACE("device %p, parameters %p.\n", device, parameters);
5986 *parameters = device->createParms;
5990 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5991 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5993 struct wined3d_swapchain *swapchain;
5995 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5996 device, swapchain_idx, flags, ramp);
5998 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
6000 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
6001 wined3d_swapchain_decref(swapchain);
6005 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
6007 struct wined3d_swapchain *swapchain;
6009 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
6010 device, swapchain_idx, ramp);
6012 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
6014 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
6015 wined3d_swapchain_decref(swapchain);
6019 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
6021 TRACE("device %p, resource %p.\n", device, resource);
6023 list_add_head(&device->resources, &resource->resource_list_entry);
6026 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
6028 TRACE("device %p, resource %p.\n", device, resource);
6030 list_remove(&resource->resource_list_entry);
6033 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
6035 WINED3DRESOURCETYPE type = resource->resourceType;
6038 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
6040 context_resource_released(device, resource, type);
6044 case WINED3DRTYPE_SURFACE:
6046 struct wined3d_surface *surface = surface_from_resource(resource);
6048 if (!device->d3d_initialized) break;
6050 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
6052 if (device->fb.render_targets[i] == surface)
6054 ERR("Surface %p is still in use as render target %u.\n", surface, i);
6055 device->fb.render_targets[i] = NULL;
6059 if (device->fb.depth_stencil == surface)
6061 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
6062 device->fb.depth_stencil = NULL;
6067 case WINED3DRTYPE_TEXTURE:
6068 case WINED3DRTYPE_CUBETEXTURE:
6069 case WINED3DRTYPE_VOLUMETEXTURE:
6070 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
6072 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
6074 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
6076 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6077 texture, device->stateBlock, i);
6078 device->stateBlock->state.textures[i] = NULL;
6081 if (device->updateStateBlock != device->stateBlock
6082 && device->updateStateBlock->state.textures[i] == texture)
6084 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6085 texture, device->updateStateBlock, i);
6086 device->updateStateBlock->state.textures[i] = NULL;
6091 case WINED3DRTYPE_BUFFER:
6093 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6095 for (i = 0; i < MAX_STREAMS; ++i)
6097 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6099 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6100 buffer, device->stateBlock, i);
6101 device->stateBlock->state.streams[i].buffer = NULL;
6104 if (device->updateStateBlock != device->stateBlock
6105 && device->updateStateBlock->state.streams[i].buffer == buffer)
6107 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6108 buffer, device->updateStateBlock, i);
6109 device->updateStateBlock->state.streams[i].buffer = NULL;
6114 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6116 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6117 buffer, device->stateBlock);
6118 device->stateBlock->state.index_buffer = NULL;
6121 if (device->updateStateBlock != device->stateBlock
6122 && device->updateStateBlock->state.index_buffer == buffer)
6124 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6125 buffer, device->updateStateBlock);
6126 device->updateStateBlock->state.index_buffer = NULL;
6135 /* Remove the resource from the resourceStore */
6136 device_resource_remove(device, resource);
6138 TRACE("Resource released.\n");
6141 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6142 HDC dc, struct wined3d_surface **surface)
6144 struct wined3d_resource *resource;
6146 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6148 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6150 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6152 struct wined3d_surface *s = surface_from_resource(resource);
6156 TRACE("Found surface %p for dc %p.\n", s, dc);
6163 return WINED3DERR_INVALIDCALL;
6166 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6167 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6168 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6170 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6171 const struct fragment_pipeline *fragment_pipeline;
6172 struct shader_caps shader_caps;
6173 struct fragment_caps ffp_caps;
6174 WINED3DDISPLAYMODE mode;
6179 device->wined3d = wined3d;
6180 wined3d_incref(device->wined3d);
6181 device->adapter = wined3d->adapter_count ? adapter : NULL;
6182 device->device_parent = device_parent;
6183 list_init(&device->resources);
6184 list_init(&device->shaders);
6185 device->surface_alignment = surface_alignment;
6187 /* Get the initial screen setup for ddraw. */
6188 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6191 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6192 wined3d_decref(device->wined3d);
6195 adapter->screen_size.cx = mode.Width;
6196 adapter->screen_size.cy = mode.Height;
6197 adapter->screen_format = mode.Format;
6199 /* Save the creation parameters. */
6200 device->createParms.AdapterOrdinal = adapter_idx;
6201 device->createParms.DeviceType = device_type;
6202 device->createParms.hFocusWindow = focus_window;
6203 device->createParms.BehaviorFlags = flags;
6205 device->devType = device_type;
6206 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6208 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6209 device->shader_backend = adapter->shader_backend;
6211 if (device->shader_backend)
6213 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6214 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6215 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6216 device->vs_clipping = shader_caps.VSClipping;
6218 fragment_pipeline = adapter->fragment_pipe;
6219 device->frag_pipe = fragment_pipeline;
6220 if (fragment_pipeline)
6222 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6223 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6225 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6226 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6229 ERR("Failed to compile state table, hr %#x.\n", hr);
6230 wined3d_decref(device->wined3d);
6234 device->blitter = adapter->blitter;
6240 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6242 DWORD rep = device->StateTable[state].representative;
6243 struct wined3d_context *context;
6248 for (i = 0; i < device->context_count; ++i)
6250 context = device->contexts[i];
6251 if(isStateDirty(context, rep)) continue;
6253 context->dirtyArray[context->numDirtyEntries++] = rep;
6254 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6255 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6256 context->isStateDirty[idx] |= (1 << shift);
6260 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6262 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6263 *width = context->current_rt->pow2Width;
6264 *height = context->current_rt->pow2Height;
6267 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6269 const struct wined3d_swapchain *swapchain = context->swapchain;
6270 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6271 * current context's drawable, which is the size of the back buffer of the swapchain
6272 * the active context belongs to. */
6273 *width = swapchain->presentParms.BackBufferWidth;
6274 *height = swapchain->presentParms.BackBufferHeight;
6277 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6278 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6280 if (device->filter_messages)
6282 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6283 window, message, wparam, lparam);
6285 return DefWindowProcW(window, message, wparam, lparam);
6287 return DefWindowProcA(window, message, wparam, lparam);
6290 if (message == WM_DESTROY)
6292 TRACE("unregister window %p.\n", window);
6293 wined3d_unregister_window(window);
6295 if (device->focus_window == window) device->focus_window = NULL;
6296 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6300 return CallWindowProcW(proc, window, message, wparam, lparam);
6302 return CallWindowProcA(proc, window, message, wparam, lparam);