2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 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(struct wined3d_device *device)
884 TRACE("device %p.\n", device);
886 return device->swapchain_count;
889 HRESULT CDECL wined3d_device_get_swapchain(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)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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 for (i = 0; i < gl_info->limits.textures; ++i)
989 DWORD color = 0x000000ff;
991 /* Make appropriate texture active */
992 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
993 checkGLcall("glActiveTextureARB");
995 /* Generate an opengl texture name */
996 glGenTextures(1, &device->dummyTextureName[i]);
997 checkGLcall("glGenTextures");
998 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
1000 /* Generate a dummy 2d texture (not using 1d because they cause many
1001 * DRI drivers fall back to sw) */
1002 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
1003 checkGLcall("glBindTexture");
1005 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1006 checkGLcall("glTexImage2D");
1009 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1011 /* Reenable because if supported it is enabled by default */
1012 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1013 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1019 /* Context activation is done by the caller. */
1020 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1023 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1024 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1027 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1030 static LONG fullscreen_style(LONG style)
1032 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1033 style |= WS_POPUP | WS_SYSMENU;
1034 style &= ~(WS_CAPTION | WS_THICKFRAME);
1039 static LONG fullscreen_exstyle(LONG exstyle)
1041 /* Filter out window decorations. */
1042 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1047 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1049 BOOL filter_messages;
1050 LONG style, exstyle;
1052 TRACE("Setting up window %p for fullscreen mode.\n", window);
1054 if (device->style || device->exStyle)
1056 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1057 window, device->style, device->exStyle);
1060 device->style = GetWindowLongW(window, GWL_STYLE);
1061 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1063 style = fullscreen_style(device->style);
1064 exstyle = fullscreen_exstyle(device->exStyle);
1066 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1067 device->style, device->exStyle, style, exstyle);
1069 filter_messages = device->filter_messages;
1070 device->filter_messages = TRUE;
1072 SetWindowLongW(window, GWL_STYLE, style);
1073 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1074 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1076 device->filter_messages = filter_messages;
1079 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1081 BOOL filter_messages;
1082 LONG style, exstyle;
1084 if (!device->style && !device->exStyle) return;
1086 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1087 window, device->style, device->exStyle);
1089 style = GetWindowLongW(window, GWL_STYLE);
1090 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1092 filter_messages = device->filter_messages;
1093 device->filter_messages = TRUE;
1095 /* Only restore the style if the application didn't modify it during the
1096 * fullscreen phase. Some applications change it before calling Reset()
1097 * when switching between windowed and fullscreen modes (HL2), some
1098 * depend on the original style (Eve Online). */
1099 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1101 SetWindowLongW(window, GWL_STYLE, device->style);
1102 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1104 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1106 device->filter_messages = filter_messages;
1108 /* Delete the old values. */
1110 device->exStyle = 0;
1113 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1115 TRACE("device %p, window %p.\n", device, window);
1117 if (!wined3d_register_window(window, device))
1119 ERR("Failed to register window %p.\n", window);
1123 device->focus_window = window;
1124 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1129 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1131 TRACE("device %p.\n", device);
1133 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1134 device->focus_window = NULL;
1137 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1138 WINED3DPRESENT_PARAMETERS *present_parameters)
1140 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1141 struct wined3d_swapchain *swapchain = NULL;
1142 struct wined3d_context *context;
1147 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1149 if (device->d3d_initialized)
1150 return WINED3DERR_INVALIDCALL;
1151 if (!device->adapter->opengl)
1152 return WINED3DERR_INVALIDCALL;
1154 TRACE("Creating stateblock.\n");
1155 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1158 WARN("Failed to create stateblock\n");
1162 TRACE("Created stateblock %p.\n", device->stateBlock);
1163 device->updateStateBlock = device->stateBlock;
1164 wined3d_stateblock_incref(device->updateStateBlock);
1166 device->valid_rt_mask = 0;
1167 for (i = 0; i < gl_info->limits.buffers; ++i)
1168 device->valid_rt_mask |= (1 << i);
1169 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1170 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1172 device->palette_count = 1;
1173 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1174 if (!device->palettes || !device->fb.render_targets)
1176 ERR("Out of memory!\n");
1181 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1182 if (!device->palettes[0])
1184 ERR("Out of memory!\n");
1189 for (i = 0; i < 256; ++i)
1191 device->palettes[0][i].peRed = 0xff;
1192 device->palettes[0][i].peGreen = 0xff;
1193 device->palettes[0][i].peBlue = 0xff;
1194 device->palettes[0][i].peFlags = 0xff;
1196 device->currentPalette = 0;
1198 /* Initialize the texture unit mapping to a 1:1 mapping */
1199 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1201 if (state < gl_info->limits.fragment_samplers)
1203 device->texUnitMap[state] = state;
1204 device->rev_tex_unit_map[state] = state;
1208 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1209 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1213 /* Setup the implicit swapchain. This also initializes a context. */
1214 TRACE("Creating implicit swapchain\n");
1215 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1216 present_parameters, &swapchain);
1219 WARN("Failed to create implicit swapchain\n");
1223 device->swapchain_count = 1;
1224 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1225 if (!device->swapchains)
1227 ERR("Out of memory!\n");
1230 device->swapchains[0] = swapchain;
1232 if (swapchain->back_buffers && swapchain->back_buffers[0])
1234 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1235 device->fb.render_targets[0] = swapchain->back_buffers[0];
1239 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1240 device->fb.render_targets[0] = swapchain->front_buffer;
1242 wined3d_surface_incref(device->fb.render_targets[0]);
1244 /* Depth Stencil support */
1245 device->fb.depth_stencil = device->auto_depth_stencil;
1246 if (device->fb.depth_stencil)
1247 wined3d_surface_incref(device->fb.depth_stencil);
1249 hr = device->shader_backend->shader_alloc_private(device);
1252 TRACE("Shader private data couldn't be allocated\n");
1255 hr = device->frag_pipe->alloc_private(device);
1258 TRACE("Fragment pipeline private data couldn't be allocated\n");
1261 hr = device->blitter->alloc_private(device);
1264 TRACE("Blitter private data couldn't be allocated\n");
1268 /* Set up some starting GL setup */
1270 /* Setup all the devices defaults */
1271 stateblock_init_default_state(device->stateBlock);
1273 context = context_acquire(device, swapchain->front_buffer);
1275 create_dummy_textures(device);
1279 /* Initialize the current view state */
1280 device->view_ident = 1;
1281 device->contexts[0]->last_was_rhw = 0;
1283 switch (wined3d_settings.offscreen_rendering_mode)
1286 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1289 case ORM_BACKBUFFER:
1291 if (context_get_current()->aux_buffers > 0)
1293 TRACE("Using auxiliary buffer for offscreen rendering\n");
1294 device->offscreenBuffer = GL_AUX0;
1298 TRACE("Using back buffer for offscreen rendering\n");
1299 device->offscreenBuffer = GL_BACK;
1304 TRACE("All defaults now set up, leaving 3D init.\n");
1307 context_release(context);
1309 /* Clear the screen */
1310 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1311 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1314 device->d3d_initialized = TRUE;
1316 if (wined3d_settings.logo)
1317 device_load_logo(device, wined3d_settings.logo);
1318 device->highest_dirty_ps_const = 0;
1319 device->highest_dirty_vs_const = 0;
1323 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1324 HeapFree(GetProcessHeap(), 0, device->swapchains);
1325 device->swapchain_count = 0;
1326 if (device->palettes)
1328 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1329 HeapFree(GetProcessHeap(), 0, device->palettes);
1331 device->palette_count = 0;
1333 wined3d_swapchain_decref(swapchain);
1334 if (device->stateBlock)
1336 wined3d_stateblock_decref(device->stateBlock);
1337 device->stateBlock = NULL;
1339 if (device->blit_priv)
1340 device->blitter->free_private(device);
1341 if (device->fragment_priv)
1342 device->frag_pipe->free_private(device);
1343 if (device->shader_priv)
1344 device->shader_backend->shader_free_private(device);
1349 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1350 WINED3DPRESENT_PARAMETERS *present_parameters)
1352 struct wined3d_swapchain *swapchain = NULL;
1355 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1357 /* Setup the implicit swapchain */
1358 TRACE("Creating implicit swapchain\n");
1359 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1360 present_parameters, &swapchain);
1363 WARN("Failed to create implicit swapchain\n");
1367 device->swapchain_count = 1;
1368 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1369 if (!device->swapchains)
1371 ERR("Out of memory!\n");
1374 device->swapchains[0] = swapchain;
1378 wined3d_swapchain_decref(swapchain);
1382 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1384 struct wined3d_resource *resource, *cursor;
1385 const struct wined3d_gl_info *gl_info;
1386 struct wined3d_context *context;
1387 struct wined3d_surface *surface;
1390 TRACE("device %p.\n", device);
1392 if (!device->d3d_initialized)
1393 return WINED3DERR_INVALIDCALL;
1395 /* Force making the context current again, to verify it is still valid
1396 * (workaround for broken drivers) */
1397 context_set_current(NULL);
1398 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1399 * it was created. Thus make sure a context is active for the glDelete* calls
1401 context = context_acquire(device, NULL);
1402 gl_info = context->gl_info;
1404 if (device->logo_surface)
1405 wined3d_surface_decref(device->logo_surface);
1407 /* Unload resources */
1408 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1410 TRACE("Unloading resource %p.\n", resource);
1412 resource->resource_ops->resource_unload(resource);
1415 TRACE("Deleting high order patches\n");
1416 for(i = 0; i < PATCHMAP_SIZE; i++) {
1417 struct list *e1, *e2;
1418 struct WineD3DRectPatch *patch;
1419 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1421 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1422 wined3d_device_delete_patch(device, patch->Handle);
1426 /* Delete the mouse cursor texture */
1427 if (device->cursorTexture)
1430 glDeleteTextures(1, &device->cursorTexture);
1432 device->cursorTexture = 0;
1435 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1436 * private data, it might contain opengl pointers
1438 if (device->depth_blt_texture)
1441 glDeleteTextures(1, &device->depth_blt_texture);
1443 device->depth_blt_texture = 0;
1446 /* Release the update stateblock */
1447 if (wined3d_stateblock_decref(device->updateStateBlock))
1449 if (device->updateStateBlock != device->stateBlock)
1450 FIXME("Something's still holding the update stateblock.\n");
1452 device->updateStateBlock = NULL;
1455 struct wined3d_stateblock *stateblock = device->stateBlock;
1456 device->stateBlock = NULL;
1458 /* Release the stateblock */
1459 if (wined3d_stateblock_decref(stateblock))
1460 FIXME("Something's still holding the stateblock.\n");
1463 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1464 device->blitter->free_private(device);
1465 device->frag_pipe->free_private(device);
1466 device->shader_backend->shader_free_private(device);
1468 /* Release the buffers (with sanity checks)*/
1469 if (device->onscreen_depth_stencil)
1471 surface = device->onscreen_depth_stencil;
1472 device->onscreen_depth_stencil = NULL;
1473 wined3d_surface_decref(surface);
1476 if (device->fb.depth_stencil)
1478 surface = device->fb.depth_stencil;
1480 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1482 device->fb.depth_stencil = NULL;
1483 if (wined3d_surface_decref(surface)
1484 && surface != device->auto_depth_stencil)
1485 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1488 if (device->auto_depth_stencil)
1490 surface = device->auto_depth_stencil;
1491 device->auto_depth_stencil = NULL;
1492 if (wined3d_surface_decref(surface))
1493 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1496 for (i = 1; i < gl_info->limits.buffers; ++i)
1498 wined3d_device_set_render_target(device, i, NULL, FALSE);
1501 surface = device->fb.render_targets[0];
1502 TRACE("Setting rendertarget 0 to NULL\n");
1503 device->fb.render_targets[0] = NULL;
1504 TRACE("Releasing the render target at %p\n", surface);
1505 wined3d_surface_decref(surface);
1507 context_release(context);
1509 for (i = 0; i < device->swapchain_count; ++i)
1511 TRACE("Releasing the implicit swapchain %u.\n", i);
1512 if (wined3d_swapchain_decref(device->swapchains[i]))
1513 FIXME("Something's still holding the implicit swapchain.\n");
1516 HeapFree(GetProcessHeap(), 0, device->swapchains);
1517 device->swapchains = NULL;
1518 device->swapchain_count = 0;
1520 for (i = 0; i < device->palette_count; ++i)
1521 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1522 HeapFree(GetProcessHeap(), 0, device->palettes);
1523 device->palettes = NULL;
1524 device->palette_count = 0;
1526 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1527 device->fb.render_targets = NULL;
1529 device->d3d_initialized = FALSE;
1534 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1538 for (i = 0; i < device->swapchain_count; ++i)
1540 TRACE("Releasing the implicit swapchain %u.\n", i);
1541 if (wined3d_swapchain_decref(device->swapchains[i]))
1542 FIXME("Something's still holding the implicit swapchain.\n");
1545 HeapFree(GetProcessHeap(), 0, device->swapchains);
1546 device->swapchains = NULL;
1547 device->swapchain_count = 0;
1551 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1552 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1553 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1555 * There is no way to deactivate thread safety once it is enabled.
1557 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1559 TRACE("device %p.\n", device);
1561 /* For now just store the flag (needed in case of ddraw). */
1562 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1565 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1566 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1568 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1573 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1574 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1576 /* Resize the screen even without a window:
1577 * The app could have unset it with SetCooperativeLevel, but not called
1578 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1579 * but we don't have any hwnd
1582 memset(&devmode, 0, sizeof(devmode));
1583 devmode.dmSize = sizeof(devmode);
1584 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1585 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1586 devmode.dmPelsWidth = mode->Width;
1587 devmode.dmPelsHeight = mode->Height;
1589 devmode.dmDisplayFrequency = mode->RefreshRate;
1590 if (mode->RefreshRate)
1591 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1593 /* Only change the mode if necessary */
1594 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1595 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1598 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1599 if (ret != DISP_CHANGE_SUCCESSFUL)
1601 if (devmode.dmDisplayFrequency)
1603 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1604 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1605 devmode.dmDisplayFrequency = 0;
1606 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1608 if(ret != DISP_CHANGE_SUCCESSFUL) {
1609 return WINED3DERR_NOTAVAILABLE;
1613 /* Store the new values */
1614 device->ddraw_width = mode->Width;
1615 device->ddraw_height = mode->Height;
1616 device->ddraw_format = mode->Format;
1618 /* And finally clip mouse to our screen */
1619 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1620 ClipCursor(&clip_rc);
1625 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1627 TRACE("device %p, wined3d %p.\n", device, wined3d);
1629 *wined3d = device->wined3d;
1630 wined3d_incref(*wined3d);
1632 TRACE("Returning %p.\n", *wined3d);
1637 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1639 TRACE("device %p.\n", device);
1641 TRACE("Emulating %d MB, returning %d MB left.\n",
1642 device->adapter->TextureRam / (1024 * 1024),
1643 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1645 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1648 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1649 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1651 struct wined3d_stream_state *stream;
1652 struct wined3d_buffer *prev_buffer;
1654 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1655 device, stream_idx, buffer, offset, stride);
1657 if (stream_idx >= MAX_STREAMS)
1659 WARN("Stream index %u out of range.\n", stream_idx);
1660 return WINED3DERR_INVALIDCALL;
1662 else if (offset & 0x3)
1664 WARN("Offset %u is not 4 byte aligned.\n", offset);
1665 return WINED3DERR_INVALIDCALL;
1668 stream = &device->updateStateBlock->state.streams[stream_idx];
1669 prev_buffer = stream->buffer;
1671 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1673 if (prev_buffer == buffer
1674 && stream->stride == stride
1675 && stream->offset == offset)
1677 TRACE("Application is setting the old values over, nothing to do.\n");
1681 stream->buffer = buffer;
1684 stream->stride = stride;
1685 stream->offset = offset;
1688 /* Handle recording of state blocks. */
1689 if (device->isRecordingState)
1691 TRACE("Recording... not performing anything.\n");
1693 wined3d_buffer_incref(buffer);
1695 wined3d_buffer_decref(prev_buffer);
1701 InterlockedIncrement(&buffer->bind_count);
1702 wined3d_buffer_incref(buffer);
1706 InterlockedDecrement(&prev_buffer->bind_count);
1707 wined3d_buffer_decref(prev_buffer);
1710 device_invalidate_state(device, STATE_STREAMSRC);
1715 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1716 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1718 struct wined3d_stream_state *stream;
1720 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1721 device, stream_idx, buffer, offset, stride);
1723 if (stream_idx >= MAX_STREAMS)
1725 WARN("Stream index %u out of range.\n", stream_idx);
1726 return WINED3DERR_INVALIDCALL;
1729 stream = &device->stateBlock->state.streams[stream_idx];
1730 *buffer = stream->buffer;
1732 wined3d_buffer_incref(*buffer);
1734 *offset = stream->offset;
1735 *stride = stream->stride;
1740 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1742 struct wined3d_stream_state *stream;
1743 UINT old_flags, old_freq;
1745 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1747 /* Verify input. At least in d3d9 this is invalid. */
1748 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1750 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1751 return WINED3DERR_INVALIDCALL;
1753 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1755 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL;
1760 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL;
1764 stream = &device->updateStateBlock->state.streams[stream_idx];
1765 old_flags = stream->flags;
1766 old_freq = stream->frequency;
1768 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1769 stream->frequency = divider & 0x7fffff;
1771 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1773 if (stream->frequency != old_freq || stream->flags != old_flags)
1774 device_invalidate_state(device, STATE_STREAMSRC);
1779 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1781 struct wined3d_stream_state *stream;
1783 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1785 stream = &device->updateStateBlock->state.streams[stream_idx];
1786 *divider = stream->flags | stream->frequency;
1788 TRACE("Returning %#x.\n", *divider);
1793 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1794 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1796 TRACE("device %p, state %s, matrix %p.\n",
1797 device, debug_d3dtstype(d3dts), matrix);
1799 /* Handle recording of state blocks. */
1800 if (device->isRecordingState)
1802 TRACE("Recording... not performing anything.\n");
1803 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1804 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1808 /* If the new matrix is the same as the current one,
1809 * we cut off any further processing. this seems to be a reasonable
1810 * optimization because as was noticed, some apps (warcraft3 for example)
1811 * tend towards setting the same matrix repeatedly for some reason.
1813 * From here on we assume that the new matrix is different, wherever it matters. */
1814 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1816 TRACE("The application is setting the same matrix over again.\n");
1820 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1822 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1823 * where ViewMat = Camera space, WorldMat = world space.
1825 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1826 * matrix. The Projection matrix stay projection matrix. */
1828 if (d3dts == WINED3DTS_VIEW)
1829 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1831 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1832 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1838 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1839 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1841 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1843 *matrix = device->stateBlock->state.transforms[state];
1848 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1849 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1851 const WINED3DMATRIX *mat = NULL;
1854 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1856 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1857 * below means it will be recorded in a state block change, but it
1858 * works regardless where it is recorded.
1859 * If this is found to be wrong, change to StateBlock. */
1860 if (state > HIGHEST_TRANSFORMSTATE)
1862 WARN("Unhandled transform state %#x.\n", state);
1866 mat = &device->updateStateBlock->state.transforms[state];
1867 multiply_matrix(&temp, mat, matrix);
1869 /* Apply change via set transform - will reapply to eg. lights this way. */
1870 return wined3d_device_set_transform(device, state, &temp);
1873 /* Note lights are real special cases. Although the device caps state only
1874 * e.g. 8 are supported, you can reference any indexes you want as long as
1875 * that number max are enabled at any one point in time. Therefore since the
1876 * indices can be anything, we need a hashmap of them. However, this causes
1877 * stateblock problems. When capturing the state block, I duplicate the
1878 * hashmap, but when recording, just build a chain pretty much of commands to
1880 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1882 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1883 struct wined3d_light_info *object = NULL;
1887 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1889 /* Check the parameter range. Need for speed most wanted sets junk lights
1890 * which confuse the GL driver. */
1892 return WINED3DERR_INVALIDCALL;
1894 switch (light->Type)
1896 case WINED3DLIGHT_POINT:
1897 case WINED3DLIGHT_SPOT:
1898 case WINED3DLIGHT_PARALLELPOINT:
1899 case WINED3DLIGHT_GLSPOT:
1900 /* Incorrect attenuation values can cause the gl driver to crash.
1901 * Happens with Need for speed most wanted. */
1902 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1904 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1905 return WINED3DERR_INVALIDCALL;
1909 case WINED3DLIGHT_DIRECTIONAL:
1910 /* Ignores attenuation */
1914 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1915 return WINED3DERR_INVALIDCALL;
1918 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1920 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1921 if (object->OriginalIndex == light_idx)
1928 TRACE("Adding new light\n");
1929 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1932 ERR("Out of memory error when allocating a light\n");
1933 return E_OUTOFMEMORY;
1935 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1936 object->glIndex = -1;
1937 object->OriginalIndex = light_idx;
1940 /* Initialize the object. */
1941 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1942 light_idx, light->Type,
1943 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1944 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1945 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1946 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1947 light->Direction.x, light->Direction.y, light->Direction.z);
1948 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1949 light->Range, light->Falloff, light->Theta, light->Phi);
1951 /* Save away the information. */
1952 object->OriginalParms = *light;
1954 switch (light->Type)
1956 case WINED3DLIGHT_POINT:
1958 object->lightPosn[0] = light->Position.x;
1959 object->lightPosn[1] = light->Position.y;
1960 object->lightPosn[2] = light->Position.z;
1961 object->lightPosn[3] = 1.0f;
1962 object->cutoff = 180.0f;
1966 case WINED3DLIGHT_DIRECTIONAL:
1968 object->lightPosn[0] = -light->Direction.x;
1969 object->lightPosn[1] = -light->Direction.y;
1970 object->lightPosn[2] = -light->Direction.z;
1971 object->lightPosn[3] = 0.0f;
1972 object->exponent = 0.0f;
1973 object->cutoff = 180.0f;
1976 case WINED3DLIGHT_SPOT:
1978 object->lightPosn[0] = light->Position.x;
1979 object->lightPosn[1] = light->Position.y;
1980 object->lightPosn[2] = light->Position.z;
1981 object->lightPosn[3] = 1.0f;
1984 object->lightDirn[0] = light->Direction.x;
1985 object->lightDirn[1] = light->Direction.y;
1986 object->lightDirn[2] = light->Direction.z;
1987 object->lightDirn[3] = 1.0f;
1989 /* opengl-ish and d3d-ish spot lights use too different models
1990 * for the light "intensity" as a function of the angle towards
1991 * the main light direction, so we only can approximate very
1992 * roughly. However, spot lights are rather rarely used in games
1993 * (if ever used at all). Furthermore if still used, probably
1994 * nobody pays attention to such details. */
1995 if (!light->Falloff)
1997 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1998 * equations have the falloff resp. exponent parameter as an
1999 * exponent, so the spot light lighting will always be 1.0 for
2000 * both of them, and we don't have to care for the rest of the
2001 * rather complex calculation. */
2002 object->exponent = 0.0f;
2006 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2009 object->exponent = -0.3f / logf(cosf(rho / 2));
2012 if (object->exponent > 128.0f)
2013 object->exponent = 128.0f;
2015 object->cutoff = (float)(light->Phi * 90 / M_PI);
2020 FIXME("Unrecognized light type %#x.\n", light->Type);
2023 /* Update the live definitions if the light is currently assigned a glIndex. */
2024 if (object->glIndex != -1 && !device->isRecordingState)
2025 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2030 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2032 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2033 struct wined3d_light_info *light_info = NULL;
2036 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2038 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2040 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2041 if (light_info->OriginalIndex == light_idx)
2048 TRACE("Light information requested but light not defined\n");
2049 return WINED3DERR_INVALIDCALL;
2052 *light = light_info->OriginalParms;
2056 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2058 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2059 struct wined3d_light_info *light_info = NULL;
2062 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2064 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2066 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2067 if (light_info->OriginalIndex == light_idx)
2071 TRACE("Found light %p.\n", light_info);
2073 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2076 TRACE("Light enabled requested but light not defined, so defining one!\n");
2077 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2079 /* Search for it again! Should be fairly quick as near head of list. */
2080 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2082 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2083 if (light_info->OriginalIndex == light_idx)
2089 FIXME("Adding default lights has failed dismally\n");
2090 return WINED3DERR_INVALIDCALL;
2096 if (light_info->glIndex != -1)
2098 if (!device->isRecordingState)
2099 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2101 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2102 light_info->glIndex = -1;
2106 TRACE("Light already disabled, nothing to do\n");
2108 light_info->enabled = FALSE;
2112 light_info->enabled = TRUE;
2113 if (light_info->glIndex != -1)
2115 TRACE("Nothing to do as light was enabled\n");
2120 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2121 /* Find a free GL light. */
2122 for (i = 0; i < gl_info->limits.lights; ++i)
2124 if (!device->updateStateBlock->state.lights[i])
2126 device->updateStateBlock->state.lights[i] = light_info;
2127 light_info->glIndex = i;
2131 if (light_info->glIndex == -1)
2133 /* Our tests show that Windows returns D3D_OK in this situation, even with
2134 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2135 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2136 * as well for those lights.
2138 * TODO: Test how this affects rendering. */
2139 WARN("Too many concurrently active lights\n");
2143 /* i == light_info->glIndex */
2144 if (!device->isRecordingState)
2145 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2152 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2154 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2155 struct wined3d_light_info *light_info = NULL;
2158 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2160 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2162 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2163 if (light_info->OriginalIndex == light_idx)
2170 TRACE("Light enabled state requested but light not defined.\n");
2171 return WINED3DERR_INVALIDCALL;
2173 /* true is 128 according to SetLightEnable */
2174 *enable = light_info->enabled ? 128 : 0;
2178 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2180 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2182 /* Validate plane_idx. */
2183 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2185 TRACE("Application has requested clipplane this device doesn't support.\n");
2186 return WINED3DERR_INVALIDCALL;
2189 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2191 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2192 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2193 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2194 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2196 TRACE("Application is setting old values over, nothing to do.\n");
2200 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2201 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2202 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2203 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2205 /* Handle recording of state blocks. */
2206 if (device->isRecordingState)
2208 TRACE("Recording... not performing anything.\n");
2212 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2217 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2219 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2221 /* Validate plane_idx. */
2222 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2224 TRACE("Application has requested clipplane this device doesn't support.\n");
2225 return WINED3DERR_INVALIDCALL;
2228 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2229 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2230 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2231 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2236 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2238 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2241 return WINED3DERR_INVALIDCALL;
2246 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2248 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2251 return WINED3DERR_INVALIDCALL;
2256 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2258 TRACE("device %p, material %p.\n", device, material);
2260 device->updateStateBlock->changed.material = TRUE;
2261 device->updateStateBlock->state.material = *material;
2263 /* Handle recording of state blocks */
2264 if (device->isRecordingState)
2266 TRACE("Recording... not performing anything.\n");
2270 device_invalidate_state(device, STATE_MATERIAL);
2275 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2277 TRACE("device %p, material %p.\n", device, material);
2279 *material = device->updateStateBlock->state.material;
2281 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2282 material->Diffuse.r, material->Diffuse.g,
2283 material->Diffuse.b, material->Diffuse.a);
2284 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2285 material->Ambient.r, material->Ambient.g,
2286 material->Ambient.b, material->Ambient.a);
2287 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2288 material->Specular.r, material->Specular.g,
2289 material->Specular.b, material->Specular.a);
2290 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2291 material->Emissive.r, material->Emissive.g,
2292 material->Emissive.b, material->Emissive.a);
2293 TRACE("Power %.8e.\n", material->Power);
2298 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2299 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2301 struct wined3d_buffer *prev_buffer;
2303 TRACE("device %p, buffer %p, format %s.\n",
2304 device, buffer, debug_d3dformat(format_id));
2306 prev_buffer = device->updateStateBlock->state.index_buffer;
2308 device->updateStateBlock->changed.indices = TRUE;
2309 device->updateStateBlock->state.index_buffer = buffer;
2310 device->updateStateBlock->state.index_format = format_id;
2312 /* Handle recording of state blocks. */
2313 if (device->isRecordingState)
2315 TRACE("Recording... not performing anything.\n");
2317 wined3d_buffer_incref(buffer);
2319 wined3d_buffer_decref(prev_buffer);
2323 if (prev_buffer != buffer)
2325 device_invalidate_state(device, STATE_INDEXBUFFER);
2328 InterlockedIncrement(&buffer->bind_count);
2329 wined3d_buffer_incref(buffer);
2333 InterlockedDecrement(&prev_buffer->bind_count);
2334 wined3d_buffer_decref(prev_buffer);
2341 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2343 TRACE("device %p, buffer %p.\n", device, buffer);
2345 *buffer = device->stateBlock->state.index_buffer;
2348 wined3d_buffer_incref(*buffer);
2350 TRACE("Returning %p.\n", *buffer);
2355 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2356 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2358 TRACE("device %p, base_index %d.\n", device, base_index);
2360 if (device->updateStateBlock->state.base_vertex_index == base_index)
2362 TRACE("Application is setting the old value over, nothing to do\n");
2366 device->updateStateBlock->state.base_vertex_index = base_index;
2368 if (device->isRecordingState)
2370 TRACE("Recording... not performing anything\n");
2376 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2378 TRACE("device %p.\n", device);
2380 return device->stateBlock->state.base_vertex_index;
2383 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2385 TRACE("device %p, viewport %p.\n", device, viewport);
2386 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2387 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2389 device->updateStateBlock->changed.viewport = TRUE;
2390 device->updateStateBlock->state.viewport = *viewport;
2392 /* Handle recording of state blocks */
2393 if (device->isRecordingState)
2395 TRACE("Recording... not performing anything\n");
2399 device_invalidate_state(device, STATE_VIEWPORT);
2404 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2406 TRACE("device %p, viewport %p.\n", device, viewport);
2408 *viewport = device->stateBlock->state.viewport;
2413 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2414 WINED3DRENDERSTATETYPE state, DWORD value)
2416 DWORD old_value = device->stateBlock->state.render_states[state];
2418 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2420 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2421 device->updateStateBlock->state.render_states[state] = value;
2423 /* Handle recording of state blocks. */
2424 if (device->isRecordingState)
2426 TRACE("Recording... not performing anything.\n");
2430 /* Compared here and not before the assignment to allow proper stateblock recording. */
2431 if (value == old_value)
2432 TRACE("Application is setting the old value over, nothing to do.\n");
2434 device_invalidate_state(device, STATE_RENDER(state));
2439 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2440 WINED3DRENDERSTATETYPE state, DWORD *value)
2442 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2444 *value = device->stateBlock->state.render_states[state];
2449 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2450 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2454 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2455 device, sampler_idx, debug_d3dsamplerstate(state), value);
2457 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2458 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2460 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2461 / sizeof(*device->stateBlock->state.sampler_states))
2463 WARN("Invalid sampler %u.\n", sampler_idx);
2464 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2467 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2468 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2469 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2471 /* Handle recording of state blocks. */
2472 if (device->isRecordingState)
2474 TRACE("Recording... not performing anything.\n");
2478 if (old_value == value)
2480 TRACE("Application is setting the old value over, nothing to do.\n");
2484 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2489 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2490 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2492 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2493 device, sampler_idx, debug_d3dsamplerstate(state), value);
2495 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2496 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2498 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2499 / sizeof(*device->stateBlock->state.sampler_states))
2501 WARN("Invalid sampler %u.\n", sampler_idx);
2502 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2505 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2506 TRACE("Returning %#x.\n", *value);
2511 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2513 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2515 device->updateStateBlock->changed.scissorRect = TRUE;
2516 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2518 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2521 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2523 if (device->isRecordingState)
2525 TRACE("Recording... not performing anything.\n");
2529 device_invalidate_state(device, STATE_SCISSORRECT);
2534 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2536 TRACE("device %p, rect %p.\n", device, rect);
2538 *rect = device->updateStateBlock->state.scissor_rect;
2539 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2544 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2545 struct wined3d_vertex_declaration *declaration)
2547 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2549 TRACE("device %p, declaration %p.\n", device, declaration);
2552 wined3d_vertex_declaration_incref(declaration);
2554 wined3d_vertex_declaration_decref(prev);
2556 device->updateStateBlock->state.vertex_declaration = declaration;
2557 device->updateStateBlock->changed.vertexDecl = TRUE;
2559 if (device->isRecordingState)
2561 TRACE("Recording... not performing anything.\n");
2564 else if (declaration == prev)
2566 /* Checked after the assignment to allow proper stateblock recording. */
2567 TRACE("Application is setting the old declaration over, nothing to do.\n");
2571 device_invalidate_state(device, STATE_VDECL);
2575 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2576 struct wined3d_vertex_declaration **declaration)
2578 TRACE("device %p, declaration %p.\n", device, declaration);
2580 *declaration = device->stateBlock->state.vertex_declaration;
2582 wined3d_vertex_declaration_incref(*declaration);
2587 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2589 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2591 TRACE("device %p, shader %p.\n", device, shader);
2593 device->updateStateBlock->state.vertex_shader = shader;
2594 device->updateStateBlock->changed.vertexShader = TRUE;
2596 if (device->isRecordingState)
2599 wined3d_shader_incref(shader);
2601 wined3d_shader_decref(prev);
2602 TRACE("Recording... not performing anything.\n");
2608 TRACE("Application is setting the old shader over, nothing to do.\n");
2613 wined3d_shader_incref(shader);
2615 wined3d_shader_decref(prev);
2617 device_invalidate_state(device, STATE_VSHADER);
2622 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2624 struct wined3d_shader *shader;
2626 TRACE("device %p.\n", device);
2628 shader = device->stateBlock->state.vertex_shader;
2630 wined3d_shader_incref(shader);
2632 TRACE("Returning %p.\n", shader);
2636 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2637 UINT start_register, const BOOL *constants, UINT bool_count)
2639 UINT count = min(bool_count, MAX_CONST_B - start_register);
2642 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2643 device, start_register, constants, bool_count);
2645 if (!constants || start_register >= MAX_CONST_B)
2646 return WINED3DERR_INVALIDCALL;
2648 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2649 for (i = 0; i < count; ++i)
2650 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2652 for (i = start_register; i < count + start_register; ++i)
2653 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2655 if (!device->isRecordingState)
2656 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2661 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2662 UINT start_register, BOOL *constants, UINT bool_count)
2664 UINT count = min(bool_count, MAX_CONST_B - start_register);
2666 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2667 device, start_register, constants, bool_count);
2669 if (!constants || start_register >= MAX_CONST_B)
2670 return WINED3DERR_INVALIDCALL;
2672 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2677 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2678 UINT start_register, const int *constants, UINT vector4i_count)
2680 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2683 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2684 device, start_register, constants, vector4i_count);
2686 if (!constants || start_register >= MAX_CONST_I)
2687 return WINED3DERR_INVALIDCALL;
2689 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2690 for (i = 0; i < count; ++i)
2691 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2692 constants[i * 4], constants[i * 4 + 1],
2693 constants[i * 4 + 2], constants[i * 4 + 3]);
2695 for (i = start_register; i < count + start_register; ++i)
2696 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2698 if (!device->isRecordingState)
2699 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2704 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2705 UINT start_register, int *constants, UINT vector4i_count)
2707 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2709 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2710 device, start_register, constants, vector4i_count);
2712 if (!constants || start_register >= MAX_CONST_I)
2713 return WINED3DERR_INVALIDCALL;
2715 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2719 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2720 UINT start_register, const float *constants, UINT vector4f_count)
2724 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2725 device, start_register, constants, vector4f_count);
2727 /* Specifically test start_register > limit to catch MAX_UINT overflows
2728 * when adding start_register + vector4f_count. */
2730 || start_register + vector4f_count > device->d3d_vshader_constantF
2731 || start_register > device->d3d_vshader_constantF)
2732 return WINED3DERR_INVALIDCALL;
2734 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2735 constants, vector4f_count * sizeof(float) * 4);
2738 for (i = 0; i < vector4f_count; ++i)
2739 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2740 constants[i * 4], constants[i * 4 + 1],
2741 constants[i * 4 + 2], constants[i * 4 + 3]);
2744 if (!device->isRecordingState)
2746 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2747 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2750 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2751 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2756 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2757 UINT start_register, float *constants, UINT vector4f_count)
2759 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2761 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2762 device, start_register, constants, vector4f_count);
2764 if (!constants || count < 0)
2765 return WINED3DERR_INVALIDCALL;
2767 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2772 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2776 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2778 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2782 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2784 DWORD i = device->rev_tex_unit_map[unit];
2785 DWORD j = device->texUnitMap[stage];
2787 device->texUnitMap[stage] = unit;
2788 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2789 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2791 device->rev_tex_unit_map[unit] = stage;
2792 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2793 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2796 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2800 device->fixed_function_usage_map = 0;
2801 for (i = 0; i < MAX_TEXTURES; ++i)
2803 const struct wined3d_state *state = &device->stateBlock->state;
2804 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2805 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2806 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2807 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2808 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2809 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2810 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2811 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2813 if (color_op == WINED3DTOP_DISABLE) {
2814 /* Not used, and disable higher stages */
2818 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2819 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2820 || ((color_arg3 == WINED3DTA_TEXTURE)
2821 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2822 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2823 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2824 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2825 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2826 device->fixed_function_usage_map |= (1 << i);
2828 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2829 device->fixed_function_usage_map |= (1 << (i + 1));
2833 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2835 unsigned int i, tex;
2838 device_update_fixed_function_usage_map(device);
2839 ffu_map = device->fixed_function_usage_map;
2841 if (device->max_ffp_textures == gl_info->limits.texture_stages
2842 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2844 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2846 if (!(ffu_map & 1)) continue;
2848 if (device->texUnitMap[i] != i)
2850 device_map_stage(device, i, i);
2851 device_invalidate_state(device, STATE_SAMPLER(i));
2852 markTextureStagesDirty(device, i);
2858 /* Now work out the mapping */
2860 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2862 if (!(ffu_map & 1)) continue;
2864 if (device->texUnitMap[i] != tex)
2866 device_map_stage(device, i, tex);
2867 device_invalidate_state(device, STATE_SAMPLER(i));
2868 markTextureStagesDirty(device, i);
2875 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2877 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2878 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2881 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2883 if (sampler_type[i] && device->texUnitMap[i] != i)
2885 device_map_stage(device, i, i);
2886 device_invalidate_state(device, STATE_SAMPLER(i));
2887 if (i < gl_info->limits.texture_stages)
2889 markTextureStagesDirty(device, i);
2895 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2896 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2897 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2899 DWORD current_mapping = device->rev_tex_unit_map[unit];
2901 /* Not currently used */
2902 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2904 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2905 /* Used by a fragment sampler */
2907 if (!pshader_sampler_tokens) {
2908 /* No pixel shader, check fixed function */
2909 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2912 /* Pixel shader, check the shader's sampler map */
2913 return !pshader_sampler_tokens[current_mapping];
2916 /* Used by a vertex sampler */
2917 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2920 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2922 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2923 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2924 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2925 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2930 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2931 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2932 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2935 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2936 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2937 if (vshader_sampler_type[i])
2939 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2941 /* Already mapped somewhere */
2947 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2949 device_map_stage(device, vsampler_idx, start);
2950 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2962 void device_update_tex_unit_map(struct wined3d_device *device)
2964 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2965 const struct wined3d_state *state = &device->stateBlock->state;
2966 BOOL vs = use_vs(state);
2967 BOOL ps = use_ps(state);
2970 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2971 * that would be really messy and require shader recompilation
2972 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2973 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2976 device_map_psamplers(device, gl_info);
2978 device_map_fixed_function_samplers(device, gl_info);
2981 device_map_vsamplers(device, ps, gl_info);
2984 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2986 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2988 TRACE("device %p, shader %p.\n", device, shader);
2990 device->updateStateBlock->state.pixel_shader = shader;
2991 device->updateStateBlock->changed.pixelShader = TRUE;
2993 if (device->isRecordingState)
2996 wined3d_shader_incref(shader);
2998 wined3d_shader_decref(prev);
2999 TRACE("Recording... not performing anything.\n");
3005 TRACE("Application is setting the old shader over, nothing to do.\n");
3010 wined3d_shader_incref(shader);
3012 wined3d_shader_decref(prev);
3014 device_invalidate_state(device, STATE_PIXELSHADER);
3019 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3021 struct wined3d_shader *shader;
3023 TRACE("device %p.\n", device);
3025 shader = device->stateBlock->state.pixel_shader;
3027 wined3d_shader_incref(shader);
3029 TRACE("Returning %p.\n", shader);
3033 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3034 UINT start_register, const BOOL *constants, UINT bool_count)
3036 UINT count = min(bool_count, MAX_CONST_B - start_register);
3039 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3040 device, start_register, constants, bool_count);
3042 if (!constants || start_register >= MAX_CONST_B)
3043 return WINED3DERR_INVALIDCALL;
3045 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3046 for (i = 0; i < count; ++i)
3047 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3049 for (i = start_register; i < count + start_register; ++i)
3050 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3052 if (!device->isRecordingState)
3053 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3058 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3059 UINT start_register, BOOL *constants, UINT bool_count)
3061 UINT count = min(bool_count, MAX_CONST_B - start_register);
3063 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3064 device, start_register, constants, bool_count);
3066 if (!constants || start_register >= MAX_CONST_B)
3067 return WINED3DERR_INVALIDCALL;
3069 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3074 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3075 UINT start_register, const int *constants, UINT vector4i_count)
3077 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3080 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3081 device, start_register, constants, vector4i_count);
3083 if (!constants || start_register >= MAX_CONST_I)
3084 return WINED3DERR_INVALIDCALL;
3086 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3087 for (i = 0; i < count; ++i)
3088 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3089 constants[i * 4], constants[i * 4 + 1],
3090 constants[i * 4 + 2], constants[i * 4 + 3]);
3092 for (i = start_register; i < count + start_register; ++i)
3093 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3095 if (!device->isRecordingState)
3096 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3101 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3102 UINT start_register, int *constants, UINT vector4i_count)
3104 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3106 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3107 device, start_register, constants, vector4i_count);
3109 if (!constants || start_register >= MAX_CONST_I)
3110 return WINED3DERR_INVALIDCALL;
3112 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3117 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3118 UINT start_register, const float *constants, UINT vector4f_count)
3122 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3123 device, start_register, constants, vector4f_count);
3125 /* Specifically test start_register > limit to catch MAX_UINT overflows
3126 * when adding start_register + vector4f_count. */
3128 || start_register + vector4f_count > device->d3d_pshader_constantF
3129 || start_register > device->d3d_pshader_constantF)
3130 return WINED3DERR_INVALIDCALL;
3132 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3133 constants, vector4f_count * sizeof(float) * 4);
3136 for (i = 0; i < vector4f_count; ++i)
3137 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3138 constants[i * 4], constants[i * 4 + 1],
3139 constants[i * 4 + 2], constants[i * 4 + 3]);
3142 if (!device->isRecordingState)
3144 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3145 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3148 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3149 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3154 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3155 UINT start_register, float *constants, UINT vector4f_count)
3157 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3159 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3160 device, start_register, constants, vector4f_count);
3162 if (!constants || count < 0)
3163 return WINED3DERR_INVALIDCALL;
3165 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3170 /* Context activation is done by the caller. */
3171 /* Do not call while under the GL lock. */
3172 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3173 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3174 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3177 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3178 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3181 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3185 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3187 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3190 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3192 ERR("Source has no position mask\n");
3193 return WINED3DERR_INVALIDCALL;
3196 if (!dest->resource.allocatedMemory)
3197 buffer_get_sysmem(dest, gl_info);
3199 /* Get a pointer into the destination vbo(create one if none exists) and
3200 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3202 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3204 dest->flags |= WINED3D_BUFFER_CREATEBO;
3205 wined3d_buffer_preload(dest);
3208 if (dest->buffer_object)
3210 unsigned char extrabytes = 0;
3211 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3212 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3213 * this may write 4 extra bytes beyond the area that should be written
3215 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3216 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3217 if(!dest_conv_addr) {
3218 ERR("Out of memory\n");
3219 /* Continue without storing converted vertices */
3221 dest_conv = dest_conv_addr;
3224 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3226 static BOOL warned = FALSE;
3228 * The clipping code is not quite correct. Some things need
3229 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3230 * so disable clipping for now.
3231 * (The graphics in Half-Life are broken, and my processvertices
3232 * test crashes with IDirect3DDevice3)
3238 FIXME("Clipping is broken and disabled for now\n");
3240 } else doClip = FALSE;
3241 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3243 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3244 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3245 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3247 TRACE("View mat:\n");
3248 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);
3249 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);
3250 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);
3251 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);
3253 TRACE("Proj mat:\n");
3254 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);
3255 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);
3256 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);
3257 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);
3259 TRACE("World mat:\n");
3260 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);
3261 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);
3262 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);
3263 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);
3265 /* Get the viewport */
3266 wined3d_device_get_viewport(device, &vp);
3267 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3268 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3270 multiply_matrix(&mat,&view_mat,&world_mat);
3271 multiply_matrix(&mat,&proj_mat,&mat);
3273 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3275 for (i = 0; i < dwCount; i+= 1) {
3276 unsigned int tex_index;
3278 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3279 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3280 /* The position first */
3281 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3282 const float *p = (const float *)(element->data.addr + i * element->stride);
3284 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3286 /* Multiplication with world, view and projection matrix */
3287 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);
3288 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);
3289 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);
3290 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);
3292 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3294 /* WARNING: The following things are taken from d3d7 and were not yet checked
3295 * against d3d8 or d3d9!
3298 /* Clipping conditions: From msdn
3300 * A vertex is clipped if it does not match the following requirements
3304 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3306 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3307 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3312 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3313 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3316 /* "Normal" viewport transformation (not clipped)
3317 * 1) The values are divided by rhw
3318 * 2) The y axis is negative, so multiply it with -1
3319 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3320 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3321 * 4) Multiply x with Width/2 and add Width/2
3322 * 5) The same for the height
3323 * 6) Add the viewpoint X and Y to the 2D coordinates and
3324 * The minimum Z value to z
3325 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3327 * Well, basically it's simply a linear transformation into viewport
3339 z *= vp.MaxZ - vp.MinZ;
3341 x += vp.Width / 2 + vp.X;
3342 y += vp.Height / 2 + vp.Y;
3347 /* That vertex got clipped
3348 * Contrary to OpenGL it is not dropped completely, it just
3349 * undergoes a different calculation.
3351 TRACE("Vertex got clipped\n");
3358 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3359 * outside of the main vertex buffer memory. That needs some more
3364 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3367 ( (float *) dest_ptr)[0] = x;
3368 ( (float *) dest_ptr)[1] = y;
3369 ( (float *) dest_ptr)[2] = z;
3370 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3372 dest_ptr += 3 * sizeof(float);
3374 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3375 dest_ptr += sizeof(float);
3380 ( (float *) dest_conv)[0] = x * w;
3381 ( (float *) dest_conv)[1] = y * w;
3382 ( (float *) dest_conv)[2] = z * w;
3383 ( (float *) dest_conv)[3] = w;
3385 dest_conv += 3 * sizeof(float);
3387 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3388 dest_conv += sizeof(float);
3392 if (DestFVF & WINED3DFVF_PSIZE) {
3393 dest_ptr += sizeof(DWORD);
3394 if(dest_conv) dest_conv += sizeof(DWORD);
3396 if (DestFVF & WINED3DFVF_NORMAL)
3398 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3399 const float *normal = (const float *)(element->data.addr + i * element->stride);
3400 /* AFAIK this should go into the lighting information */
3401 FIXME("Didn't expect the destination to have a normal\n");
3402 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3404 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3408 if (DestFVF & WINED3DFVF_DIFFUSE)
3410 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3411 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3412 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3414 static BOOL warned = FALSE;
3417 ERR("No diffuse color in source, but destination has one\n");
3421 *( (DWORD *) dest_ptr) = 0xffffffff;
3422 dest_ptr += sizeof(DWORD);
3425 *( (DWORD *) dest_conv) = 0xffffffff;
3426 dest_conv += sizeof(DWORD);
3430 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3432 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3433 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3434 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3435 dest_conv += sizeof(DWORD);
3440 if (DestFVF & WINED3DFVF_SPECULAR)
3442 /* What's the color value in the feedback buffer? */
3443 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3444 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3445 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3447 static BOOL warned = FALSE;
3450 ERR("No specular color in source, but destination has one\n");
3454 *( (DWORD *) dest_ptr) = 0xFF000000;
3455 dest_ptr += sizeof(DWORD);
3458 *( (DWORD *) dest_conv) = 0xFF000000;
3459 dest_conv += sizeof(DWORD);
3463 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3465 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3466 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3467 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3468 dest_conv += sizeof(DWORD);
3473 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3475 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3476 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3477 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3479 ERR("No source texture, but destination requests one\n");
3480 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3481 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3484 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3486 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3496 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3497 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3498 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3499 dwCount * get_flexible_vertex_size(DestFVF),
3501 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3505 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3510 #undef copy_and_next
3512 /* Do not call while under the GL lock. */
3513 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3514 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3515 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3517 struct wined3d_state *state = &device->stateBlock->state;
3518 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3519 struct wined3d_stream_info stream_info;
3520 const struct wined3d_gl_info *gl_info;
3521 struct wined3d_context *context;
3522 struct wined3d_shader *vs;
3525 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3526 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3527 device, src_start_idx, dst_idx, vertex_count,
3528 dst_buffer, declaration, flags, dst_fvf);
3531 FIXME("Output vertex declaration not implemented yet.\n");
3533 /* Need any context to write to the vbo. */
3534 context = context_acquire(device, NULL);
3535 gl_info = context->gl_info;
3537 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3538 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3539 * restore it afterwards. */
3540 vs = state->vertex_shader;
3541 state->vertex_shader = NULL;
3542 state->user_stream = FALSE;
3543 device_stream_info_from_declaration(device, &stream_info, &vbo);
3544 state->user_stream = streamWasUP;
3545 state->vertex_shader = vs;
3547 if (vbo || src_start_idx)
3550 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3551 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3553 * Also get the start index in, but only loop over all elements if there's something to add at all.
3555 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3557 struct wined3d_stream_info_element *e;
3559 if (!(stream_info.use_map & (1 << i))) continue;
3561 e = &stream_info.elements[i];
3562 if (e->data.buffer_object)
3564 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3565 e->data.buffer_object = 0;
3566 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3568 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3569 vb->buffer_object = 0;
3573 e->data.addr += e->stride * src_start_idx;
3577 hr = process_vertices_strided(device, dst_idx, vertex_count,
3578 &stream_info, dst_buffer, flags, dst_fvf);
3580 context_release(context);
3585 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3586 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3588 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3591 TRACE("device %p, stage %u, state %s, value %#x.\n",
3592 device, stage, debug_d3dtexturestate(state), value);
3594 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3596 WARN("Invalid state %#x passed.\n", state);
3600 if (stage >= gl_info->limits.texture_stages)
3602 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3603 stage, gl_info->limits.texture_stages - 1);
3607 old_value = device->updateStateBlock->state.texture_states[stage][state];
3608 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3609 device->updateStateBlock->state.texture_states[stage][state] = value;
3611 if (device->isRecordingState)
3613 TRACE("Recording... not performing anything.\n");
3617 /* Checked after the assignments to allow proper stateblock recording. */
3618 if (old_value == value)
3620 TRACE("Application is setting the old value over, nothing to do.\n");
3624 if (stage > device->stateBlock->state.lowest_disabled_stage
3625 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3626 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3628 /* Colorop change above lowest disabled stage? That won't change
3629 * anything in the GL setup. Changes in other states are important on
3630 * disabled stages too. */
3634 if (state == WINED3DTSS_COLOROP)
3638 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3640 /* Previously enabled stage disabled now. Make sure to dirtify
3641 * all enabled stages above stage, they have to be disabled.
3643 * The current stage is dirtified below. */
3644 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3646 TRACE("Additionally dirtifying stage %u.\n", i);
3647 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3649 device->stateBlock->state.lowest_disabled_stage = stage;
3650 TRACE("New lowest disabled: %u.\n", stage);
3652 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3654 /* Previously disabled stage enabled. Stages above it may need
3655 * enabling. Stage must be lowest_disabled_stage here, if it's
3656 * bigger success is returned above, and stages below the lowest
3657 * disabled stage can't be enabled (because they are enabled
3660 * Again stage stage doesn't need to be dirtified here, it is
3662 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3664 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3666 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3667 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3669 device->stateBlock->state.lowest_disabled_stage = i;
3670 TRACE("New lowest disabled: %u.\n", i);
3674 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3679 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3680 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3682 TRACE("device %p, stage %u, state %s, value %p.\n",
3683 device, stage, debug_d3dtexturestate(state), value);
3685 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3687 WARN("Invalid state %#x passed.\n", state);
3691 *value = device->updateStateBlock->state.texture_states[stage][state];
3692 TRACE("Returning %#x.\n", *value);
3697 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3698 UINT stage, struct wined3d_texture *texture)
3700 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3701 struct wined3d_texture *prev;
3703 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3705 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3706 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3708 /* Windows accepts overflowing this array... we do not. */
3709 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3711 WARN("Ignoring invalid stage %u.\n", stage);
3715 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3716 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3718 WARN("Rejecting attempt to set scratch texture.\n");
3719 return WINED3DERR_INVALIDCALL;
3722 device->updateStateBlock->changed.textures |= 1 << stage;
3724 prev = device->updateStateBlock->state.textures[stage];
3725 TRACE("Previous texture %p.\n", prev);
3727 if (texture == prev)
3729 TRACE("App is setting the same texture again, nothing to do.\n");
3733 TRACE("Setting new texture to %p.\n", texture);
3734 device->updateStateBlock->state.textures[stage] = texture;
3736 if (device->isRecordingState)
3738 TRACE("Recording... not performing anything\n");
3740 if (texture) wined3d_texture_incref(texture);
3741 if (prev) wined3d_texture_decref(prev);
3748 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3750 wined3d_texture_incref(texture);
3752 if (!prev || texture->target != prev->target)
3753 device_invalidate_state(device, STATE_PIXELSHADER);
3755 if (!prev && stage < gl_info->limits.texture_stages)
3757 /* The source arguments for color and alpha ops have different
3758 * meanings when a NULL texture is bound, so the COLOROP and
3759 * ALPHAOP have to be dirtified. */
3760 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3761 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3764 if (bind_count == 1)
3765 texture->sampler = stage;
3770 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3772 wined3d_texture_decref(prev);
3774 if (!texture && stage < gl_info->limits.texture_stages)
3776 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3777 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3780 if (bind_count && prev->sampler == stage)
3784 /* Search for other stages the texture is bound to. Shouldn't
3785 * happen if applications bind textures to a single stage only. */
3786 TRACE("Searching for other stages the texture is bound to.\n");
3787 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3789 if (device->updateStateBlock->state.textures[i] == prev)
3791 TRACE("Texture is also bound to stage %u.\n", i);
3799 device_invalidate_state(device, STATE_SAMPLER(stage));
3804 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3805 UINT stage, struct wined3d_texture **texture)
3807 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3809 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3810 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3812 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3814 WARN("Ignoring invalid stage %u.\n", stage);
3815 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3818 *texture = device->stateBlock->state.textures[stage];
3820 wined3d_texture_incref(*texture);
3822 TRACE("Returning %p.\n", *texture);
3827 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3828 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3830 struct wined3d_swapchain *swapchain;
3833 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3834 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3836 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3839 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3843 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3844 wined3d_swapchain_decref(swapchain);
3847 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3854 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3856 TRACE("device %p, caps %p.\n", device, caps);
3858 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3861 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3862 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3864 struct wined3d_swapchain *swapchain;
3867 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3871 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3874 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3875 wined3d_swapchain_decref(swapchain);
3880 /* Don't read the real display mode, but return the stored mode
3881 * instead. X11 can't change the color depth, and some apps are
3882 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3883 * that GetDisplayMode still returns 24 bpp.
3885 * Also don't relay to the swapchain because with ddraw it's possible
3886 * that there isn't a swapchain at all. */
3887 mode->Width = device->ddraw_width;
3888 mode->Height = device->ddraw_height;
3889 mode->Format = device->ddraw_format;
3890 mode->RefreshRate = 0;
3897 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3899 struct wined3d_stateblock *stateblock;
3902 TRACE("device %p.\n", device);
3904 if (device->isRecordingState)
3905 return WINED3DERR_INVALIDCALL;
3907 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3911 wined3d_stateblock_decref(device->updateStateBlock);
3912 device->updateStateBlock = stateblock;
3913 device->isRecordingState = TRUE;
3915 TRACE("Recording stateblock %p.\n", stateblock);
3920 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3921 struct wined3d_stateblock **stateblock)
3923 struct wined3d_stateblock *object = device->updateStateBlock;
3925 TRACE("device %p, stateblock %p.\n", device, stateblock);
3927 if (!device->isRecordingState)
3929 WARN("Not recording.\n");
3931 return WINED3DERR_INVALIDCALL;
3934 stateblock_init_contained_states(object);
3936 *stateblock = object;
3937 device->isRecordingState = FALSE;
3938 device->updateStateBlock = device->stateBlock;
3939 wined3d_stateblock_incref(device->updateStateBlock);
3941 TRACE("Returning stateblock %p.\n", *stateblock);
3946 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3948 /* At the moment we have no need for any functionality at the beginning
3950 TRACE("device %p.\n", device);
3952 if (device->inScene)
3954 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3955 return WINED3DERR_INVALIDCALL;
3957 device->inScene = TRUE;
3961 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3963 struct wined3d_context *context;
3965 TRACE("device %p.\n", device);
3967 if (!device->inScene)
3969 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3970 return WINED3DERR_INVALIDCALL;
3973 context = context_acquire(device, NULL);
3974 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3976 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3978 context_release(context);
3980 device->inScene = FALSE;
3984 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3985 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3989 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3990 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3991 dst_window_override, dirty_region);
3993 for (i = 0; i < device->swapchain_count; ++i)
3995 wined3d_swapchain_present(device->swapchains[i], src_rect,
3996 dst_rect, dst_window_override, dirty_region, 0);
4002 /* Do not call while under the GL lock. */
4003 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4004 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4006 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4009 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4010 device, rect_count, rects, flags, color, depth, stencil);
4012 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4014 struct wined3d_surface *ds = device->fb.depth_stencil;
4017 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4018 /* TODO: What about depth stencil buffers without stencil bits? */
4019 return WINED3DERR_INVALIDCALL;
4021 else if (flags & WINED3DCLEAR_TARGET)
4023 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4024 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4026 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4032 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4034 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4035 &device->fb, rect_count, rects,
4036 &draw_rect, flags, &c, depth, stencil);
4039 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4040 WINED3DPRIMITIVETYPE primitive_type)
4042 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4044 device->updateStateBlock->changed.primitive_type = TRUE;
4045 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4048 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4049 WINED3DPRIMITIVETYPE *primitive_type)
4051 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4053 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4055 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4058 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4060 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4062 if (!device->stateBlock->state.vertex_declaration)
4064 WARN("Called without a valid vertex declaration set.\n");
4065 return WINED3DERR_INVALIDCALL;
4068 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4069 if (device->stateBlock->state.user_stream)
4071 device_invalidate_state(device, STATE_INDEXBUFFER);
4072 device->stateBlock->state.user_stream = FALSE;
4075 if (device->stateBlock->state.load_base_vertex_index)
4077 device->stateBlock->state.load_base_vertex_index = 0;
4078 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4081 /* Account for the loading offset due to index buffers. Instead of
4082 * reloading all sources correct it with the startvertex parameter. */
4083 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4087 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4089 struct wined3d_buffer *index_buffer;
4090 UINT index_size = 2;
4092 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4094 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4096 index_buffer = device->stateBlock->state.index_buffer;
4099 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4100 * without an index buffer set. (The first time at least...)
4101 * D3D8 simply dies, but I doubt it can do much harm to return
4102 * D3DERR_INVALIDCALL there as well. */
4103 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4104 return WINED3DERR_INVALIDCALL;
4107 if (!device->stateBlock->state.vertex_declaration)
4109 WARN("Called without a valid vertex declaration set.\n");
4110 return WINED3DERR_INVALIDCALL;
4113 if (device->stateBlock->state.user_stream)
4115 device_invalidate_state(device, STATE_INDEXBUFFER);
4116 device->stateBlock->state.user_stream = FALSE;
4118 vbo = index_buffer->buffer_object;
4120 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4125 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4126 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4128 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4129 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4132 drawPrimitive(device, index_count, start_idx, index_size,
4133 vbo ? NULL : index_buffer->resource.allocatedMemory);
4138 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4139 const void *stream_data, UINT stream_stride)
4141 struct wined3d_stream_state *stream;
4142 struct wined3d_buffer *vb;
4144 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4145 device, vertex_count, stream_data, stream_stride);
4147 if (!device->stateBlock->state.vertex_declaration)
4149 WARN("Called without a valid vertex declaration set.\n");
4150 return WINED3DERR_INVALIDCALL;
4153 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4154 stream = &device->stateBlock->state.streams[0];
4155 vb = stream->buffer;
4156 stream->buffer = (struct wined3d_buffer *)stream_data;
4158 wined3d_buffer_decref(vb);
4160 stream->stride = stream_stride;
4161 device->stateBlock->state.user_stream = TRUE;
4162 if (device->stateBlock->state.load_base_vertex_index)
4164 device->stateBlock->state.load_base_vertex_index = 0;
4165 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4168 /* TODO: Only mark dirty if drawing from a different UP address */
4169 device_invalidate_state(device, STATE_STREAMSRC);
4171 drawPrimitive(device, vertex_count, 0, 0, NULL);
4173 /* MSDN specifies stream zero settings must be set to NULL */
4174 stream->buffer = NULL;
4177 /* stream zero settings set to null at end, as per the msdn. No need to
4178 * mark dirty here, the app has to set the new stream sources or use UP
4183 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4184 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4185 const void *stream_data, UINT stream_stride)
4187 struct wined3d_stream_state *stream;
4188 struct wined3d_buffer *vb, *ib;
4191 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4192 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4194 if (!device->stateBlock->state.vertex_declaration)
4196 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4197 return WINED3DERR_INVALIDCALL;
4200 if (index_data_format_id == WINED3DFMT_R16_UINT)
4205 stream = &device->stateBlock->state.streams[0];
4206 vb = stream->buffer;
4207 stream->buffer = (struct wined3d_buffer *)stream_data;
4209 wined3d_buffer_decref(vb);
4211 stream->stride = stream_stride;
4212 device->stateBlock->state.user_stream = TRUE;
4214 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4215 device->stateBlock->state.base_vertex_index = 0;
4216 if (device->stateBlock->state.load_base_vertex_index)
4218 device->stateBlock->state.load_base_vertex_index = 0;
4219 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4221 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4222 device_invalidate_state(device, STATE_STREAMSRC);
4223 device_invalidate_state(device, STATE_INDEXBUFFER);
4225 drawPrimitive(device, index_count, 0, index_size, index_data);
4227 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4228 stream->buffer = NULL;
4230 ib = device->stateBlock->state.index_buffer;
4233 wined3d_buffer_decref(ib);
4234 device->stateBlock->state.index_buffer = NULL;
4236 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4237 * SetStreamSource to specify a vertex buffer
4243 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4244 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4246 /* Mark the state dirty until we have nicer tracking. It's fine to change
4247 * baseVertexIndex because that call is only called by ddraw which does
4248 * not need that value. */
4249 device_invalidate_state(device, STATE_VDECL);
4250 device_invalidate_state(device, STATE_STREAMSRC);
4251 device_invalidate_state(device, STATE_INDEXBUFFER);
4253 device->stateBlock->state.base_vertex_index = 0;
4254 device->up_strided = strided_data;
4255 drawPrimitive(device, vertex_count, 0, 0, NULL);
4256 device->up_strided = NULL;
4258 /* Invalidate the states again to make sure the values from the stateblock
4259 * are properly applied in the next regular draw. Note that the application-
4260 * provided strided data has ovwritten pretty much the entire vertex and
4261 * and index stream related states */
4262 device_invalidate_state(device, STATE_VDECL);
4263 device_invalidate_state(device, STATE_STREAMSRC);
4264 device_invalidate_state(device, STATE_INDEXBUFFER);
4268 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4269 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4270 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4272 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4274 /* Mark the state dirty until we have nicer tracking
4275 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4278 device_invalidate_state(device, STATE_VDECL);
4279 device_invalidate_state(device, STATE_STREAMSRC);
4280 device_invalidate_state(device, STATE_INDEXBUFFER);
4282 device->stateBlock->state.user_stream = TRUE;
4283 device->stateBlock->state.base_vertex_index = 0;
4284 device->up_strided = strided_data;
4285 drawPrimitive(device, index_count, 0, index_size, index_data);
4286 device->up_strided = NULL;
4288 device_invalidate_state(device, STATE_VDECL);
4289 device_invalidate_state(device, STATE_STREAMSRC);
4290 device_invalidate_state(device, STATE_INDEXBUFFER);
4294 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4295 static HRESULT device_update_volume(struct wined3d_device *device,
4296 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4298 WINED3DLOCKED_BOX src;
4299 WINED3DLOCKED_BOX dst;
4302 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4303 device, src_volume, dst_volume);
4305 /* TODO: Implement direct loading into the gl volume instead of using
4306 * memcpy and dirtification to improve loading performance. */
4307 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4308 if (FAILED(hr)) return hr;
4309 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4312 wined3d_volume_unmap(src_volume);
4316 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4318 hr = wined3d_volume_unmap(dst_volume);
4320 wined3d_volume_unmap(src_volume);
4322 hr = wined3d_volume_unmap(src_volume);
4327 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4328 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4330 unsigned int level_count, i;
4331 WINED3DRESOURCETYPE type;
4334 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4336 /* Verify that the source and destination textures are non-NULL. */
4337 if (!src_texture || !dst_texture)
4339 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4340 return WINED3DERR_INVALIDCALL;
4343 if (src_texture == dst_texture)
4345 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4346 return WINED3DERR_INVALIDCALL;
4349 /* Verify that the source and destination textures are the same type. */
4350 type = src_texture->resource.resourceType;
4351 if (dst_texture->resource.resourceType != type)
4353 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4354 return WINED3DERR_INVALIDCALL;
4357 /* Check that both textures have the identical numbers of levels. */
4358 level_count = wined3d_texture_get_level_count(src_texture);
4359 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4361 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4362 return WINED3DERR_INVALIDCALL;
4365 /* Make sure that the destination texture is loaded. */
4366 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4368 /* Update every surface level of the texture. */
4371 case WINED3DRTYPE_TEXTURE:
4373 struct wined3d_surface *src_surface;
4374 struct wined3d_surface *dst_surface;
4376 for (i = 0; i < level_count; ++i)
4378 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4379 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4380 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4383 WARN("Failed to update surface, hr %#x.\n", hr);
4390 case WINED3DRTYPE_CUBETEXTURE:
4392 struct wined3d_surface *src_surface;
4393 struct wined3d_surface *dst_surface;
4395 for (i = 0; i < level_count * 6; ++i)
4397 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4398 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4399 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4402 WARN("Failed to update surface, hr %#x.\n", hr);
4409 case WINED3DRTYPE_VOLUMETEXTURE:
4411 for (i = 0; i < level_count; ++i)
4413 hr = device_update_volume(device,
4414 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4415 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4418 WARN("Failed to update volume, hr %#x.\n", hr);
4426 FIXME("Unsupported texture type %#x.\n", type);
4427 return WINED3DERR_INVALIDCALL;
4433 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4434 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4436 struct wined3d_swapchain *swapchain;
4439 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4441 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4442 if (FAILED(hr)) return hr;
4444 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4445 wined3d_swapchain_decref(swapchain);
4450 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4452 const struct wined3d_state *state = &device->stateBlock->state;
4453 struct wined3d_texture *texture;
4456 TRACE("device %p, num_passes %p.\n", device, num_passes);
4458 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4460 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4462 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4463 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4465 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4467 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4468 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4471 texture = state->textures[i];
4472 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4474 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4476 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4479 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4481 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4484 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4485 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4487 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4492 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4493 state->render_states[WINED3DRS_STENCILENABLE])
4495 struct wined3d_surface *ds = device->fb.depth_stencil;
4496 struct wined3d_surface *target = device->fb.render_targets[0];
4499 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4501 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4502 return WINED3DERR_CONFLICTINGRENDERSTATE;
4506 /* return a sensible default */
4509 TRACE("returning D3D_OK\n");
4513 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4517 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4519 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4520 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4521 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4522 device_invalidate_state(device, STATE_SAMPLER(i));
4526 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4527 UINT palette_idx, const PALETTEENTRY *entries)
4531 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4533 if (palette_idx >= MAX_PALETTES)
4535 WARN("Invalid palette index %u.\n", palette_idx);
4536 return WINED3DERR_INVALIDCALL;
4539 if (palette_idx >= device->palette_count)
4541 UINT new_size = device->palette_count;
4542 PALETTEENTRY **palettes;
4547 } while (palette_idx >= new_size);
4548 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4551 ERR("Out of memory!\n");
4552 return E_OUTOFMEMORY;
4554 device->palettes = palettes;
4555 device->palette_count = new_size;
4558 if (!device->palettes[palette_idx])
4560 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4561 if (!device->palettes[palette_idx])
4563 ERR("Out of memory!\n");
4564 return E_OUTOFMEMORY;
4568 for (i = 0; i < 256; ++i)
4570 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4571 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4572 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4573 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4576 if (palette_idx == device->currentPalette)
4577 dirtify_p8_texture_samplers(device);
4582 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4583 UINT palette_idx, PALETTEENTRY *entries)
4587 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4589 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4591 /* What happens in such situation isn't documented; Native seems to
4592 * silently abort on such conditions. */
4593 WARN("Invalid palette index %u.\n", palette_idx);
4594 return WINED3DERR_INVALIDCALL;
4597 for (i = 0; i < 256; ++i)
4599 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4600 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4601 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4602 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4608 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4610 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4612 /* Native appears to silently abort on attempt to make an uninitialized
4613 * palette current and render. (tested with reference rasterizer). */
4614 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4616 WARN("Invalid palette index %u.\n", palette_idx);
4617 return WINED3DERR_INVALIDCALL;
4620 /* TODO: stateblocks? */
4621 if (device->currentPalette != palette_idx)
4623 device->currentPalette = palette_idx;
4624 dirtify_p8_texture_samplers(device);
4630 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4632 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4635 return WINED3DERR_INVALIDCALL;
4637 *palette_idx = device->currentPalette;
4642 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4646 TRACE("device %p, software %#x.\n", device, software);
4650 FIXME("device %p, software %#x stub!\n", device, software);
4654 device->softwareVertexProcessing = software;
4659 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4663 TRACE("device %p.\n", device);
4667 TRACE("device %p stub!\n", device);
4671 return device->softwareVertexProcessing;
4674 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4675 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4677 struct wined3d_swapchain *swapchain;
4680 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4681 device, swapchain_idx, raster_status);
4683 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4686 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4690 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4691 wined3d_swapchain_decref(swapchain);
4694 WARN("Failed to get raster status, hr %#x.\n", hr);
4701 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4705 TRACE("device %p, segments %.8e.\n", device, segments);
4707 if (segments != 0.0f)
4711 FIXME("device %p, segments %.8e stub!\n", device, segments);
4719 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4723 TRACE("device %p.\n", device);
4727 FIXME("device %p stub!\n", device);
4734 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4735 struct wined3d_surface *src_surface, const RECT *src_rect,
4736 struct wined3d_surface *dst_surface, const POINT *dst_point)
4738 const struct wined3d_format *src_format;
4739 const struct wined3d_format *dst_format;
4740 const struct wined3d_gl_info *gl_info;
4741 struct wined3d_context *context;
4742 struct wined3d_bo_address data;
4743 struct wined3d_format format;
4744 UINT update_w, update_h;
4745 CONVERT_TYPES convert;
4752 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4753 device, src_surface, wine_dbgstr_rect(src_rect),
4754 dst_surface, wine_dbgstr_point(dst_point));
4756 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4758 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4759 src_surface, dst_surface);
4760 return WINED3DERR_INVALIDCALL;
4763 src_format = src_surface->resource.format;
4764 dst_format = dst_surface->resource.format;
4766 if (src_format->id != dst_format->id)
4768 WARN("Source and destination surfaces should have the same format.\n");
4769 return WINED3DERR_INVALIDCALL;
4778 else if (dst_point->x < 0 || dst_point->y < 0)
4780 WARN("Invalid destination point.\n");
4781 return WINED3DERR_INVALIDCALL;
4788 r.right = src_surface->resource.width;
4789 r.bottom = src_surface->resource.height;
4792 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4793 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4795 WARN("Invalid source rectangle.\n");
4796 return WINED3DERR_INVALIDCALL;
4799 src_w = src_surface->resource.width;
4800 src_h = src_surface->resource.height;
4802 dst_w = dst_surface->resource.width;
4803 dst_h = dst_surface->resource.height;
4805 update_w = src_rect->right - src_rect->left;
4806 update_h = src_rect->bottom - src_rect->top;
4808 if (update_w > dst_w || dst_point->x > dst_w - update_w
4809 || update_h > dst_h || dst_point->y > dst_h - update_h)
4811 WARN("Destination out of bounds.\n");
4812 return WINED3DERR_INVALIDCALL;
4815 /* NPOT block sizes would be silly. */
4816 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4817 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4818 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4820 WARN("Update rect not block-aligned.\n");
4821 return WINED3DERR_INVALIDCALL;
4824 /* This call loads the OpenGL surface directly, instead of copying the
4825 * surface to the destination's sysmem copy. If surface conversion is
4826 * needed, use BltFast instead to copy in sysmem and use regular surface
4828 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4829 if (convert != NO_CONVERSION || format.convert)
4830 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4832 context = context_acquire(device, NULL);
4833 gl_info = context->gl_info;
4836 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4837 checkGLcall("glActiveTextureARB");
4840 /* Only load the surface for partial updates. For newly allocated texture
4841 * the texture wouldn't be the current location, and we'd upload zeroes
4842 * just to overwrite them again. */
4843 if (update_w == dst_w && update_h == dst_h)
4844 surface_prepare_texture(dst_surface, gl_info, FALSE);
4846 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4847 surface_bind(dst_surface, gl_info, FALSE);
4849 data.buffer_object = 0;
4850 data.addr = src_surface->resource.allocatedMemory;
4853 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4855 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4857 context_release(context);
4859 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4860 sampler = device->rev_tex_unit_map[0];
4861 if (sampler != WINED3D_UNMAPPED_STAGE)
4862 device_invalidate_state(device, STATE_SAMPLER(sampler));
4867 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4868 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4870 struct WineD3DRectPatch *patch;
4871 GLenum old_primitive_type;
4876 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4877 device, handle, num_segs, rect_patch_info);
4879 if (!(handle || rect_patch_info))
4881 /* TODO: Write a test for the return value, thus the FIXME */
4882 FIXME("Both handle and rect_patch_info are NULL.\n");
4883 return WINED3DERR_INVALIDCALL;
4888 i = PATCHMAP_HASHFUNC(handle);
4890 LIST_FOR_EACH(e, &device->patches[i])
4892 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4893 if (patch->Handle == handle)
4902 TRACE("Patch does not exist. Creating a new one\n");
4903 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4904 patch->Handle = handle;
4905 list_add_head(&device->patches[i], &patch->entry);
4907 TRACE("Found existing patch %p\n", patch);
4912 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4913 * attributes we have to tesselate, read back, and draw. This needs a patch
4914 * management structure instance. Create one.
4916 * A possible improvement is to check if a vertex shader is used, and if not directly
4919 FIXME("Drawing an uncached patch. This is slow\n");
4920 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4923 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4924 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4925 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4928 TRACE("Tesselation density or patch info changed, retesselating\n");
4930 if (rect_patch_info)
4931 patch->RectPatchInfo = *rect_patch_info;
4933 patch->numSegs[0] = num_segs[0];
4934 patch->numSegs[1] = num_segs[1];
4935 patch->numSegs[2] = num_segs[2];
4936 patch->numSegs[3] = num_segs[3];
4938 hr = tesselate_rectpatch(device, patch);
4941 WARN("Patch tesselation failed.\n");
4943 /* Do not release the handle to store the params of the patch */
4945 HeapFree(GetProcessHeap(), 0, patch);
4951 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4952 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4953 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4954 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4956 /* Destroy uncached patches */
4959 HeapFree(GetProcessHeap(), 0, patch->mem);
4960 HeapFree(GetProcessHeap(), 0, patch);
4965 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4966 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4968 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4969 device, handle, segment_count, patch_info);
4974 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4976 struct WineD3DRectPatch *patch;
4980 TRACE("device %p, handle %#x.\n", device, handle);
4982 i = PATCHMAP_HASHFUNC(handle);
4983 LIST_FOR_EACH(e, &device->patches[i])
4985 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4986 if (patch->Handle == handle)
4988 TRACE("Deleting patch %p\n", patch);
4989 list_remove(&patch->entry);
4990 HeapFree(GetProcessHeap(), 0, patch->mem);
4991 HeapFree(GetProcessHeap(), 0, patch);
4996 /* TODO: Write a test for the return value */
4997 FIXME("Attempt to destroy nonexistent patch\n");
4998 return WINED3DERR_INVALIDCALL;
5001 /* Do not call while under the GL lock. */
5002 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
5003 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
5007 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5008 device, surface, wine_dbgstr_rect(rect),
5009 color->r, color->g, color->b, color->a);
5011 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
5013 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5014 return WINED3DERR_INVALIDCALL;
5019 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
5023 return surface_color_fill(surface, rect, color);
5026 /* Do not call while under the GL lock. */
5027 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5028 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5030 struct wined3d_resource *resource;
5034 resource = rendertarget_view->resource;
5035 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5037 FIXME("Only supported on surface resources\n");
5041 SetRect(&rect, 0, 0, resource->width, resource->height);
5042 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
5043 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5046 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5047 UINT render_target_idx, struct wined3d_surface **render_target)
5049 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5050 device, render_target_idx, render_target);
5052 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5054 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5055 return WINED3DERR_INVALIDCALL;
5058 *render_target = device->fb.render_targets[render_target_idx];
5060 wined3d_surface_incref(*render_target);
5062 TRACE("Returning render target %p.\n", *render_target);
5067 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5069 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5071 *depth_stencil = device->fb.depth_stencil;
5072 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5074 if (!*depth_stencil)
5075 return WINED3DERR_NOTFOUND;
5077 wined3d_surface_incref(*depth_stencil);
5082 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5083 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5085 struct wined3d_surface *prev;
5087 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5088 device, render_target_idx, render_target, set_viewport);
5090 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5092 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5093 return WINED3DERR_INVALIDCALL;
5096 prev = device->fb.render_targets[render_target_idx];
5097 if (render_target == prev)
5099 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5103 /* Render target 0 can't be set to NULL. */
5104 if (!render_target && !render_target_idx)
5106 WARN("Trying to set render target 0 to NULL.\n");
5107 return WINED3DERR_INVALIDCALL;
5110 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5112 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5113 return WINED3DERR_INVALIDCALL;
5117 wined3d_surface_incref(render_target);
5118 device->fb.render_targets[render_target_idx] = render_target;
5119 /* Release after the assignment, to prevent device_resource_released()
5120 * from seeing the surface as still in use. */
5122 wined3d_surface_decref(prev);
5124 /* Render target 0 is special. */
5125 if (!render_target_idx && set_viewport)
5127 /* Set the viewport and scissor rectangles, if requested. Tests show
5128 * that stateblock recording is ignored, the change goes directly
5129 * into the primary stateblock. */
5130 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5131 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5132 device->stateBlock->state.viewport.X = 0;
5133 device->stateBlock->state.viewport.Y = 0;
5134 device->stateBlock->state.viewport.MaxZ = 1.0f;
5135 device->stateBlock->state.viewport.MinZ = 0.0f;
5136 device_invalidate_state(device, STATE_VIEWPORT);
5138 device->stateBlock->state.scissor_rect.top = 0;
5139 device->stateBlock->state.scissor_rect.left = 0;
5140 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5141 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5142 device_invalidate_state(device, STATE_SCISSORRECT);
5145 device_invalidate_state(device, STATE_FRAMEBUFFER);
5150 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5152 struct wined3d_surface *prev = device->fb.depth_stencil;
5154 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5155 device, depth_stencil, prev);
5157 if (prev == depth_stencil)
5159 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5165 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5166 || prev->flags & SFLAG_DISCARD)
5168 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5169 prev->resource.width, prev->resource.height);
5170 if (prev == device->onscreen_depth_stencil)
5172 wined3d_surface_decref(device->onscreen_depth_stencil);
5173 device->onscreen_depth_stencil = NULL;
5178 device->fb.depth_stencil = depth_stencil;
5180 wined3d_surface_incref(depth_stencil);
5182 if (!prev != !depth_stencil)
5184 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5185 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5186 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5187 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5188 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5190 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5192 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5195 wined3d_surface_decref(prev);
5197 device_invalidate_state(device, STATE_FRAMEBUFFER);
5202 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5203 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5205 WINED3DLOCKED_RECT lockedRect;
5207 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5208 device, x_hotspot, y_hotspot, cursor_image);
5210 /* some basic validation checks */
5211 if (device->cursorTexture)
5213 struct wined3d_context *context = context_acquire(device, NULL);
5215 glDeleteTextures(1, &device->cursorTexture);
5217 context_release(context);
5218 device->cursorTexture = 0;
5223 WINED3DLOCKED_RECT rect;
5225 /* MSDN: Cursor must be A8R8G8B8 */
5226 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5228 WARN("surface %p has an invalid format.\n", cursor_image);
5229 return WINED3DERR_INVALIDCALL;
5232 /* MSDN: Cursor must be smaller than the display mode */
5233 if (cursor_image->resource.width > device->ddraw_width
5234 || cursor_image->resource.height > device->ddraw_height)
5236 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5237 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5238 device->ddraw_width, device->ddraw_height);
5239 return WINED3DERR_INVALIDCALL;
5242 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5244 /* Do not store the surface's pointer because the application may
5245 * release it after setting the cursor image. Windows doesn't
5246 * addref the set surface, so we can't do this either without
5247 * creating circular refcount dependencies. Copy out the gl texture
5249 device->cursorWidth = cursor_image->resource.width;
5250 device->cursorHeight = cursor_image->resource.height;
5251 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5253 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5254 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5255 struct wined3d_context *context;
5256 char *mem, *bits = rect.pBits;
5257 GLint intfmt = format->glInternal;
5258 GLint gl_format = format->glFormat;
5259 GLint type = format->glType;
5260 INT height = device->cursorHeight;
5261 INT width = device->cursorWidth;
5262 INT bpp = format->byte_count;
5266 /* Reformat the texture memory (pitch and width can be
5268 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5269 for(i = 0; i < height; i++)
5270 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5271 wined3d_surface_unmap(cursor_image);
5273 context = context_acquire(device, NULL);
5277 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5279 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5280 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5283 /* Make sure that a proper texture unit is selected */
5284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5285 checkGLcall("glActiveTextureARB");
5286 sampler = device->rev_tex_unit_map[0];
5287 if (sampler != WINED3D_UNMAPPED_STAGE)
5288 context_invalidate_state(context, STATE_SAMPLER(sampler));
5289 /* Create a new cursor texture */
5290 glGenTextures(1, &device->cursorTexture);
5291 checkGLcall("glGenTextures");
5292 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5293 checkGLcall("glBindTexture");
5294 /* Copy the bitmap memory into the cursor texture */
5295 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5296 checkGLcall("glTexImage2D");
5297 HeapFree(GetProcessHeap(), 0, mem);
5299 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5301 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5302 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5307 context_release(context);
5311 FIXME("A cursor texture was not returned.\n");
5312 device->cursorTexture = 0;
5315 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5317 /* Draw a hardware cursor */
5318 ICONINFO cursorInfo;
5320 /* Create and clear maskBits because it is not needed for
5321 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5323 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5324 (cursor_image->resource.width * cursor_image->resource.height / 8));
5325 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5326 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5327 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5329 cursorInfo.fIcon = FALSE;
5330 cursorInfo.xHotspot = x_hotspot;
5331 cursorInfo.yHotspot = y_hotspot;
5332 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5334 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5335 1, 32, lockedRect.pBits);
5336 wined3d_surface_unmap(cursor_image);
5337 /* Create our cursor and clean up. */
5338 cursor = CreateIconIndirect(&cursorInfo);
5339 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5340 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5341 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5342 device->hardwareCursor = cursor;
5343 if (device->bCursorVisible) SetCursor( cursor );
5344 HeapFree(GetProcessHeap(), 0, maskBits);
5348 device->xHotSpot = x_hotspot;
5349 device->yHotSpot = y_hotspot;
5353 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5354 int x_screen_space, int y_screen_space, DWORD flags)
5356 TRACE("device %p, x %d, y %d, flags %#x.\n",
5357 device, x_screen_space, y_screen_space, flags);
5359 device->xScreenSpace = x_screen_space;
5360 device->yScreenSpace = y_screen_space;
5362 /* switch to the software cursor if position diverges from the hardware one */
5363 if (device->hardwareCursor)
5366 GetCursorPos( &pt );
5367 if (x_screen_space != pt.x || y_screen_space != pt.y)
5369 if (device->bCursorVisible) SetCursor( NULL );
5370 DestroyCursor( device->hardwareCursor );
5371 device->hardwareCursor = 0;
5376 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5378 BOOL oldVisible = device->bCursorVisible;
5380 TRACE("device %p, show %#x.\n", device, show);
5383 * When ShowCursor is first called it should make the cursor appear at the OS's last
5384 * known cursor position.
5386 if (show && !oldVisible)
5390 device->xScreenSpace = pt.x;
5391 device->yScreenSpace = pt.y;
5394 if (device->hardwareCursor)
5396 device->bCursorVisible = show;
5398 SetCursor(device->hardwareCursor);
5404 if (device->cursorTexture)
5405 device->bCursorVisible = show;
5411 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5413 struct wined3d_resource *resource, *cursor;
5415 TRACE("device %p.\n", device);
5417 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5419 TRACE("Checking resource %p for eviction.\n", resource);
5421 if (resource->pool == WINED3DPOOL_MANAGED)
5423 TRACE("Evicting %p.\n", resource);
5424 resource->resource_ops->resource_unload(resource);
5428 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5429 device_invalidate_state(device, STATE_STREAMSRC);
5432 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5433 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5435 struct wined3d_device *device = surface->resource.device;
5436 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5438 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5439 if (surface->flags & SFLAG_DIBSECTION)
5441 /* Release the DC */
5442 SelectObject(surface->hDC, surface->dib.holdbitmap);
5443 DeleteDC(surface->hDC);
5444 /* Release the DIB section */
5445 DeleteObject(surface->dib.DIBsection);
5446 surface->dib.bitmap_data = NULL;
5447 surface->resource.allocatedMemory = NULL;
5448 surface->flags &= ~SFLAG_DIBSECTION;
5450 surface->resource.width = pPresentationParameters->BackBufferWidth;
5451 surface->resource.height = pPresentationParameters->BackBufferHeight;
5452 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5453 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5455 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5456 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5458 surface->pow2Width = surface->pow2Height = 1;
5459 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5460 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5463 surface->resource.resource_ops->resource_unload(&surface->resource);
5465 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5466 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5468 surface->flags |= SFLAG_NONPOW2;
5472 surface->flags &= ~SFLAG_NONPOW2;
5474 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5475 surface->resource.allocatedMemory = NULL;
5476 surface->resource.heapMemory = NULL;
5477 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5479 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5481 if (!surface_init_sysmem(surface))
5483 return E_OUTOFMEMORY;
5488 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5491 WINED3DDISPLAYMODE m;
5494 /* All Windowed modes are supported, as is leaving the current mode */
5495 if(pp->Windowed) return TRUE;
5496 if(!pp->BackBufferWidth) return TRUE;
5497 if(!pp->BackBufferHeight) return TRUE;
5499 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5500 for (i = 0; i < count; ++i)
5502 memset(&m, 0, sizeof(m));
5503 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5505 ERR("Failed to enumerate adapter mode.\n");
5506 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5507 /* Mode found, it is supported. */
5510 /* Mode not found -> not supported */
5514 /* Do not call while under the GL lock. */
5515 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5517 struct wined3d_resource *resource, *cursor;
5518 const struct wined3d_gl_info *gl_info;
5519 struct wined3d_context *context;
5520 struct wined3d_shader *shader;
5522 context = context_acquire(device, NULL);
5523 gl_info = context->gl_info;
5525 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5527 TRACE("Unloading resource %p.\n", resource);
5529 resource->resource_ops->resource_unload(resource);
5532 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5534 device->shader_backend->shader_destroy(shader);
5538 if (device->depth_blt_texture)
5540 glDeleteTextures(1, &device->depth_blt_texture);
5541 device->depth_blt_texture = 0;
5543 if (device->cursorTexture)
5545 glDeleteTextures(1, &device->cursorTexture);
5546 device->cursorTexture = 0;
5550 device->blitter->free_private(device);
5551 device->frag_pipe->free_private(device);
5552 device->shader_backend->shader_free_private(device);
5553 destroy_dummy_textures(device, gl_info);
5555 context_release(context);
5557 while (device->context_count)
5559 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5562 HeapFree(GetProcessHeap(), 0, swapchain->context);
5563 swapchain->context = NULL;
5566 /* Do not call while under the GL lock. */
5567 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5569 struct wined3d_context *context;
5570 struct wined3d_surface *target;
5573 /* Recreate the primary swapchain's context */
5574 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5575 if (!swapchain->context)
5577 ERR("Failed to allocate memory for swapchain context array.\n");
5578 return E_OUTOFMEMORY;
5581 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5582 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5584 WARN("Failed to create context.\n");
5585 HeapFree(GetProcessHeap(), 0, swapchain->context);
5589 swapchain->context[0] = context;
5590 swapchain->num_contexts = 1;
5591 create_dummy_textures(device);
5592 context_release(context);
5594 hr = device->shader_backend->shader_alloc_private(device);
5597 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5601 hr = device->frag_pipe->alloc_private(device);
5604 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5605 device->shader_backend->shader_free_private(device);
5609 hr = device->blitter->alloc_private(device);
5612 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5613 device->frag_pipe->free_private(device);
5614 device->shader_backend->shader_free_private(device);
5621 context_acquire(device, NULL);
5622 destroy_dummy_textures(device, context->gl_info);
5623 context_release(context);
5624 context_destroy(device, context);
5625 HeapFree(GetProcessHeap(), 0, swapchain->context);
5626 swapchain->num_contexts = 0;
5630 /* Do not call while under the GL lock. */
5631 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5632 WINED3DPRESENT_PARAMETERS *present_parameters,
5633 wined3d_device_reset_cb callback)
5635 struct wined3d_resource *resource, *cursor;
5636 struct wined3d_swapchain *swapchain;
5637 BOOL DisplayModeChanged = FALSE;
5638 WINED3DDISPLAYMODE mode;
5642 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5644 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5645 for (i = 0; i < MAX_STREAMS; ++i)
5647 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5649 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5651 wined3d_device_set_texture(device, i, NULL);
5653 if (device->onscreen_depth_stencil)
5655 wined3d_surface_decref(device->onscreen_depth_stencil);
5656 device->onscreen_depth_stencil = NULL;
5659 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5661 TRACE("Enumerating resource %p.\n", resource);
5662 if (FAILED(hr = callback(resource)))
5666 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5669 ERR("Failed to get the first implicit swapchain\n");
5673 if (!is_display_mode_supported(device, present_parameters))
5675 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5676 WARN("Requested mode: %d, %d.\n",
5677 present_parameters->BackBufferWidth,
5678 present_parameters->BackBufferHeight);
5679 wined3d_swapchain_decref(swapchain);
5680 return WINED3DERR_INVALIDCALL;
5683 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5684 * on an existing gl context, so there's no real need for recreation.
5686 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5688 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5690 TRACE("New params:\n");
5691 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5692 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5693 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5694 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5695 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5696 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5697 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5698 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5699 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5700 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5701 TRACE("Flags = %08x\n", present_parameters->Flags);
5702 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5703 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5705 /* No special treatment of these parameters. Just store them */
5706 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5707 swapchain->presentParms.Flags = present_parameters->Flags;
5708 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5709 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5711 /* What to do about these? */
5712 if (present_parameters->BackBufferCount
5713 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5714 FIXME("Cannot change the back buffer count yet.\n");
5716 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5717 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5718 FIXME("Cannot change the back buffer format yet.\n");
5720 if (present_parameters->hDeviceWindow
5721 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5722 FIXME("Cannot change the device window yet.\n");
5724 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5728 TRACE("Creating the depth stencil buffer\n");
5730 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5731 present_parameters->BackBufferWidth,
5732 present_parameters->BackBufferHeight,
5733 present_parameters->AutoDepthStencilFormat,
5734 present_parameters->MultiSampleType,
5735 present_parameters->MultiSampleQuality,
5737 &device->auto_depth_stencil);
5740 ERR("Failed to create the depth stencil buffer.\n");
5741 wined3d_swapchain_decref(swapchain);
5742 return WINED3DERR_INVALIDCALL;
5746 if (device->onscreen_depth_stencil)
5748 wined3d_surface_decref(device->onscreen_depth_stencil);
5749 device->onscreen_depth_stencil = NULL;
5752 /* Reset the depth stencil */
5753 if (present_parameters->EnableAutoDepthStencil)
5754 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5756 wined3d_device_set_depth_stencil(device, NULL);
5758 TRACE("Resetting stateblock\n");
5759 wined3d_stateblock_decref(device->updateStateBlock);
5760 wined3d_stateblock_decref(device->stateBlock);
5762 if (present_parameters->Windowed)
5764 mode.Width = swapchain->orig_width;
5765 mode.Height = swapchain->orig_height;
5766 mode.RefreshRate = 0;
5767 mode.Format = swapchain->presentParms.BackBufferFormat;
5771 mode.Width = present_parameters->BackBufferWidth;
5772 mode.Height = present_parameters->BackBufferHeight;
5773 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5774 mode.Format = swapchain->presentParms.BackBufferFormat;
5777 /* Should Width == 800 && Height == 0 set 800x600? */
5778 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5779 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5780 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5784 if (!present_parameters->Windowed)
5785 DisplayModeChanged = TRUE;
5787 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5788 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5790 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5793 wined3d_swapchain_decref(swapchain);
5797 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5799 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5802 wined3d_swapchain_decref(swapchain);
5806 if (device->auto_depth_stencil)
5808 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5811 wined3d_swapchain_decref(swapchain);
5817 delete_opengl_contexts(device, swapchain);
5819 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5820 || DisplayModeChanged)
5822 wined3d_device_set_display_mode(device, 0, &mode);
5824 if (!present_parameters->Windowed)
5826 if (swapchain->presentParms.Windowed)
5828 HWND focus_window = device->createParms.hFocusWindow;
5830 focus_window = present_parameters->hDeviceWindow;
5831 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5833 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5834 wined3d_swapchain_decref(swapchain);
5838 /* switch from windowed to fs */
5839 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5840 present_parameters->BackBufferWidth,
5841 present_parameters->BackBufferHeight);
5845 /* Fullscreen -> fullscreen mode change */
5846 MoveWindow(swapchain->device_window, 0, 0,
5847 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5851 else if (!swapchain->presentParms.Windowed)
5853 /* Fullscreen -> windowed switch */
5854 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5855 wined3d_device_release_focus_window(device);
5857 swapchain->presentParms.Windowed = present_parameters->Windowed;
5859 else if (!present_parameters->Windowed)
5861 DWORD style = device->style;
5862 DWORD exStyle = device->exStyle;
5863 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5864 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5865 * Reset to clear up their mess. Guild Wars also loses the device during that.
5868 device->exStyle = 0;
5869 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5870 present_parameters->BackBufferWidth,
5871 present_parameters->BackBufferHeight);
5872 device->style = style;
5873 device->exStyle = exStyle;
5876 /* Note: No parent needed for initial internal stateblock */
5877 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5879 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5881 TRACE("Created stateblock %p.\n", device->stateBlock);
5882 device->updateStateBlock = device->stateBlock;
5883 wined3d_stateblock_incref(device->updateStateBlock);
5885 stateblock_init_default_state(device->stateBlock);
5887 swapchain_update_render_to_fbo(swapchain);
5888 swapchain_update_draw_bindings(swapchain);
5890 hr = create_primary_opengl_context(device, swapchain);
5891 wined3d_swapchain_decref(swapchain);
5893 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5899 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5901 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5903 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5909 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5910 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5912 TRACE("device %p, parameters %p.\n", device, parameters);
5914 *parameters = device->createParms;
5918 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5919 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5921 struct wined3d_swapchain *swapchain;
5923 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5924 device, swapchain_idx, flags, ramp);
5926 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5928 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5929 wined3d_swapchain_decref(swapchain);
5933 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5935 struct wined3d_swapchain *swapchain;
5937 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5938 device, swapchain_idx, ramp);
5940 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5942 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5943 wined3d_swapchain_decref(swapchain);
5947 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5949 TRACE("device %p, resource %p.\n", device, resource);
5951 list_add_head(&device->resources, &resource->resource_list_entry);
5954 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5956 TRACE("device %p, resource %p.\n", device, resource);
5958 list_remove(&resource->resource_list_entry);
5961 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5963 WINED3DRESOURCETYPE type = resource->resourceType;
5966 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5968 context_resource_released(device, resource, type);
5972 case WINED3DRTYPE_SURFACE:
5974 struct wined3d_surface *surface = surface_from_resource(resource);
5976 if (!device->d3d_initialized) break;
5978 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5980 if (device->fb.render_targets[i] == surface)
5982 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5983 device->fb.render_targets[i] = NULL;
5987 if (device->fb.depth_stencil == surface)
5989 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5990 device->fb.depth_stencil = NULL;
5995 case WINED3DRTYPE_TEXTURE:
5996 case WINED3DRTYPE_CUBETEXTURE:
5997 case WINED3DRTYPE_VOLUMETEXTURE:
5998 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
6000 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
6002 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
6004 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6005 texture, device->stateBlock, i);
6006 device->stateBlock->state.textures[i] = NULL;
6009 if (device->updateStateBlock != device->stateBlock
6010 && device->updateStateBlock->state.textures[i] == texture)
6012 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6013 texture, device->updateStateBlock, i);
6014 device->updateStateBlock->state.textures[i] = NULL;
6019 case WINED3DRTYPE_BUFFER:
6021 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6023 for (i = 0; i < MAX_STREAMS; ++i)
6025 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6027 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6028 buffer, device->stateBlock, i);
6029 device->stateBlock->state.streams[i].buffer = NULL;
6032 if (device->updateStateBlock != device->stateBlock
6033 && device->updateStateBlock->state.streams[i].buffer == buffer)
6035 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6036 buffer, device->updateStateBlock, i);
6037 device->updateStateBlock->state.streams[i].buffer = NULL;
6042 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6044 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6045 buffer, device->stateBlock);
6046 device->stateBlock->state.index_buffer = NULL;
6049 if (device->updateStateBlock != device->stateBlock
6050 && device->updateStateBlock->state.index_buffer == buffer)
6052 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6053 buffer, device->updateStateBlock);
6054 device->updateStateBlock->state.index_buffer = NULL;
6063 /* Remove the resource from the resourceStore */
6064 device_resource_remove(device, resource);
6066 TRACE("Resource released.\n");
6069 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6070 HDC dc, struct wined3d_surface **surface)
6072 struct wined3d_resource *resource;
6074 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6076 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6078 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6080 struct wined3d_surface *s = surface_from_resource(resource);
6084 TRACE("Found surface %p for dc %p.\n", s, dc);
6091 return WINED3DERR_INVALIDCALL;
6094 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6095 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6096 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6098 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6099 const struct fragment_pipeline *fragment_pipeline;
6100 struct shader_caps shader_caps;
6101 struct fragment_caps ffp_caps;
6102 WINED3DDISPLAYMODE mode;
6107 device->wined3d = wined3d;
6108 wined3d_incref(device->wined3d);
6109 device->adapter = wined3d->adapter_count ? adapter : NULL;
6110 device->device_parent = device_parent;
6111 list_init(&device->resources);
6112 list_init(&device->shaders);
6113 device->surface_alignment = surface_alignment;
6115 /* Get the initial screen setup for ddraw. */
6116 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6119 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6120 wined3d_decref(device->wined3d);
6123 device->ddraw_width = mode.Width;
6124 device->ddraw_height = mode.Height;
6125 device->ddraw_format = mode.Format;
6127 /* Save the creation parameters. */
6128 device->createParms.AdapterOrdinal = adapter_idx;
6129 device->createParms.DeviceType = device_type;
6130 device->createParms.hFocusWindow = focus_window;
6131 device->createParms.BehaviorFlags = flags;
6133 device->devType = device_type;
6134 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6136 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6137 device->shader_backend = adapter->shader_backend;
6139 if (device->shader_backend)
6141 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6142 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6143 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6144 device->vs_clipping = shader_caps.VSClipping;
6146 fragment_pipeline = adapter->fragment_pipe;
6147 device->frag_pipe = fragment_pipeline;
6148 if (fragment_pipeline)
6150 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6151 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6153 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6154 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6157 ERR("Failed to compile state table, hr %#x.\n", hr);
6158 wined3d_decref(device->wined3d);
6162 device->blitter = adapter->blitter;
6168 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6170 DWORD rep = device->StateTable[state].representative;
6171 struct wined3d_context *context;
6176 for (i = 0; i < device->context_count; ++i)
6178 context = device->contexts[i];
6179 if(isStateDirty(context, rep)) continue;
6181 context->dirtyArray[context->numDirtyEntries++] = rep;
6182 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6183 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6184 context->isStateDirty[idx] |= (1 << shift);
6188 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6190 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6191 *width = context->current_rt->pow2Width;
6192 *height = context->current_rt->pow2Height;
6195 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6197 const struct wined3d_swapchain *swapchain = context->swapchain;
6198 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6199 * current context's drawable, which is the size of the back buffer of the swapchain
6200 * the active context belongs to. */
6201 *width = swapchain->presentParms.BackBufferWidth;
6202 *height = swapchain->presentParms.BackBufferHeight;
6205 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6206 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6208 if (device->filter_messages)
6210 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6211 window, message, wparam, lparam);
6213 return DefWindowProcW(window, message, wparam, lparam);
6215 return DefWindowProcA(window, message, wparam, lparam);
6218 if (message == WM_DESTROY)
6220 TRACE("unregister window %p.\n", window);
6221 wined3d_unregister_window(window);
6223 if (device->focus_window == window) device->focus_window = NULL;
6224 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6228 return CallWindowProcW(proc, window, message, wparam, lparam);
6230 return CallWindowProcA(proc, window, message, wparam, lparam);