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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
42 WINED3D_LIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
70 switch(primitive_type)
72 case WINED3D_PT_POINTLIST:
75 case WINED3D_PT_LINELIST:
78 case WINED3D_PT_LINESTRIP:
81 case WINED3D_PT_TRIANGLELIST:
84 case WINED3D_PT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3D_PT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3D_PT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3D_PT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
113 return WINED3D_PT_POINTLIST;
116 return WINED3D_PT_LINELIST;
119 return WINED3D_PT_LINESTRIP;
122 return WINED3D_PT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3D_PT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3D_PT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3D_PT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3D_PT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
179 const struct wined3d_state *state = &device->stateBlock->state;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
185 stream_info->use_map = 0;
186 stream_info->swizzle_map = 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info->position_transformed = declaration->position_transformed;
190 use_vshader = state->vertex_shader && !declaration->position_transformed;
192 /* Translate the declaration into strided data. */
193 for (i = 0; i < declaration->element_count; ++i)
195 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
196 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
197 struct wined3d_buffer *buffer = stream->buffer;
198 struct wined3d_bo_address data;
203 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
204 element, i + 1, declaration->element_count);
206 if (!buffer) continue;
208 data.buffer_object = 0;
211 stride = stream->stride;
212 if (state->user_stream)
214 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
215 data.buffer_object = 0;
216 data.addr = (BYTE *)buffer;
220 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
221 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state->load_base_vertex_index < 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state->load_base_vertex_index);
232 data.buffer_object = 0;
233 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
234 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data.addr += element->offset;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
246 if (element->output_slot == ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used = vshader_get_input(state->vertex_shader,
252 element->usage, element->usage_idx, &idx);
256 idx = element->output_slot;
262 if (!element->ffp_valid)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
270 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader ? "shader": "fixed function", idx,
279 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
280 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
282 data.addr += stream->offset;
284 stream_info->elements[idx].format = element->format;
285 stream_info->elements[idx].data = data;
286 stream_info->elements[idx].stride = stride;
287 stream_info->elements[idx].stream_idx = element->input_slot;
289 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
290 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
292 stream_info->swizzle_map |= 1 << idx;
294 stream_info->use_map |= 1 << idx;
298 device->num_buffer_queries = 0;
299 if (!state->user_stream)
301 WORD map = stream_info->use_map;
302 stream_info->all_vbo = 1;
304 /* PreLoad all the vertex buffers. */
305 for (i = 0; map; map >>= 1, ++i)
307 struct wined3d_stream_info_element *element;
308 struct wined3d_buffer *buffer;
310 if (!(map & 1)) continue;
312 element = &stream_info->elements[i];
313 buffer = state->streams[element->stream_idx].buffer;
314 wined3d_buffer_preload(buffer);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer->buffer_object != element->data.buffer_object)
319 element->data.buffer_object = 0;
320 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
321 + (ptrdiff_t)element->data.addr;
324 if (!buffer->buffer_object)
325 stream_info->all_vbo = 0;
328 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
333 stream_info->all_vbo = 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
338 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
340 e->data.addr = strided->data;
341 e->data.buffer_object = 0;
342 e->format = wined3d_get_format(gl_info, strided->format);
343 e->stride = strided->stride;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
348 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
352 memset(stream_info, 0, sizeof(*stream_info));
354 if (strided->position.data)
355 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
356 if (strided->normal.data)
357 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
358 if (strided->diffuse.data)
359 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
360 if (strided->specular.data)
361 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
363 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
365 if (strided->tex_coords[i].data)
366 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
367 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
370 stream_info->position_transformed = strided->position_transformed;
372 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
374 if (!stream_info->elements[i].format) continue;
376 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
379 stream_info->swizzle_map |= 1 << i;
381 stream_info->use_map |= 1 << i;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
408 struct wined3d_stream_info *stream_info = &device->strided_streams;
409 const struct wined3d_state *state = &device->stateBlock->state;
410 DWORD prev_all_vbo = stream_info->all_vbo;
412 if (device->up_strided)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
417 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device, stream_info);
425 if (state->vertex_shader && !stream_info->position_transformed)
427 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device->useDrawStridedSlow = TRUE;
434 device->useDrawStridedSlow = FALSE;
439 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
440 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
441 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
443 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
445 device->useDrawStridedSlow = TRUE;
449 device->useDrawStridedSlow = FALSE;
453 if (prev_all_vbo != stream_info->all_vbo)
454 device_invalidate_state(device, STATE_INDEXBUFFER);
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
459 struct wined3d_texture *texture;
460 enum WINED3DSRGB srgb;
462 if (!(texture = state->textures[idx])) return;
463 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
464 texture->texture_ops->texture_preload(texture, srgb);
467 void device_preload_textures(const struct wined3d_device *device)
469 const struct wined3d_state *state = &device->stateBlock->state;
474 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
476 if (state->vertex_shader->reg_maps.sampler_type[i])
477 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
485 if (state->pixel_shader->reg_maps.sampler_type[i])
486 device_preload_texture(state, i);
491 WORD ffu_map = device->fixed_function_usage_map;
493 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
496 device_preload_texture(state, i);
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
503 struct wined3d_context **new_array;
505 TRACE("Adding context %p.\n", context);
507 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
508 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
509 sizeof(*new_array) * (device->context_count + 1));
513 ERR("Failed to grow the context array.\n");
517 new_array[device->context_count++] = context;
518 device->contexts = new_array;
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
524 struct wined3d_context **new_array;
528 TRACE("Removing context %p.\n", context);
530 for (i = 0; i < device->context_count; ++i)
532 if (device->contexts[i] == context)
541 ERR("Context %p doesn't exist in context array.\n", context);
545 if (!--device->context_count)
547 HeapFree(GetProcessHeap(), 0, device->contexts);
548 device->contexts = NULL;
552 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
553 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device->contexts = new_array;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device *device,
565 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
567 if (device->onscreen_depth_stencil)
569 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
571 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
572 device->onscreen_depth_stencil->ds_current_size.cx,
573 device->onscreen_depth_stencil->ds_current_size.cy);
574 wined3d_surface_decref(device->onscreen_depth_stencil);
576 device->onscreen_depth_stencil = depth_stencil;
577 wined3d_surface_incref(device->onscreen_depth_stencil);
580 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
582 /* partial draw rect */
583 if (draw_rect->left || draw_rect->top
584 || draw_rect->right < target->resource.width
585 || draw_rect->bottom < target->resource.height)
588 /* partial clear rect */
589 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
590 || clear_rect->right < target->resource.width
591 || clear_rect->bottom < target->resource.height))
597 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
598 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
600 RECT current_rect, r;
602 if (ds->flags & location)
603 SetRect(¤t_rect, 0, 0,
604 ds->ds_current_size.cx,
605 ds->ds_current_size.cy);
607 SetRectEmpty(¤t_rect);
609 IntersectRect(&r, draw_rect, ¤t_rect);
610 if (EqualRect(&r, draw_rect))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
617 if (EqualRect(&r, ¤t_rect))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect = *draw_rect;
628 IntersectRect(&r, draw_rect, clear_rect);
629 if (EqualRect(&r, draw_rect))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect = *draw_rect;
638 surface_load_ds_location(ds, context, location);
639 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
644 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
645 float depth, DWORD stencil)
647 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
648 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
649 UINT drawable_width, drawable_height;
650 struct wined3d_context *context;
651 GLbitfield clear_mask = 0;
652 BOOL render_offscreen;
656 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
657 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
658 * for the cleared parts, and the untouched parts.
660 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
661 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
662 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
663 * checking all this if the dest surface is in the drawable anyway. */
664 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
666 for (i = 0; i < rt_count; ++i)
668 struct wined3d_surface *rt = fb->render_targets[i];
670 surface_load_location(rt, rt->draw_binding, NULL);
674 context = context_acquire(device, target);
677 context_release(context);
678 WARN("Invalid context, skipping clear.\n");
684 render_offscreen = context->render_offscreen;
685 target->get_drawable_size(context, &drawable_width, &drawable_height);
689 render_offscreen = TRUE;
690 drawable_width = fb->depth_stencil->pow2Width;
691 drawable_height = fb->depth_stencil->pow2Height;
694 if (flags & WINED3DCLEAR_ZBUFFER)
696 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
698 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
699 device_switch_onscreen_ds(device, context, fb->depth_stencil);
700 prepare_ds_clear(fb->depth_stencil, context, location,
701 draw_rect, rect_count, clear_rect, &ds_rect);
704 if (!context_apply_clear_state(context, device, rt_count, fb))
706 context_release(context);
707 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags & WINED3DCLEAR_STENCIL)
716 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
718 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
719 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
722 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
723 glClearStencil(stencil);
724 checkGLcall("glClearStencil");
725 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728 if (flags & WINED3DCLEAR_ZBUFFER)
730 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
732 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_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(WINED3D_RS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_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);
827 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
829 ULONG refcount = InterlockedIncrement(&device->ref);
831 TRACE("%p increasing refcount to %u.\n", device, refcount);
836 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
838 ULONG refcount = InterlockedDecrement(&device->ref);
840 TRACE("%p decreasing refcount to %u.\n", device, refcount);
844 struct wined3d_stateblock *stateblock;
847 if (wined3d_stateblock_decref(device->updateStateBlock)
848 && device->updateStateBlock != device->stateBlock)
849 FIXME("Something's still holding the update stateblock.\n");
850 device->updateStateBlock = NULL;
852 stateblock = device->stateBlock;
853 device->stateBlock = NULL;
854 if (wined3d_stateblock_decref(stateblock))
855 FIXME("Something's still holding the stateblock.\n");
857 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
859 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
860 device->multistate_funcs[i] = NULL;
863 if (!list_empty(&device->resources))
865 struct wined3d_resource *resource;
867 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
869 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
871 FIXME("Leftover resource %p with type %s (%#x).\n",
872 resource, debug_d3dresourcetype(resource->type), resource->type);
876 if (device->contexts)
877 ERR("Context array not freed!\n");
878 if (device->hardwareCursor)
879 DestroyCursor(device->hardwareCursor);
880 device->hardwareCursor = 0;
882 wined3d_decref(device->wined3d);
883 device->wined3d = NULL;
884 HeapFree(GetProcessHeap(), 0, device);
885 TRACE("Freed device %p.\n", device);
891 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
893 TRACE("device %p.\n", device);
895 return device->swapchain_count;
898 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
899 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
901 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
902 device, swapchain_idx, swapchain);
904 if (swapchain_idx >= device->swapchain_count)
906 WARN("swapchain_idx %u >= swapchain_count %u.\n",
907 swapchain_idx, device->swapchain_count);
910 return WINED3DERR_INVALIDCALL;
913 *swapchain = device->swapchains[swapchain_idx];
914 wined3d_swapchain_incref(*swapchain);
915 TRACE("Returning %p.\n", *swapchain);
920 static void device_load_logo(struct wined3d_device *device, const char *filename)
922 struct wined3d_color_key color_key;
926 HDC dcb = NULL, dcs = NULL;
928 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
931 GetObjectA(hbm, sizeof(BITMAP), &bm);
932 dcb = CreateCompatibleDC(NULL);
934 SelectObject(dcb, hbm);
938 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941 memset(&bm, 0, sizeof(bm));
946 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
947 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
948 NULL, &wined3d_null_parent_ops, &device->logo_surface);
951 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
957 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
959 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
960 wined3d_surface_releasedc(device->logo_surface, dcs);
962 color_key.color_space_low_value = 0;
963 color_key.color_space_high_value = 0;
964 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
968 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
969 /* Fill the surface with a white color to show that wined3d is there */
970 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
974 if (dcb) DeleteDC(dcb);
975 if (hbm) DeleteObject(hbm);
978 /* Context activation is done by the caller. */
979 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
981 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
982 unsigned int i, j, count;
983 /* Under DirectX you can sample even if no texture is bound, whereas
984 * OpenGL will only allow that when a valid texture is bound.
985 * We emulate this by creating dummy textures and binding them
986 * to each texture stage when the currently set D3D texture is NULL. */
989 if (gl_info->supported[APPLE_CLIENT_STORAGE])
991 /* The dummy texture does not have client storage backing */
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
997 for (i = 0; i < count; ++i)
999 DWORD color = 0x000000ff;
1001 /* Make appropriate texture active */
1002 context_active_texture(context, gl_info, i);
1004 glGenTextures(1, &device->dummy_texture_2d[i]);
1005 checkGLcall("glGenTextures");
1006 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1008 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1009 checkGLcall("glBindTexture");
1011 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1012 checkGLcall("glTexImage2D");
1014 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1016 glGenTextures(1, &device->dummy_texture_rect[i]);
1017 checkGLcall("glGenTextures");
1018 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1020 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1021 checkGLcall("glBindTexture");
1023 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1024 checkGLcall("glTexImage2D");
1027 if (gl_info->supported[EXT_TEXTURE3D])
1029 glGenTextures(1, &device->dummy_texture_3d[i]);
1030 checkGLcall("glGenTextures");
1031 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1033 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1034 checkGLcall("glBindTexture");
1036 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1037 checkGLcall("glTexImage3D");
1040 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1042 glGenTextures(1, &device->dummy_texture_cube[i]);
1043 checkGLcall("glGenTextures");
1044 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1046 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1047 checkGLcall("glBindTexture");
1049 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1051 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1052 checkGLcall("glTexImage2D");
1057 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1059 /* Re-enable because if supported it is enabled by default */
1060 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1061 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1067 /* Context activation is done by the caller. */
1068 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1070 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1073 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1075 glDeleteTextures(count, device->dummy_texture_cube);
1076 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079 if (gl_info->supported[EXT_TEXTURE3D])
1081 glDeleteTextures(count, device->dummy_texture_3d);
1082 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1087 glDeleteTextures(count, device->dummy_texture_rect);
1088 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091 glDeleteTextures(count, device->dummy_texture_2d);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1096 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1097 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1098 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1101 static LONG fullscreen_style(LONG style)
1103 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1104 style |= WS_POPUP | WS_SYSMENU;
1105 style &= ~(WS_CAPTION | WS_THICKFRAME);
1110 static LONG fullscreen_exstyle(LONG exstyle)
1112 /* Filter out window decorations. */
1113 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1118 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1120 BOOL filter_messages;
1121 LONG style, exstyle;
1123 TRACE("Setting up window %p for fullscreen mode.\n", window);
1125 if (device->style || device->exStyle)
1127 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1128 window, device->style, device->exStyle);
1131 device->style = GetWindowLongW(window, GWL_STYLE);
1132 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1134 style = fullscreen_style(device->style);
1135 exstyle = fullscreen_exstyle(device->exStyle);
1137 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1138 device->style, device->exStyle, style, exstyle);
1140 filter_messages = device->filter_messages;
1141 device->filter_messages = TRUE;
1143 SetWindowLongW(window, GWL_STYLE, style);
1144 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1145 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1147 device->filter_messages = filter_messages;
1150 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1152 BOOL filter_messages;
1153 LONG style, exstyle;
1155 if (!device->style && !device->exStyle) return;
1157 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1158 window, device->style, device->exStyle);
1160 style = GetWindowLongW(window, GWL_STYLE);
1161 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1163 filter_messages = device->filter_messages;
1164 device->filter_messages = TRUE;
1166 /* Only restore the style if the application didn't modify it during the
1167 * fullscreen phase. Some applications change it before calling Reset()
1168 * when switching between windowed and fullscreen modes (HL2), some
1169 * depend on the original style (Eve Online). */
1170 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1172 SetWindowLongW(window, GWL_STYLE, device->style);
1173 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1175 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1177 device->filter_messages = filter_messages;
1179 /* Delete the old values. */
1181 device->exStyle = 0;
1184 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1186 TRACE("device %p, window %p.\n", device, window);
1188 if (!wined3d_register_window(window, device))
1190 ERR("Failed to register window %p.\n", window);
1194 InterlockedExchangePointer((void **)&device->focus_window, window);
1195 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1200 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1202 TRACE("device %p.\n", device);
1204 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1205 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1208 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1209 struct wined3d_swapchain_desc *swapchain_desc)
1211 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1212 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1213 struct wined3d_swapchain *swapchain = NULL;
1214 struct wined3d_context *context;
1219 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1221 if (device->d3d_initialized)
1222 return WINED3DERR_INVALIDCALL;
1223 if (!device->adapter->opengl)
1224 return WINED3DERR_INVALIDCALL;
1226 device->valid_rt_mask = 0;
1227 for (i = 0; i < gl_info->limits.buffers; ++i)
1228 device->valid_rt_mask |= (1 << i);
1229 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1230 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1232 /* Initialize the texture unit mapping to a 1:1 mapping */
1233 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1235 if (state < gl_info->limits.fragment_samplers)
1237 device->texUnitMap[state] = state;
1238 device->rev_tex_unit_map[state] = state;
1242 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1243 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1247 /* Setup the implicit swapchain. This also initializes a context. */
1248 TRACE("Creating implicit swapchain\n");
1249 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1250 swapchain_desc, &swapchain);
1253 WARN("Failed to create implicit swapchain\n");
1257 device->swapchain_count = 1;
1258 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1259 if (!device->swapchains)
1261 ERR("Out of memory!\n");
1264 device->swapchains[0] = swapchain;
1266 if (swapchain->back_buffers && swapchain->back_buffers[0])
1268 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1269 device->fb.render_targets[0] = swapchain->back_buffers[0];
1273 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1274 device->fb.render_targets[0] = swapchain->front_buffer;
1276 wined3d_surface_incref(device->fb.render_targets[0]);
1278 /* Depth Stencil support */
1279 device->fb.depth_stencil = device->auto_depth_stencil;
1280 if (device->fb.depth_stencil)
1281 wined3d_surface_incref(device->fb.depth_stencil);
1283 hr = device->shader_backend->shader_alloc_private(device);
1286 TRACE("Shader private data couldn't be allocated\n");
1289 hr = device->frag_pipe->alloc_private(device);
1292 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 hr = device->blitter->alloc_private(device);
1298 TRACE("Blitter private data couldn't be allocated\n");
1302 /* Set up some starting GL setup */
1304 /* Setup all the devices defaults */
1305 stateblock_init_default_state(device->stateBlock);
1307 context = context_acquire(device, swapchain->front_buffer);
1309 create_dummy_textures(device, context);
1313 /* Initialize the current view state */
1314 device->view_ident = 1;
1315 device->contexts[0]->last_was_rhw = 0;
1317 switch (wined3d_settings.offscreen_rendering_mode)
1320 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323 case ORM_BACKBUFFER:
1325 if (context_get_current()->aux_buffers > 0)
1327 TRACE("Using auxiliary buffer for offscreen rendering\n");
1328 device->offscreenBuffer = GL_AUX0;
1332 TRACE("Using back buffer for offscreen rendering\n");
1333 device->offscreenBuffer = GL_BACK;
1338 TRACE("All defaults now set up, leaving 3D init.\n");
1341 context_release(context);
1343 /* Clear the screen */
1344 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1345 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1348 device->d3d_initialized = TRUE;
1350 if (wined3d_settings.logo)
1351 device_load_logo(device, wined3d_settings.logo);
1355 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1356 HeapFree(GetProcessHeap(), 0, device->swapchains);
1357 device->swapchain_count = 0;
1359 wined3d_swapchain_decref(swapchain);
1360 if (device->blit_priv)
1361 device->blitter->free_private(device);
1362 if (device->fragment_priv)
1363 device->frag_pipe->free_private(device);
1364 if (device->shader_priv)
1365 device->shader_backend->shader_free_private(device);
1370 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1371 struct wined3d_swapchain_desc *swapchain_desc)
1373 struct wined3d_swapchain *swapchain = NULL;
1376 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1378 /* Setup the implicit swapchain */
1379 TRACE("Creating implicit swapchain\n");
1380 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1381 swapchain_desc, &swapchain);
1384 WARN("Failed to create implicit swapchain\n");
1388 device->swapchain_count = 1;
1389 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1390 if (!device->swapchains)
1392 ERR("Out of memory!\n");
1395 device->swapchains[0] = swapchain;
1399 wined3d_swapchain_decref(swapchain);
1403 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1405 struct wined3d_resource *resource, *cursor;
1406 const struct wined3d_gl_info *gl_info;
1407 struct wined3d_context *context;
1408 struct wined3d_surface *surface;
1411 TRACE("device %p.\n", device);
1413 if (!device->d3d_initialized)
1414 return WINED3DERR_INVALIDCALL;
1416 /* Force making the context current again, to verify it is still valid
1417 * (workaround for broken drivers) */
1418 context_set_current(NULL);
1419 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1420 * it was created. Thus make sure a context is active for the glDelete* calls
1422 context = context_acquire(device, NULL);
1423 gl_info = context->gl_info;
1425 if (device->logo_surface)
1426 wined3d_surface_decref(device->logo_surface);
1428 stateblock_unbind_resources(device->stateBlock);
1430 /* Unload resources */
1431 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1433 TRACE("Unloading resource %p.\n", resource);
1435 resource->resource_ops->resource_unload(resource);
1438 TRACE("Deleting high order patches\n");
1439 for (i = 0; i < PATCHMAP_SIZE; ++i)
1441 struct wined3d_rect_patch *patch;
1442 struct list *e1, *e2;
1444 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1446 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1447 wined3d_device_delete_patch(device, patch->Handle);
1451 /* Delete the mouse cursor texture */
1452 if (device->cursorTexture)
1455 glDeleteTextures(1, &device->cursorTexture);
1457 device->cursorTexture = 0;
1460 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461 * private data, it might contain opengl pointers
1463 if (device->depth_blt_texture)
1466 glDeleteTextures(1, &device->depth_blt_texture);
1468 device->depth_blt_texture = 0;
1471 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472 device->blitter->free_private(device);
1473 device->frag_pipe->free_private(device);
1474 device->shader_backend->shader_free_private(device);
1476 /* Release the buffers (with sanity checks)*/
1477 if (device->onscreen_depth_stencil)
1479 surface = device->onscreen_depth_stencil;
1480 device->onscreen_depth_stencil = NULL;
1481 wined3d_surface_decref(surface);
1484 if (device->fb.depth_stencil)
1486 surface = device->fb.depth_stencil;
1488 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1490 device->fb.depth_stencil = NULL;
1491 wined3d_surface_decref(surface);
1494 if (device->auto_depth_stencil)
1496 surface = device->auto_depth_stencil;
1497 device->auto_depth_stencil = NULL;
1498 if (wined3d_surface_decref(surface))
1499 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1502 for (i = 1; i < gl_info->limits.buffers; ++i)
1504 wined3d_device_set_render_target(device, i, NULL, FALSE);
1507 surface = device->fb.render_targets[0];
1508 TRACE("Setting rendertarget 0 to NULL\n");
1509 device->fb.render_targets[0] = NULL;
1510 TRACE("Releasing the render target at %p\n", surface);
1511 wined3d_surface_decref(surface);
1513 context_release(context);
1515 for (i = 0; i < device->swapchain_count; ++i)
1517 TRACE("Releasing the implicit swapchain %u.\n", i);
1518 if (wined3d_swapchain_decref(device->swapchains[i]))
1519 FIXME("Something's still holding the implicit swapchain.\n");
1522 HeapFree(GetProcessHeap(), 0, device->swapchains);
1523 device->swapchains = NULL;
1524 device->swapchain_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->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1565 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1567 TRACE("device %p, wined3d %p.\n", device, wined3d);
1569 *wined3d = device->wined3d;
1570 wined3d_incref(*wined3d);
1572 TRACE("Returning %p.\n", *wined3d);
1577 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1579 TRACE("device %p.\n", device);
1581 TRACE("Emulating %d MB, returning %d MB left.\n",
1582 device->adapter->TextureRam / (1024 * 1024),
1583 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1585 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1588 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1589 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1591 struct wined3d_stream_state *stream;
1592 struct wined3d_buffer *prev_buffer;
1594 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1595 device, stream_idx, buffer, offset, stride);
1597 if (stream_idx >= MAX_STREAMS)
1599 WARN("Stream index %u out of range.\n", stream_idx);
1600 return WINED3DERR_INVALIDCALL;
1602 else if (offset & 0x3)
1604 WARN("Offset %u is not 4 byte aligned.\n", offset);
1605 return WINED3DERR_INVALIDCALL;
1608 stream = &device->updateStateBlock->state.streams[stream_idx];
1609 prev_buffer = stream->buffer;
1611 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1613 if (prev_buffer == buffer
1614 && stream->stride == stride
1615 && stream->offset == offset)
1617 TRACE("Application is setting the old values over, nothing to do.\n");
1621 stream->buffer = buffer;
1624 stream->stride = stride;
1625 stream->offset = offset;
1628 /* Handle recording of state blocks. */
1629 if (device->isRecordingState)
1631 TRACE("Recording... not performing anything.\n");
1633 wined3d_buffer_incref(buffer);
1635 wined3d_buffer_decref(prev_buffer);
1641 InterlockedIncrement(&buffer->resource.bind_count);
1642 wined3d_buffer_incref(buffer);
1646 InterlockedDecrement(&prev_buffer->resource.bind_count);
1647 wined3d_buffer_decref(prev_buffer);
1650 device_invalidate_state(device, STATE_STREAMSRC);
1655 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1656 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1658 struct wined3d_stream_state *stream;
1660 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1661 device, stream_idx, buffer, offset, stride);
1663 if (stream_idx >= MAX_STREAMS)
1665 WARN("Stream index %u out of range.\n", stream_idx);
1666 return WINED3DERR_INVALIDCALL;
1669 stream = &device->stateBlock->state.streams[stream_idx];
1670 *buffer = stream->buffer;
1672 wined3d_buffer_incref(*buffer);
1674 *offset = stream->offset;
1675 *stride = stream->stride;
1680 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1682 struct wined3d_stream_state *stream;
1683 UINT old_flags, old_freq;
1685 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1687 /* Verify input. At least in d3d9 this is invalid. */
1688 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1690 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1691 return WINED3DERR_INVALIDCALL;
1693 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1695 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1696 return WINED3DERR_INVALIDCALL;
1700 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1701 return WINED3DERR_INVALIDCALL;
1704 stream = &device->updateStateBlock->state.streams[stream_idx];
1705 old_flags = stream->flags;
1706 old_freq = stream->frequency;
1708 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1709 stream->frequency = divider & 0x7fffff;
1711 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1713 if (stream->frequency != old_freq || stream->flags != old_flags)
1714 device_invalidate_state(device, STATE_STREAMSRC);
1719 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1720 UINT stream_idx, UINT *divider)
1722 struct wined3d_stream_state *stream;
1724 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1726 stream = &device->updateStateBlock->state.streams[stream_idx];
1727 *divider = stream->flags | stream->frequency;
1729 TRACE("Returning %#x.\n", *divider);
1734 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1735 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1737 TRACE("device %p, state %s, matrix %p.\n",
1738 device, debug_d3dtstype(d3dts), matrix);
1739 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1740 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1741 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1742 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1744 /* Handle recording of state blocks. */
1745 if (device->isRecordingState)
1747 TRACE("Recording... not performing anything.\n");
1748 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1749 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1753 /* If the new matrix is the same as the current one,
1754 * we cut off any further processing. this seems to be a reasonable
1755 * optimization because as was noticed, some apps (warcraft3 for example)
1756 * tend towards setting the same matrix repeatedly for some reason.
1758 * From here on we assume that the new matrix is different, wherever it matters. */
1759 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1761 TRACE("The application is setting the same matrix over again.\n");
1765 device->stateBlock->state.transforms[d3dts] = *matrix;
1766 if (d3dts == WINED3D_TS_VIEW)
1767 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1769 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1770 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1776 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1777 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1779 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1781 *matrix = device->stateBlock->state.transforms[state];
1786 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1787 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1789 const struct wined3d_matrix *mat = NULL;
1790 struct wined3d_matrix temp;
1792 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1794 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1795 * below means it will be recorded in a state block change, but it
1796 * works regardless where it is recorded.
1797 * If this is found to be wrong, change to StateBlock. */
1798 if (state > HIGHEST_TRANSFORMSTATE)
1800 WARN("Unhandled transform state %#x.\n", state);
1804 mat = &device->updateStateBlock->state.transforms[state];
1805 multiply_matrix(&temp, mat, matrix);
1807 /* Apply change via set transform - will reapply to eg. lights this way. */
1808 return wined3d_device_set_transform(device, state, &temp);
1811 /* Note lights are real special cases. Although the device caps state only
1812 * e.g. 8 are supported, you can reference any indexes you want as long as
1813 * that number max are enabled at any one point in time. Therefore since the
1814 * indices can be anything, we need a hashmap of them. However, this causes
1815 * stateblock problems. When capturing the state block, I duplicate the
1816 * hashmap, but when recording, just build a chain pretty much of commands to
1818 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1819 UINT light_idx, const struct wined3d_light *light)
1821 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1822 struct wined3d_light_info *object = NULL;
1826 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1828 /* Check the parameter range. Need for speed most wanted sets junk lights
1829 * which confuse the GL driver. */
1831 return WINED3DERR_INVALIDCALL;
1833 switch (light->type)
1835 case WINED3D_LIGHT_POINT:
1836 case WINED3D_LIGHT_SPOT:
1837 case WINED3D_LIGHT_PARALLELPOINT:
1838 case WINED3D_LIGHT_GLSPOT:
1839 /* Incorrect attenuation values can cause the gl driver to crash.
1840 * Happens with Need for speed most wanted. */
1841 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1843 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1844 return WINED3DERR_INVALIDCALL;
1848 case WINED3D_LIGHT_DIRECTIONAL:
1849 /* Ignores attenuation */
1853 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1854 return WINED3DERR_INVALIDCALL;
1857 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1859 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1860 if (object->OriginalIndex == light_idx)
1867 TRACE("Adding new light\n");
1868 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1871 ERR("Out of memory error when allocating a light\n");
1872 return E_OUTOFMEMORY;
1874 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1875 object->glIndex = -1;
1876 object->OriginalIndex = light_idx;
1879 /* Initialize the object. */
1880 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1881 light_idx, light->type,
1882 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1883 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1884 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1885 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1886 light->direction.x, light->direction.y, light->direction.z);
1887 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1888 light->range, light->falloff, light->theta, light->phi);
1890 /* Save away the information. */
1891 object->OriginalParms = *light;
1893 switch (light->type)
1895 case WINED3D_LIGHT_POINT:
1897 object->lightPosn[0] = light->position.x;
1898 object->lightPosn[1] = light->position.y;
1899 object->lightPosn[2] = light->position.z;
1900 object->lightPosn[3] = 1.0f;
1901 object->cutoff = 180.0f;
1905 case WINED3D_LIGHT_DIRECTIONAL:
1907 object->lightPosn[0] = -light->direction.x;
1908 object->lightPosn[1] = -light->direction.y;
1909 object->lightPosn[2] = -light->direction.z;
1910 object->lightPosn[3] = 0.0f;
1911 object->exponent = 0.0f;
1912 object->cutoff = 180.0f;
1915 case WINED3D_LIGHT_SPOT:
1917 object->lightPosn[0] = light->position.x;
1918 object->lightPosn[1] = light->position.y;
1919 object->lightPosn[2] = light->position.z;
1920 object->lightPosn[3] = 1.0f;
1923 object->lightDirn[0] = light->direction.x;
1924 object->lightDirn[1] = light->direction.y;
1925 object->lightDirn[2] = light->direction.z;
1926 object->lightDirn[3] = 1.0f;
1928 /* opengl-ish and d3d-ish spot lights use too different models
1929 * for the light "intensity" as a function of the angle towards
1930 * the main light direction, so we only can approximate very
1931 * roughly. However, spot lights are rather rarely used in games
1932 * (if ever used at all). Furthermore if still used, probably
1933 * nobody pays attention to such details. */
1934 if (!light->falloff)
1936 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1937 * equations have the falloff resp. exponent parameter as an
1938 * exponent, so the spot light lighting will always be 1.0 for
1939 * both of them, and we don't have to care for the rest of the
1940 * rather complex calculation. */
1941 object->exponent = 0.0f;
1945 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1948 object->exponent = -0.3f / logf(cosf(rho / 2));
1951 if (object->exponent > 128.0f)
1952 object->exponent = 128.0f;
1954 object->cutoff = (float)(light->phi * 90 / M_PI);
1959 FIXME("Unrecognized light type %#x.\n", light->type);
1962 /* Update the live definitions if the light is currently assigned a glIndex. */
1963 if (object->glIndex != -1 && !device->isRecordingState)
1964 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1969 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1970 UINT light_idx, struct wined3d_light *light)
1972 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1973 struct wined3d_light_info *light_info = NULL;
1976 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1978 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1980 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1981 if (light_info->OriginalIndex == light_idx)
1988 TRACE("Light information requested but light not defined\n");
1989 return WINED3DERR_INVALIDCALL;
1992 *light = light_info->OriginalParms;
1996 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1998 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1999 struct wined3d_light_info *light_info = NULL;
2002 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2004 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2006 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2007 if (light_info->OriginalIndex == light_idx)
2011 TRACE("Found light %p.\n", light_info);
2013 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2016 TRACE("Light enabled requested but light not defined, so defining one!\n");
2017 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2019 /* Search for it again! Should be fairly quick as near head of list. */
2020 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2022 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2023 if (light_info->OriginalIndex == light_idx)
2029 FIXME("Adding default lights has failed dismally\n");
2030 return WINED3DERR_INVALIDCALL;
2036 if (light_info->glIndex != -1)
2038 if (!device->isRecordingState)
2039 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2041 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2042 light_info->glIndex = -1;
2046 TRACE("Light already disabled, nothing to do\n");
2048 light_info->enabled = FALSE;
2052 light_info->enabled = TRUE;
2053 if (light_info->glIndex != -1)
2055 TRACE("Nothing to do as light was enabled\n");
2060 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2061 /* Find a free GL light. */
2062 for (i = 0; i < gl_info->limits.lights; ++i)
2064 if (!device->updateStateBlock->state.lights[i])
2066 device->updateStateBlock->state.lights[i] = light_info;
2067 light_info->glIndex = i;
2071 if (light_info->glIndex == -1)
2073 /* Our tests show that Windows returns D3D_OK in this situation, even with
2074 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2075 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2076 * as well for those lights.
2078 * TODO: Test how this affects rendering. */
2079 WARN("Too many concurrently active lights\n");
2083 /* i == light_info->glIndex */
2084 if (!device->isRecordingState)
2085 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2092 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2094 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2095 struct wined3d_light_info *light_info = NULL;
2098 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2100 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2102 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2103 if (light_info->OriginalIndex == light_idx)
2110 TRACE("Light enabled state requested but light not defined.\n");
2111 return WINED3DERR_INVALIDCALL;
2113 /* true is 128 according to SetLightEnable */
2114 *enable = light_info->enabled ? 128 : 0;
2118 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2119 UINT plane_idx, const struct wined3d_vec4 *plane)
2121 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2123 /* Validate plane_idx. */
2124 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2126 TRACE("Application has requested clipplane this device doesn't support.\n");
2127 return WINED3DERR_INVALIDCALL;
2130 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2132 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2134 TRACE("Application is setting old values over, nothing to do.\n");
2138 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2140 /* Handle recording of state blocks. */
2141 if (device->isRecordingState)
2143 TRACE("Recording... not performing anything.\n");
2147 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2152 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2153 UINT plane_idx, struct wined3d_vec4 *plane)
2155 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2157 /* Validate plane_idx. */
2158 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2160 TRACE("Application has requested clipplane this device doesn't support.\n");
2161 return WINED3DERR_INVALIDCALL;
2164 *plane = device->stateBlock->state.clip_planes[plane_idx];
2169 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2170 const struct wined3d_clip_status *clip_status)
2172 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2175 return WINED3DERR_INVALIDCALL;
2180 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2181 struct wined3d_clip_status *clip_status)
2183 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2186 return WINED3DERR_INVALIDCALL;
2191 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2193 TRACE("device %p, material %p.\n", device, material);
2195 device->updateStateBlock->changed.material = TRUE;
2196 device->updateStateBlock->state.material = *material;
2198 /* Handle recording of state blocks */
2199 if (device->isRecordingState)
2201 TRACE("Recording... not performing anything.\n");
2205 device_invalidate_state(device, STATE_MATERIAL);
2210 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2212 TRACE("device %p, material %p.\n", device, material);
2214 *material = device->updateStateBlock->state.material;
2216 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2217 material->diffuse.r, material->diffuse.g,
2218 material->diffuse.b, material->diffuse.a);
2219 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2220 material->ambient.r, material->ambient.g,
2221 material->ambient.b, material->ambient.a);
2222 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2223 material->specular.r, material->specular.g,
2224 material->specular.b, material->specular.a);
2225 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2226 material->emissive.r, material->emissive.g,
2227 material->emissive.b, material->emissive.a);
2228 TRACE("power %.8e.\n", material->power);
2233 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2234 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2236 struct wined3d_buffer *prev_buffer;
2238 TRACE("device %p, buffer %p, format %s.\n",
2239 device, buffer, debug_d3dformat(format_id));
2241 prev_buffer = device->updateStateBlock->state.index_buffer;
2243 device->updateStateBlock->changed.indices = TRUE;
2244 device->updateStateBlock->state.index_buffer = buffer;
2245 device->updateStateBlock->state.index_format = format_id;
2247 /* Handle recording of state blocks. */
2248 if (device->isRecordingState)
2250 TRACE("Recording... not performing anything.\n");
2252 wined3d_buffer_incref(buffer);
2254 wined3d_buffer_decref(prev_buffer);
2258 if (prev_buffer != buffer)
2260 device_invalidate_state(device, STATE_INDEXBUFFER);
2263 InterlockedIncrement(&buffer->resource.bind_count);
2264 wined3d_buffer_incref(buffer);
2268 InterlockedDecrement(&prev_buffer->resource.bind_count);
2269 wined3d_buffer_decref(prev_buffer);
2276 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2278 TRACE("device %p, buffer %p.\n", device, buffer);
2280 *buffer = device->stateBlock->state.index_buffer;
2283 wined3d_buffer_incref(*buffer);
2285 TRACE("Returning %p.\n", *buffer);
2290 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2291 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2293 TRACE("device %p, base_index %d.\n", device, base_index);
2295 if (device->updateStateBlock->state.base_vertex_index == base_index)
2297 TRACE("Application is setting the old value over, nothing to do\n");
2301 device->updateStateBlock->state.base_vertex_index = base_index;
2303 if (device->isRecordingState)
2305 TRACE("Recording... not performing anything\n");
2311 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2313 TRACE("device %p.\n", device);
2315 return device->stateBlock->state.base_vertex_index;
2318 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2320 TRACE("device %p, viewport %p.\n", device, viewport);
2321 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2322 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2324 device->updateStateBlock->changed.viewport = TRUE;
2325 device->updateStateBlock->state.viewport = *viewport;
2327 /* Handle recording of state blocks */
2328 if (device->isRecordingState)
2330 TRACE("Recording... not performing anything\n");
2334 device_invalidate_state(device, STATE_VIEWPORT);
2339 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2341 TRACE("device %p, viewport %p.\n", device, viewport);
2343 *viewport = device->stateBlock->state.viewport;
2348 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2349 enum wined3d_render_state state, DWORD value)
2351 DWORD old_value = device->stateBlock->state.render_states[state];
2353 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2355 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2356 device->updateStateBlock->state.render_states[state] = value;
2358 /* Handle recording of state blocks. */
2359 if (device->isRecordingState)
2361 TRACE("Recording... not performing anything.\n");
2365 /* Compared here and not before the assignment to allow proper stateblock recording. */
2366 if (value == old_value)
2367 TRACE("Application is setting the old value over, nothing to do.\n");
2369 device_invalidate_state(device, STATE_RENDER(state));
2374 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2375 enum wined3d_render_state state, DWORD *value)
2377 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2379 *value = device->stateBlock->state.render_states[state];
2384 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2385 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2389 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2390 device, sampler_idx, debug_d3dsamplerstate(state), value);
2392 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2393 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2395 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2396 / sizeof(*device->stateBlock->state.sampler_states))
2398 WARN("Invalid sampler %u.\n", sampler_idx);
2399 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2402 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2403 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2404 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2406 /* Handle recording of state blocks. */
2407 if (device->isRecordingState)
2409 TRACE("Recording... not performing anything.\n");
2413 if (old_value == value)
2415 TRACE("Application is setting the old value over, nothing to do.\n");
2419 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2424 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2425 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2427 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2428 device, sampler_idx, debug_d3dsamplerstate(state), value);
2430 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2431 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2433 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2434 / sizeof(*device->stateBlock->state.sampler_states))
2436 WARN("Invalid sampler %u.\n", sampler_idx);
2437 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2440 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2441 TRACE("Returning %#x.\n", *value);
2446 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2448 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2450 device->updateStateBlock->changed.scissorRect = TRUE;
2451 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2453 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2456 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2458 if (device->isRecordingState)
2460 TRACE("Recording... not performing anything.\n");
2464 device_invalidate_state(device, STATE_SCISSORRECT);
2469 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2471 TRACE("device %p, rect %p.\n", device, rect);
2473 *rect = device->updateStateBlock->state.scissor_rect;
2474 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2479 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2480 struct wined3d_vertex_declaration *declaration)
2482 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2484 TRACE("device %p, declaration %p.\n", device, declaration);
2487 wined3d_vertex_declaration_incref(declaration);
2489 wined3d_vertex_declaration_decref(prev);
2491 device->updateStateBlock->state.vertex_declaration = declaration;
2492 device->updateStateBlock->changed.vertexDecl = TRUE;
2494 if (device->isRecordingState)
2496 TRACE("Recording... not performing anything.\n");
2499 else if (declaration == prev)
2501 /* Checked after the assignment to allow proper stateblock recording. */
2502 TRACE("Application is setting the old declaration over, nothing to do.\n");
2506 device_invalidate_state(device, STATE_VDECL);
2510 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2511 struct wined3d_vertex_declaration **declaration)
2513 TRACE("device %p, declaration %p.\n", device, declaration);
2515 *declaration = device->stateBlock->state.vertex_declaration;
2517 wined3d_vertex_declaration_incref(*declaration);
2522 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2524 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2526 TRACE("device %p, shader %p.\n", device, shader);
2528 device->updateStateBlock->state.vertex_shader = shader;
2529 device->updateStateBlock->changed.vertexShader = TRUE;
2531 if (device->isRecordingState)
2534 wined3d_shader_incref(shader);
2536 wined3d_shader_decref(prev);
2537 TRACE("Recording... not performing anything.\n");
2543 TRACE("Application is setting the old shader over, nothing to do.\n");
2548 wined3d_shader_incref(shader);
2550 wined3d_shader_decref(prev);
2552 device_invalidate_state(device, STATE_VSHADER);
2557 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2559 struct wined3d_shader *shader;
2561 TRACE("device %p.\n", device);
2563 shader = device->stateBlock->state.vertex_shader;
2565 wined3d_shader_incref(shader);
2567 TRACE("Returning %p.\n", shader);
2571 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2572 UINT start_register, const BOOL *constants, UINT bool_count)
2574 UINT count = min(bool_count, MAX_CONST_B - start_register);
2577 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2578 device, start_register, constants, bool_count);
2580 if (!constants || start_register >= MAX_CONST_B)
2581 return WINED3DERR_INVALIDCALL;
2583 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2584 for (i = 0; i < count; ++i)
2585 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2587 for (i = start_register; i < count + start_register; ++i)
2588 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2590 if (!device->isRecordingState)
2591 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2596 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2597 UINT start_register, BOOL *constants, UINT bool_count)
2599 UINT count = min(bool_count, MAX_CONST_B - start_register);
2601 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2602 device, start_register, constants, bool_count);
2604 if (!constants || start_register >= MAX_CONST_B)
2605 return WINED3DERR_INVALIDCALL;
2607 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2612 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2613 UINT start_register, const int *constants, UINT vector4i_count)
2615 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2618 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2619 device, start_register, constants, vector4i_count);
2621 if (!constants || start_register >= MAX_CONST_I)
2622 return WINED3DERR_INVALIDCALL;
2624 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2625 for (i = 0; i < count; ++i)
2626 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2627 constants[i * 4], constants[i * 4 + 1],
2628 constants[i * 4 + 2], constants[i * 4 + 3]);
2630 for (i = start_register; i < count + start_register; ++i)
2631 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2633 if (!device->isRecordingState)
2634 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2639 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2640 UINT start_register, int *constants, UINT vector4i_count)
2642 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2644 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2645 device, start_register, constants, vector4i_count);
2647 if (!constants || start_register >= MAX_CONST_I)
2648 return WINED3DERR_INVALIDCALL;
2650 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2654 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2655 UINT start_register, const float *constants, UINT vector4f_count)
2659 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2660 device, start_register, constants, vector4f_count);
2662 /* Specifically test start_register > limit to catch MAX_UINT overflows
2663 * when adding start_register + vector4f_count. */
2665 || start_register + vector4f_count > device->d3d_vshader_constantF
2666 || start_register > device->d3d_vshader_constantF)
2667 return WINED3DERR_INVALIDCALL;
2669 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2670 constants, vector4f_count * sizeof(float) * 4);
2673 for (i = 0; i < vector4f_count; ++i)
2674 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2675 constants[i * 4], constants[i * 4 + 1],
2676 constants[i * 4 + 2], constants[i * 4 + 3]);
2679 if (!device->isRecordingState)
2681 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2682 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2685 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2686 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2691 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2692 UINT start_register, float *constants, UINT vector4f_count)
2694 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2696 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2697 device, start_register, constants, vector4f_count);
2699 if (!constants || count < 0)
2700 return WINED3DERR_INVALIDCALL;
2702 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2707 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2711 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2713 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2717 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2719 DWORD i = device->rev_tex_unit_map[unit];
2720 DWORD j = device->texUnitMap[stage];
2722 device->texUnitMap[stage] = unit;
2723 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2724 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2726 device->rev_tex_unit_map[unit] = stage;
2727 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2728 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2731 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2735 device->fixed_function_usage_map = 0;
2736 for (i = 0; i < MAX_TEXTURES; ++i)
2738 const struct wined3d_state *state = &device->stateBlock->state;
2739 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2740 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2741 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2742 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2743 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2744 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2745 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2746 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2748 /* Not used, and disable higher stages. */
2749 if (color_op == WINED3D_TOP_DISABLE)
2752 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2753 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2754 || ((color_arg3 == WINED3DTA_TEXTURE)
2755 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2756 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2757 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2758 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2759 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2760 device->fixed_function_usage_map |= (1 << i);
2762 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2763 && i < MAX_TEXTURES - 1)
2764 device->fixed_function_usage_map |= (1 << (i + 1));
2768 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2770 unsigned int i, tex;
2773 device_update_fixed_function_usage_map(device);
2774 ffu_map = device->fixed_function_usage_map;
2776 if (device->max_ffp_textures == gl_info->limits.texture_stages
2777 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2779 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2781 if (!(ffu_map & 1)) continue;
2783 if (device->texUnitMap[i] != i)
2785 device_map_stage(device, i, i);
2786 device_invalidate_state(device, STATE_SAMPLER(i));
2787 device_invalidate_texture_stage(device, i);
2793 /* Now work out the mapping */
2795 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2797 if (!(ffu_map & 1)) continue;
2799 if (device->texUnitMap[i] != tex)
2801 device_map_stage(device, i, tex);
2802 device_invalidate_state(device, STATE_SAMPLER(i));
2803 device_invalidate_texture_stage(device, i);
2810 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2812 const enum wined3d_sampler_texture_type *sampler_type =
2813 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2816 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2818 if (sampler_type[i] && device->texUnitMap[i] != i)
2820 device_map_stage(device, i, i);
2821 device_invalidate_state(device, STATE_SAMPLER(i));
2822 if (i < gl_info->limits.texture_stages)
2823 device_invalidate_texture_stage(device, i);
2828 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2829 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2830 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2832 DWORD current_mapping = device->rev_tex_unit_map[unit];
2834 /* Not currently used */
2835 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2837 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2838 /* Used by a fragment sampler */
2840 if (!pshader_sampler_tokens) {
2841 /* No pixel shader, check fixed function */
2842 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2845 /* Pixel shader, check the shader's sampler map */
2846 return !pshader_sampler_tokens[current_mapping];
2849 /* Used by a vertex sampler */
2850 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2853 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2855 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2856 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2857 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2858 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2863 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2864 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2865 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2868 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2869 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2870 if (vshader_sampler_type[i])
2872 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2874 /* Already mapped somewhere */
2880 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2882 device_map_stage(device, vsampler_idx, start);
2883 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2895 void device_update_tex_unit_map(struct wined3d_device *device)
2897 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2898 const struct wined3d_state *state = &device->stateBlock->state;
2899 BOOL vs = use_vs(state);
2900 BOOL ps = use_ps(state);
2903 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2904 * that would be really messy and require shader recompilation
2905 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2906 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2909 device_map_psamplers(device, gl_info);
2911 device_map_fixed_function_samplers(device, gl_info);
2914 device_map_vsamplers(device, ps, gl_info);
2917 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2919 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2921 TRACE("device %p, shader %p.\n", device, shader);
2923 device->updateStateBlock->state.pixel_shader = shader;
2924 device->updateStateBlock->changed.pixelShader = TRUE;
2926 if (device->isRecordingState)
2929 wined3d_shader_incref(shader);
2931 wined3d_shader_decref(prev);
2932 TRACE("Recording... not performing anything.\n");
2938 TRACE("Application is setting the old shader over, nothing to do.\n");
2943 wined3d_shader_incref(shader);
2945 wined3d_shader_decref(prev);
2947 device_invalidate_state(device, STATE_PIXELSHADER);
2952 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2954 struct wined3d_shader *shader;
2956 TRACE("device %p.\n", device);
2958 shader = device->stateBlock->state.pixel_shader;
2960 wined3d_shader_incref(shader);
2962 TRACE("Returning %p.\n", shader);
2966 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2967 UINT start_register, const BOOL *constants, UINT bool_count)
2969 UINT count = min(bool_count, MAX_CONST_B - start_register);
2972 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2973 device, start_register, constants, bool_count);
2975 if (!constants || start_register >= MAX_CONST_B)
2976 return WINED3DERR_INVALIDCALL;
2978 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
2979 for (i = 0; i < count; ++i)
2980 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2982 for (i = start_register; i < count + start_register; ++i)
2983 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
2985 if (!device->isRecordingState)
2986 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2991 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2992 UINT start_register, BOOL *constants, UINT bool_count)
2994 UINT count = min(bool_count, MAX_CONST_B - start_register);
2996 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2997 device, start_register, constants, bool_count);
2999 if (!constants || start_register >= MAX_CONST_B)
3000 return WINED3DERR_INVALIDCALL;
3002 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3007 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3008 UINT start_register, const int *constants, UINT vector4i_count)
3010 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3013 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3014 device, start_register, constants, vector4i_count);
3016 if (!constants || start_register >= MAX_CONST_I)
3017 return WINED3DERR_INVALIDCALL;
3019 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3020 for (i = 0; i < count; ++i)
3021 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3022 constants[i * 4], constants[i * 4 + 1],
3023 constants[i * 4 + 2], constants[i * 4 + 3]);
3025 for (i = start_register; i < count + start_register; ++i)
3026 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3028 if (!device->isRecordingState)
3029 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3034 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3035 UINT start_register, int *constants, UINT vector4i_count)
3037 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3039 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3040 device, start_register, constants, vector4i_count);
3042 if (!constants || start_register >= MAX_CONST_I)
3043 return WINED3DERR_INVALIDCALL;
3045 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3050 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3051 UINT start_register, const float *constants, UINT vector4f_count)
3055 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3056 device, start_register, constants, vector4f_count);
3058 /* Specifically test start_register > limit to catch MAX_UINT overflows
3059 * when adding start_register + vector4f_count. */
3061 || start_register + vector4f_count > device->d3d_pshader_constantF
3062 || start_register > device->d3d_pshader_constantF)
3063 return WINED3DERR_INVALIDCALL;
3065 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3066 constants, vector4f_count * sizeof(float) * 4);
3069 for (i = 0; i < vector4f_count; ++i)
3070 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3071 constants[i * 4], constants[i * 4 + 1],
3072 constants[i * 4 + 2], constants[i * 4 + 3]);
3075 if (!device->isRecordingState)
3077 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3078 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3081 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3082 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3087 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3088 UINT start_register, float *constants, UINT vector4f_count)
3090 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3092 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3093 device, start_register, constants, vector4f_count);
3095 if (!constants || count < 0)
3096 return WINED3DERR_INVALIDCALL;
3098 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3103 /* Context activation is done by the caller. */
3104 /* Do not call while under the GL lock. */
3105 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3106 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3107 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3110 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3111 struct wined3d_viewport vp;
3119 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3121 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3124 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3126 ERR("Source has no position mask\n");
3127 return WINED3DERR_INVALIDCALL;
3130 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3132 static BOOL warned = FALSE;
3134 * The clipping code is not quite correct. Some things need
3135 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3136 * so disable clipping for now.
3137 * (The graphics in Half-Life are broken, and my processvertices
3138 * test crashes with IDirect3DDevice3)
3144 FIXME("Clipping is broken and disabled for now\n");
3150 vertex_size = get_flexible_vertex_size(DestFVF);
3151 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3153 WARN("Failed to map buffer, hr %#x.\n", hr);
3157 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3158 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3159 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3161 TRACE("View mat:\n");
3162 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);
3163 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);
3164 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);
3165 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);
3167 TRACE("Proj mat:\n");
3168 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);
3169 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);
3170 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);
3171 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);
3173 TRACE("World mat:\n");
3174 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);
3175 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);
3176 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);
3177 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);
3179 /* Get the viewport */
3180 wined3d_device_get_viewport(device, &vp);
3181 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3182 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3184 multiply_matrix(&mat,&view_mat,&world_mat);
3185 multiply_matrix(&mat,&proj_mat,&mat);
3187 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3189 for (i = 0; i < dwCount; i+= 1) {
3190 unsigned int tex_index;
3192 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3193 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3194 /* The position first */
3195 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3196 const float *p = (const float *)(element->data.addr + i * element->stride);
3198 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3200 /* Multiplication with world, view and projection matrix */
3201 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);
3202 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);
3203 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);
3204 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);
3206 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3208 /* WARNING: The following things are taken from d3d7 and were not yet checked
3209 * against d3d8 or d3d9!
3212 /* Clipping conditions: From msdn
3214 * A vertex is clipped if it does not match the following requirements
3218 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3220 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3221 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3226 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3227 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3230 /* "Normal" viewport transformation (not clipped)
3231 * 1) The values are divided by rhw
3232 * 2) The y axis is negative, so multiply it with -1
3233 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3234 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3235 * 4) Multiply x with Width/2 and add Width/2
3236 * 5) The same for the height
3237 * 6) Add the viewpoint X and Y to the 2D coordinates and
3238 * The minimum Z value to z
3239 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3241 * Well, basically it's simply a linear transformation into viewport
3253 z *= vp.max_z - vp.min_z;
3255 x += vp.width / 2 + vp.x;
3256 y += vp.height / 2 + vp.y;
3261 /* That vertex got clipped
3262 * Contrary to OpenGL it is not dropped completely, it just
3263 * undergoes a different calculation.
3265 TRACE("Vertex got clipped\n");
3272 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3273 * outside of the main vertex buffer memory. That needs some more
3278 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3281 ( (float *) dest_ptr)[0] = x;
3282 ( (float *) dest_ptr)[1] = y;
3283 ( (float *) dest_ptr)[2] = z;
3284 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3286 dest_ptr += 3 * sizeof(float);
3288 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3289 dest_ptr += sizeof(float);
3292 if (DestFVF & WINED3DFVF_PSIZE)
3293 dest_ptr += sizeof(DWORD);
3295 if (DestFVF & WINED3DFVF_NORMAL)
3297 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3298 const float *normal = (const float *)(element->data.addr + i * element->stride);
3299 /* AFAIK this should go into the lighting information */
3300 FIXME("Didn't expect the destination to have a normal\n");
3301 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3304 if (DestFVF & WINED3DFVF_DIFFUSE)
3306 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3307 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3308 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3310 static BOOL warned = FALSE;
3313 ERR("No diffuse color in source, but destination has one\n");
3317 *( (DWORD *) dest_ptr) = 0xffffffff;
3318 dest_ptr += sizeof(DWORD);
3322 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3326 if (DestFVF & WINED3DFVF_SPECULAR)
3328 /* What's the color value in the feedback buffer? */
3329 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3330 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3331 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3333 static BOOL warned = FALSE;
3336 ERR("No specular color in source, but destination has one\n");
3340 *( (DWORD *) dest_ptr) = 0xFF000000;
3341 dest_ptr += sizeof(DWORD);
3345 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3349 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3351 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3352 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3353 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3355 ERR("No source texture, but destination requests one\n");
3356 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3360 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3365 wined3d_buffer_unmap(dest);
3369 #undef copy_and_next
3371 /* Do not call while under the GL lock. */
3372 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3373 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3374 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3376 struct wined3d_state *state = &device->stateBlock->state;
3377 struct wined3d_stream_info stream_info;
3378 const struct wined3d_gl_info *gl_info;
3379 BOOL streamWasUP = state->user_stream;
3380 struct wined3d_context *context;
3381 struct wined3d_shader *vs;
3385 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3386 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3387 device, src_start_idx, dst_idx, vertex_count,
3388 dst_buffer, declaration, flags, dst_fvf);
3391 FIXME("Output vertex declaration not implemented yet.\n");
3393 /* Need any context to write to the vbo. */
3394 context = context_acquire(device, NULL);
3395 gl_info = context->gl_info;
3397 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3398 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3399 * restore it afterwards. */
3400 vs = state->vertex_shader;
3401 state->vertex_shader = NULL;
3402 state->user_stream = FALSE;
3403 device_stream_info_from_declaration(device, &stream_info);
3404 state->user_stream = streamWasUP;
3405 state->vertex_shader = vs;
3407 /* We can't convert FROM a VBO, and vertex buffers used to source into
3408 * process_vertices() are unlikely to ever be used for drawing. Release
3409 * VBOs in those buffers and fix up the stream_info structure.
3411 * Also apply the start index. */
3412 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3414 struct wined3d_stream_info_element *e;
3416 if (!(stream_info.use_map & (1 << i)))
3419 e = &stream_info.elements[i];
3420 if (e->data.buffer_object)
3422 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3423 e->data.buffer_object = 0;
3424 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3426 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3427 vb->buffer_object = 0;
3431 e->data.addr += e->stride * src_start_idx;
3434 hr = process_vertices_strided(device, dst_idx, vertex_count,
3435 &stream_info, dst_buffer, flags, dst_fvf);
3437 context_release(context);
3442 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3443 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3445 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3448 TRACE("device %p, stage %u, state %s, value %#x.\n",
3449 device, stage, debug_d3dtexturestate(state), value);
3451 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3453 WARN("Invalid state %#x passed.\n", state);
3457 if (stage >= gl_info->limits.texture_stages)
3459 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3460 stage, gl_info->limits.texture_stages - 1);
3464 old_value = device->updateStateBlock->state.texture_states[stage][state];
3465 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3466 device->updateStateBlock->state.texture_states[stage][state] = value;
3468 if (device->isRecordingState)
3470 TRACE("Recording... not performing anything.\n");
3474 /* Checked after the assignments to allow proper stateblock recording. */
3475 if (old_value == value)
3477 TRACE("Application is setting the old value over, nothing to do.\n");
3481 if (stage > device->stateBlock->state.lowest_disabled_stage
3482 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3483 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3485 /* Colorop change above lowest disabled stage? That won't change
3486 * anything in the GL setup. Changes in other states are important on
3487 * disabled stages too. */
3491 if (state == WINED3D_TSS_COLOR_OP)
3495 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3497 /* Previously enabled stage disabled now. Make sure to dirtify
3498 * all enabled stages above stage, they have to be disabled.
3500 * The current stage is dirtified below. */
3501 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3503 TRACE("Additionally dirtifying stage %u.\n", i);
3504 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3506 device->stateBlock->state.lowest_disabled_stage = stage;
3507 TRACE("New lowest disabled: %u.\n", stage);
3509 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3511 /* Previously disabled stage enabled. Stages above it may need
3512 * enabling. Stage must be lowest_disabled_stage here, if it's
3513 * bigger success is returned above, and stages below the lowest
3514 * disabled stage can't be enabled (because they are enabled
3517 * Again stage stage doesn't need to be dirtified here, it is
3519 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3521 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3523 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3524 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3526 device->stateBlock->state.lowest_disabled_stage = i;
3527 TRACE("New lowest disabled: %u.\n", i);
3531 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3536 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3537 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3539 TRACE("device %p, stage %u, state %s, value %p.\n",
3540 device, stage, debug_d3dtexturestate(state), value);
3542 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3544 WARN("Invalid state %#x passed.\n", state);
3548 *value = device->updateStateBlock->state.texture_states[stage][state];
3549 TRACE("Returning %#x.\n", *value);
3554 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3555 UINT stage, struct wined3d_texture *texture)
3557 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3558 struct wined3d_texture *prev;
3560 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3562 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3563 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3565 /* Windows accepts overflowing this array... we do not. */
3566 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3568 WARN("Ignoring invalid stage %u.\n", stage);
3572 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3574 WARN("Rejecting attempt to set scratch texture.\n");
3575 return WINED3DERR_INVALIDCALL;
3578 device->updateStateBlock->changed.textures |= 1 << stage;
3580 prev = device->updateStateBlock->state.textures[stage];
3581 TRACE("Previous texture %p.\n", prev);
3583 if (texture == prev)
3585 TRACE("App is setting the same texture again, nothing to do.\n");
3589 TRACE("Setting new texture to %p.\n", texture);
3590 device->updateStateBlock->state.textures[stage] = texture;
3592 if (device->isRecordingState)
3594 TRACE("Recording... not performing anything\n");
3596 if (texture) wined3d_texture_incref(texture);
3597 if (prev) wined3d_texture_decref(prev);
3604 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3606 wined3d_texture_incref(texture);
3608 if (!prev || texture->target != prev->target)
3609 device_invalidate_state(device, STATE_PIXELSHADER);
3611 if (!prev && stage < gl_info->limits.texture_stages)
3613 /* The source arguments for color and alpha ops have different
3614 * meanings when a NULL texture is bound, so the COLOR_OP and
3615 * ALPHA_OP have to be dirtified. */
3616 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3617 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3620 if (bind_count == 1)
3621 texture->sampler = stage;
3626 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3628 wined3d_texture_decref(prev);
3630 if (!texture && stage < gl_info->limits.texture_stages)
3632 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3633 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3636 if (bind_count && prev->sampler == stage)
3640 /* Search for other stages the texture is bound to. Shouldn't
3641 * happen if applications bind textures to a single stage only. */
3642 TRACE("Searching for other stages the texture is bound to.\n");
3643 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3645 if (device->updateStateBlock->state.textures[i] == prev)
3647 TRACE("Texture is also bound to stage %u.\n", i);
3655 device_invalidate_state(device, STATE_SAMPLER(stage));
3660 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3661 UINT stage, struct wined3d_texture **texture)
3663 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3665 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3666 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3668 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3670 WARN("Ignoring invalid stage %u.\n", stage);
3671 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3674 *texture = device->stateBlock->state.textures[stage];
3676 wined3d_texture_incref(*texture);
3678 TRACE("Returning %p.\n", *texture);
3683 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3684 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3686 struct wined3d_swapchain *swapchain;
3689 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3690 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3692 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3695 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3699 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3700 wined3d_swapchain_decref(swapchain);
3703 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3710 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3712 TRACE("device %p, caps %p.\n", device, caps);
3714 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3715 device->create_parms.device_type, caps);
3718 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3719 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3721 struct wined3d_swapchain *swapchain;
3724 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3725 device, swapchain_idx, mode, rotation);
3727 if (SUCCEEDED(hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
3729 hr = wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3730 wined3d_swapchain_decref(swapchain);
3736 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3738 struct wined3d_stateblock *stateblock;
3741 TRACE("device %p.\n", device);
3743 if (device->isRecordingState)
3744 return WINED3DERR_INVALIDCALL;
3746 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3750 wined3d_stateblock_decref(device->updateStateBlock);
3751 device->updateStateBlock = stateblock;
3752 device->isRecordingState = TRUE;
3754 TRACE("Recording stateblock %p.\n", stateblock);
3759 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3760 struct wined3d_stateblock **stateblock)
3762 struct wined3d_stateblock *object = device->updateStateBlock;
3764 TRACE("device %p, stateblock %p.\n", device, stateblock);
3766 if (!device->isRecordingState)
3768 WARN("Not recording.\n");
3770 return WINED3DERR_INVALIDCALL;
3773 stateblock_init_contained_states(object);
3775 *stateblock = object;
3776 device->isRecordingState = FALSE;
3777 device->updateStateBlock = device->stateBlock;
3778 wined3d_stateblock_incref(device->updateStateBlock);
3780 TRACE("Returning stateblock %p.\n", *stateblock);
3785 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3787 /* At the moment we have no need for any functionality at the beginning
3789 TRACE("device %p.\n", device);
3791 if (device->inScene)
3793 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3794 return WINED3DERR_INVALIDCALL;
3796 device->inScene = TRUE;
3800 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3802 struct wined3d_context *context;
3804 TRACE("device %p.\n", device);
3806 if (!device->inScene)
3808 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3809 return WINED3DERR_INVALIDCALL;
3812 context = context_acquire(device, NULL);
3813 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3815 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3817 context_release(context);
3819 device->inScene = FALSE;
3823 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3824 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3828 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3829 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3830 dst_window_override, dirty_region, flags);
3832 for (i = 0; i < device->swapchain_count; ++i)
3834 wined3d_swapchain_present(device->swapchains[i], src_rect,
3835 dst_rect, dst_window_override, dirty_region, flags);
3841 /* Do not call while under the GL lock. */
3842 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3843 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3847 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3848 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3850 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3852 struct wined3d_surface *ds = device->fb.depth_stencil;
3855 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3856 /* TODO: What about depth stencil buffers without stencil bits? */
3857 return WINED3DERR_INVALIDCALL;
3859 else if (flags & WINED3DCLEAR_TARGET)
3861 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3862 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3864 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3870 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3871 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3872 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3877 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3878 enum wined3d_primitive_type primitive_type)
3880 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3882 device->updateStateBlock->changed.primitive_type = TRUE;
3883 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3886 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3887 enum wined3d_primitive_type *primitive_type)
3889 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3891 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3893 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3896 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3898 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3900 if (!device->stateBlock->state.vertex_declaration)
3902 WARN("Called without a valid vertex declaration set.\n");
3903 return WINED3DERR_INVALIDCALL;
3906 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3907 if (device->stateBlock->state.user_stream)
3909 device_invalidate_state(device, STATE_INDEXBUFFER);
3910 device->stateBlock->state.user_stream = FALSE;
3913 if (device->stateBlock->state.load_base_vertex_index)
3915 device->stateBlock->state.load_base_vertex_index = 0;
3916 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3919 /* Account for the loading offset due to index buffers. Instead of
3920 * reloading all sources correct it with the startvertex parameter. */
3921 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
3925 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3927 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3929 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3931 if (!device->stateBlock->state.index_buffer)
3933 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3934 * without an index buffer set. (The first time at least...)
3935 * D3D8 simply dies, but I doubt it can do much harm to return
3936 * D3DERR_INVALIDCALL there as well. */
3937 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3938 return WINED3DERR_INVALIDCALL;
3941 if (!device->stateBlock->state.vertex_declaration)
3943 WARN("Called without a valid vertex declaration set.\n");
3944 return WINED3DERR_INVALIDCALL;
3947 if (device->stateBlock->state.user_stream)
3949 device_invalidate_state(device, STATE_INDEXBUFFER);
3950 device->stateBlock->state.user_stream = FALSE;
3953 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
3954 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
3956 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
3957 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3960 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
3965 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
3966 const void *stream_data, UINT stream_stride)
3968 struct wined3d_stream_state *stream;
3969 struct wined3d_buffer *vb;
3971 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3972 device, vertex_count, stream_data, stream_stride);
3974 if (!device->stateBlock->state.vertex_declaration)
3976 WARN("Called without a valid vertex declaration set.\n");
3977 return WINED3DERR_INVALIDCALL;
3980 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3981 stream = &device->stateBlock->state.streams[0];
3982 vb = stream->buffer;
3983 stream->buffer = (struct wined3d_buffer *)stream_data;
3985 wined3d_buffer_decref(vb);
3987 stream->stride = stream_stride;
3988 device->stateBlock->state.user_stream = TRUE;
3989 if (device->stateBlock->state.load_base_vertex_index)
3991 device->stateBlock->state.load_base_vertex_index = 0;
3992 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3995 /* TODO: Only mark dirty if drawing from a different UP address */
3996 device_invalidate_state(device, STATE_STREAMSRC);
3998 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4000 /* MSDN specifies stream zero settings must be set to NULL */
4001 stream->buffer = NULL;
4004 /* stream zero settings set to null at end, as per the msdn. No need to
4005 * mark dirty here, the app has to set the new stream sources or use UP
4010 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4011 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4012 const void *stream_data, UINT stream_stride)
4014 struct wined3d_stream_state *stream;
4015 struct wined3d_buffer *vb, *ib;
4017 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4018 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4020 if (!device->stateBlock->state.vertex_declaration)
4022 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4023 return WINED3DERR_INVALIDCALL;
4026 stream = &device->stateBlock->state.streams[0];
4027 vb = stream->buffer;
4028 stream->buffer = (struct wined3d_buffer *)stream_data;
4030 wined3d_buffer_decref(vb);
4032 stream->stride = stream_stride;
4033 device->stateBlock->state.user_stream = TRUE;
4034 device->stateBlock->state.index_format = index_data_format_id;
4036 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4037 device->stateBlock->state.base_vertex_index = 0;
4038 if (device->stateBlock->state.load_base_vertex_index)
4040 device->stateBlock->state.load_base_vertex_index = 0;
4041 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4043 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4044 device_invalidate_state(device, STATE_STREAMSRC);
4045 device_invalidate_state(device, STATE_INDEXBUFFER);
4047 drawPrimitive(device, index_count, 0, TRUE, index_data);
4049 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4050 stream->buffer = NULL;
4052 ib = device->stateBlock->state.index_buffer;
4055 wined3d_buffer_decref(ib);
4056 device->stateBlock->state.index_buffer = NULL;
4058 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4059 * SetStreamSource to specify a vertex buffer
4065 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4066 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4068 /* Mark the state dirty until we have nicer tracking. It's fine to change
4069 * baseVertexIndex because that call is only called by ddraw which does
4070 * not need that value. */
4071 device_invalidate_state(device, STATE_VDECL);
4072 device_invalidate_state(device, STATE_STREAMSRC);
4073 device_invalidate_state(device, STATE_INDEXBUFFER);
4075 device->stateBlock->state.base_vertex_index = 0;
4076 device->up_strided = strided_data;
4077 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4078 device->up_strided = NULL;
4080 /* Invalidate the states again to make sure the values from the stateblock
4081 * are properly applied in the next regular draw. Note that the application-
4082 * provided strided data has ovwritten pretty much the entire vertex and
4083 * and index stream related states */
4084 device_invalidate_state(device, STATE_VDECL);
4085 device_invalidate_state(device, STATE_STREAMSRC);
4086 device_invalidate_state(device, STATE_INDEXBUFFER);
4090 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4091 UINT index_count, const struct wined3d_strided_data *strided_data,
4092 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4094 enum wined3d_format_id prev_idx_format;
4096 /* Mark the state dirty until we have nicer tracking
4097 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4100 device_invalidate_state(device, STATE_VDECL);
4101 device_invalidate_state(device, STATE_STREAMSRC);
4102 device_invalidate_state(device, STATE_INDEXBUFFER);
4104 prev_idx_format = device->stateBlock->state.index_format;
4105 device->stateBlock->state.index_format = index_data_format_id;
4106 device->stateBlock->state.user_stream = TRUE;
4107 device->stateBlock->state.base_vertex_index = 0;
4108 device->up_strided = strided_data;
4109 drawPrimitive(device, index_count, 0, TRUE, index_data);
4110 device->up_strided = NULL;
4111 device->stateBlock->state.index_format = prev_idx_format;
4113 device_invalidate_state(device, STATE_VDECL);
4114 device_invalidate_state(device, STATE_STREAMSRC);
4115 device_invalidate_state(device, STATE_INDEXBUFFER);
4119 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4120 static HRESULT device_update_volume(struct wined3d_device *device,
4121 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4123 struct wined3d_map_desc src;
4124 struct wined3d_map_desc dst;
4127 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4128 device, src_volume, dst_volume);
4130 /* TODO: Implement direct loading into the gl volume instead of using
4131 * memcpy and dirtification to improve loading performance. */
4132 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
4134 if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4136 wined3d_volume_unmap(src_volume);
4140 memcpy(dst.data, src.data, dst_volume->resource.size);
4142 hr = wined3d_volume_unmap(dst_volume);
4144 wined3d_volume_unmap(src_volume);
4146 hr = wined3d_volume_unmap(src_volume);
4151 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4152 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4154 enum wined3d_resource_type type;
4155 unsigned int level_count, i;
4158 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4160 /* Verify that the source and destination textures are non-NULL. */
4161 if (!src_texture || !dst_texture)
4163 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4164 return WINED3DERR_INVALIDCALL;
4167 if (src_texture == dst_texture)
4169 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4170 return WINED3DERR_INVALIDCALL;
4173 /* Verify that the source and destination textures are the same type. */
4174 type = src_texture->resource.type;
4175 if (dst_texture->resource.type != type)
4177 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4178 return WINED3DERR_INVALIDCALL;
4181 /* Check that both textures have the identical numbers of levels. */
4182 level_count = wined3d_texture_get_level_count(src_texture);
4183 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4185 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4186 return WINED3DERR_INVALIDCALL;
4189 /* Make sure that the destination texture is loaded. */
4190 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4192 /* Update every surface level of the texture. */
4195 case WINED3D_RTYPE_TEXTURE:
4197 struct wined3d_surface *src_surface;
4198 struct wined3d_surface *dst_surface;
4200 for (i = 0; i < level_count; ++i)
4202 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4203 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4204 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4207 WARN("Failed to update surface, hr %#x.\n", hr);
4214 case WINED3D_RTYPE_CUBE_TEXTURE:
4216 struct wined3d_surface *src_surface;
4217 struct wined3d_surface *dst_surface;
4219 for (i = 0; i < level_count * 6; ++i)
4221 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4222 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4223 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4226 WARN("Failed to update surface, hr %#x.\n", hr);
4233 case WINED3D_RTYPE_VOLUME_TEXTURE:
4235 for (i = 0; i < level_count; ++i)
4237 hr = device_update_volume(device,
4238 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4239 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4242 WARN("Failed to update volume, hr %#x.\n", hr);
4250 FIXME("Unsupported texture type %#x.\n", type);
4251 return WINED3DERR_INVALIDCALL;
4257 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4258 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4260 struct wined3d_swapchain *swapchain;
4263 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4265 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4266 if (FAILED(hr)) return hr;
4268 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4269 wined3d_swapchain_decref(swapchain);
4274 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4276 const struct wined3d_state *state = &device->stateBlock->state;
4277 struct wined3d_texture *texture;
4280 TRACE("device %p, num_passes %p.\n", device, num_passes);
4282 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4284 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4286 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4287 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4289 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4291 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4292 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4295 texture = state->textures[i];
4296 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4298 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4300 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4303 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4305 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4308 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4309 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4311 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4316 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4317 || state->render_states[WINED3D_RS_STENCILENABLE])
4319 struct wined3d_surface *ds = device->fb.depth_stencil;
4320 struct wined3d_surface *target = device->fb.render_targets[0];
4323 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4325 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4326 return WINED3DERR_CONFLICTINGRENDERSTATE;
4330 /* return a sensible default */
4333 TRACE("returning D3D_OK\n");
4337 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4341 TRACE("device %p, software %#x.\n", device, software);
4345 FIXME("device %p, software %#x stub!\n", device, software);
4349 device->softwareVertexProcessing = software;
4354 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4358 TRACE("device %p.\n", device);
4362 TRACE("device %p stub!\n", device);
4366 return device->softwareVertexProcessing;
4369 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4370 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4372 struct wined3d_swapchain *swapchain;
4375 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4376 device, swapchain_idx, raster_status);
4378 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4381 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4385 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4386 wined3d_swapchain_decref(swapchain);
4389 WARN("Failed to get raster status, hr %#x.\n", hr);
4396 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4400 TRACE("device %p, segments %.8e.\n", device, segments);
4402 if (segments != 0.0f)
4406 FIXME("device %p, segments %.8e stub!\n", device, segments);
4414 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4418 TRACE("device %p.\n", device);
4422 FIXME("device %p stub!\n", device);
4429 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4430 struct wined3d_surface *src_surface, const RECT *src_rect,
4431 struct wined3d_surface *dst_surface, const POINT *dst_point)
4433 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4434 device, src_surface, wine_dbgstr_rect(src_rect),
4435 dst_surface, wine_dbgstr_point(dst_point));
4437 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4439 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4440 src_surface, dst_surface);
4441 return WINED3DERR_INVALIDCALL;
4444 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4447 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4448 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4450 struct wined3d_rect_patch *patch;
4451 GLenum old_primitive_type;
4456 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4457 device, handle, num_segs, rect_patch_info);
4459 if (!(handle || rect_patch_info))
4461 /* TODO: Write a test for the return value, thus the FIXME */
4462 FIXME("Both handle and rect_patch_info are NULL.\n");
4463 return WINED3DERR_INVALIDCALL;
4468 i = PATCHMAP_HASHFUNC(handle);
4470 LIST_FOR_EACH(e, &device->patches[i])
4472 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4473 if (patch->Handle == handle)
4482 TRACE("Patch does not exist. Creating a new one\n");
4483 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4484 patch->Handle = handle;
4485 list_add_head(&device->patches[i], &patch->entry);
4487 TRACE("Found existing patch %p\n", patch);
4492 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4493 * attributes we have to tesselate, read back, and draw. This needs a patch
4494 * management structure instance. Create one.
4496 * A possible improvement is to check if a vertex shader is used, and if not directly
4499 FIXME("Drawing an uncached patch. This is slow\n");
4500 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4503 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4504 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4505 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4508 TRACE("Tesselation density or patch info changed, retesselating\n");
4510 if (rect_patch_info)
4511 patch->rect_patch_info = *rect_patch_info;
4513 patch->numSegs[0] = num_segs[0];
4514 patch->numSegs[1] = num_segs[1];
4515 patch->numSegs[2] = num_segs[2];
4516 patch->numSegs[3] = num_segs[3];
4518 hr = tesselate_rectpatch(device, patch);
4521 WARN("Patch tesselation failed.\n");
4523 /* Do not release the handle to store the params of the patch */
4525 HeapFree(GetProcessHeap(), 0, patch);
4531 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4532 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4533 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4534 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4536 /* Destroy uncached patches */
4539 HeapFree(GetProcessHeap(), 0, patch->mem);
4540 HeapFree(GetProcessHeap(), 0, patch);
4545 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4546 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4548 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4549 device, handle, segment_count, patch_info);
4554 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4556 struct wined3d_rect_patch *patch;
4560 TRACE("device %p, handle %#x.\n", device, handle);
4562 i = PATCHMAP_HASHFUNC(handle);
4563 LIST_FOR_EACH(e, &device->patches[i])
4565 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4566 if (patch->Handle == handle)
4568 TRACE("Deleting patch %p\n", patch);
4569 list_remove(&patch->entry);
4570 HeapFree(GetProcessHeap(), 0, patch->mem);
4571 HeapFree(GetProcessHeap(), 0, patch);
4576 /* TODO: Write a test for the return value */
4577 FIXME("Attempt to destroy nonexistent patch\n");
4578 return WINED3DERR_INVALIDCALL;
4581 /* Do not call while under the GL lock. */
4582 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4583 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4587 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4588 device, surface, wine_dbgstr_rect(rect),
4589 color->r, color->g, color->b, color->a);
4591 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4593 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4594 return WINED3DERR_INVALIDCALL;
4599 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4603 return surface_color_fill(surface, rect, color);
4606 /* Do not call while under the GL lock. */
4607 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4608 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4610 struct wined3d_resource *resource;
4614 resource = rendertarget_view->resource;
4615 if (resource->type != WINED3D_RTYPE_SURFACE)
4617 FIXME("Only supported on surface resources\n");
4621 SetRect(&rect, 0, 0, resource->width, resource->height);
4622 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4623 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4626 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4627 UINT render_target_idx, struct wined3d_surface **render_target)
4629 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4630 device, render_target_idx, render_target);
4632 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4634 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4635 return WINED3DERR_INVALIDCALL;
4638 *render_target = device->fb.render_targets[render_target_idx];
4639 TRACE("Returning render target %p.\n", *render_target);
4641 if (!*render_target)
4642 return WINED3DERR_NOTFOUND;
4644 wined3d_surface_incref(*render_target);
4649 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4650 struct wined3d_surface **depth_stencil)
4652 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4654 *depth_stencil = device->fb.depth_stencil;
4655 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4657 if (!*depth_stencil)
4658 return WINED3DERR_NOTFOUND;
4660 wined3d_surface_incref(*depth_stencil);
4665 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4666 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4668 struct wined3d_surface *prev;
4670 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4671 device, render_target_idx, render_target, set_viewport);
4673 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4675 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4676 return WINED3DERR_INVALIDCALL;
4679 prev = device->fb.render_targets[render_target_idx];
4680 if (render_target == prev)
4682 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4686 /* Render target 0 can't be set to NULL. */
4687 if (!render_target && !render_target_idx)
4689 WARN("Trying to set render target 0 to NULL.\n");
4690 return WINED3DERR_INVALIDCALL;
4693 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4695 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4696 return WINED3DERR_INVALIDCALL;
4700 wined3d_surface_incref(render_target);
4701 device->fb.render_targets[render_target_idx] = render_target;
4702 /* Release after the assignment, to prevent device_resource_released()
4703 * from seeing the surface as still in use. */
4705 wined3d_surface_decref(prev);
4707 /* Render target 0 is special. */
4708 if (!render_target_idx && set_viewport)
4710 /* Set the viewport and scissor rectangles, if requested. Tests show
4711 * that stateblock recording is ignored, the change goes directly
4712 * into the primary stateblock. */
4713 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4714 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4715 device->stateBlock->state.viewport.x = 0;
4716 device->stateBlock->state.viewport.y = 0;
4717 device->stateBlock->state.viewport.max_z = 1.0f;
4718 device->stateBlock->state.viewport.min_z = 0.0f;
4719 device_invalidate_state(device, STATE_VIEWPORT);
4721 device->stateBlock->state.scissor_rect.top = 0;
4722 device->stateBlock->state.scissor_rect.left = 0;
4723 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4724 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4725 device_invalidate_state(device, STATE_SCISSORRECT);
4728 device_invalidate_state(device, STATE_FRAMEBUFFER);
4733 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4735 struct wined3d_surface *prev = device->fb.depth_stencil;
4737 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4738 device, depth_stencil, prev);
4740 if (prev == depth_stencil)
4742 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4748 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4749 || prev->flags & SFLAG_DISCARD)
4751 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4752 prev->resource.width, prev->resource.height);
4753 if (prev == device->onscreen_depth_stencil)
4755 wined3d_surface_decref(device->onscreen_depth_stencil);
4756 device->onscreen_depth_stencil = NULL;
4761 device->fb.depth_stencil = depth_stencil;
4763 wined3d_surface_incref(depth_stencil);
4765 if (!prev != !depth_stencil)
4767 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4768 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4769 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4770 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4771 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4773 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4775 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4778 wined3d_surface_decref(prev);
4780 device_invalidate_state(device, STATE_FRAMEBUFFER);
4785 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4786 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4788 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4789 device, x_hotspot, y_hotspot, cursor_image);
4791 /* some basic validation checks */
4792 if (device->cursorTexture)
4794 struct wined3d_context *context = context_acquire(device, NULL);
4796 glDeleteTextures(1, &device->cursorTexture);
4798 context_release(context);
4799 device->cursorTexture = 0;
4804 struct wined3d_display_mode mode;
4805 struct wined3d_map_desc map_desc;
4808 /* MSDN: Cursor must be A8R8G8B8 */
4809 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4811 WARN("surface %p has an invalid format.\n", cursor_image);
4812 return WINED3DERR_INVALIDCALL;
4815 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4817 ERR("Failed to get display mode, hr %#x.\n", hr);
4818 return WINED3DERR_INVALIDCALL;
4821 /* MSDN: Cursor must be smaller than the display mode */
4822 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4824 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4825 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4826 mode.width, mode.height);
4827 return WINED3DERR_INVALIDCALL;
4830 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4832 /* Do not store the surface's pointer because the application may
4833 * release it after setting the cursor image. Windows doesn't
4834 * addref the set surface, so we can't do this either without
4835 * creating circular refcount dependencies. Copy out the gl texture
4837 device->cursorWidth = cursor_image->resource.width;
4838 device->cursorHeight = cursor_image->resource.height;
4839 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4841 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4842 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4843 struct wined3d_context *context;
4844 char *mem, *bits = map_desc.data;
4845 GLint intfmt = format->glInternal;
4846 GLint gl_format = format->glFormat;
4847 GLint type = format->glType;
4848 INT height = device->cursorHeight;
4849 INT width = device->cursorWidth;
4850 INT bpp = format->byte_count;
4853 /* Reformat the texture memory (pitch and width can be
4855 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4856 for (i = 0; i < height; ++i)
4857 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4858 wined3d_surface_unmap(cursor_image);
4860 context = context_acquire(device, NULL);
4864 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4870 invalidate_active_texture(device, context);
4871 /* Create a new cursor texture */
4872 glGenTextures(1, &device->cursorTexture);
4873 checkGLcall("glGenTextures");
4874 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4875 /* Copy the bitmap memory into the cursor texture */
4876 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4877 checkGLcall("glTexImage2D");
4878 HeapFree(GetProcessHeap(), 0, mem);
4880 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4882 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4883 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4888 context_release(context);
4892 FIXME("A cursor texture was not returned.\n");
4893 device->cursorTexture = 0;
4896 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4898 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4899 ICONINFO cursorInfo;
4903 /* 32-bit user32 cursors ignore the alpha channel if it's all
4904 * zeroes, and use the mask instead. Fill the mask with all ones
4905 * to ensure we still get a fully transparent cursor. */
4906 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4907 memset(maskBits, 0xff, mask_size);
4908 wined3d_surface_map(cursor_image, &map_desc, NULL,
4909 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4910 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4912 cursorInfo.fIcon = FALSE;
4913 cursorInfo.xHotspot = x_hotspot;
4914 cursorInfo.yHotspot = y_hotspot;
4915 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4917 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4918 1, 32, map_desc.data);
4919 wined3d_surface_unmap(cursor_image);
4920 /* Create our cursor and clean up. */
4921 cursor = CreateIconIndirect(&cursorInfo);
4922 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4923 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4924 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4925 device->hardwareCursor = cursor;
4926 if (device->bCursorVisible) SetCursor( cursor );
4927 HeapFree(GetProcessHeap(), 0, maskBits);
4931 device->xHotSpot = x_hotspot;
4932 device->yHotSpot = y_hotspot;
4936 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4937 int x_screen_space, int y_screen_space, DWORD flags)
4939 TRACE("device %p, x %d, y %d, flags %#x.\n",
4940 device, x_screen_space, y_screen_space, flags);
4942 device->xScreenSpace = x_screen_space;
4943 device->yScreenSpace = y_screen_space;
4945 if (device->hardwareCursor)
4949 GetCursorPos( &pt );
4950 if (x_screen_space == pt.x && y_screen_space == pt.y)
4952 SetCursorPos( x_screen_space, y_screen_space );
4954 /* Switch to the software cursor if position diverges from the hardware one. */
4955 GetCursorPos( &pt );
4956 if (x_screen_space != pt.x || y_screen_space != pt.y)
4958 if (device->bCursorVisible) SetCursor( NULL );
4959 DestroyCursor( device->hardwareCursor );
4960 device->hardwareCursor = 0;
4965 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4967 BOOL oldVisible = device->bCursorVisible;
4969 TRACE("device %p, show %#x.\n", device, show);
4972 * When ShowCursor is first called it should make the cursor appear at the OS's last
4973 * known cursor position.
4975 if (show && !oldVisible)
4979 device->xScreenSpace = pt.x;
4980 device->yScreenSpace = pt.y;
4983 if (device->hardwareCursor)
4985 device->bCursorVisible = show;
4987 SetCursor(device->hardwareCursor);
4993 if (device->cursorTexture)
4994 device->bCursorVisible = show;
5000 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5002 struct wined3d_resource *resource, *cursor;
5004 TRACE("device %p.\n", device);
5006 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5008 TRACE("Checking resource %p for eviction.\n", resource);
5010 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5012 TRACE("Evicting %p.\n", resource);
5013 resource->resource_ops->resource_unload(resource);
5017 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5018 device_invalidate_state(device, STATE_STREAMSRC);
5021 /* Do not call while under the GL lock. */
5022 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5024 struct wined3d_resource *resource, *cursor;
5025 const struct wined3d_gl_info *gl_info;
5026 struct wined3d_context *context;
5027 struct wined3d_shader *shader;
5029 context = context_acquire(device, NULL);
5030 gl_info = context->gl_info;
5032 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5034 TRACE("Unloading resource %p.\n", resource);
5036 resource->resource_ops->resource_unload(resource);
5039 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5041 device->shader_backend->shader_destroy(shader);
5045 if (device->depth_blt_texture)
5047 glDeleteTextures(1, &device->depth_blt_texture);
5048 device->depth_blt_texture = 0;
5050 if (device->cursorTexture)
5052 glDeleteTextures(1, &device->cursorTexture);
5053 device->cursorTexture = 0;
5057 device->blitter->free_private(device);
5058 device->frag_pipe->free_private(device);
5059 device->shader_backend->shader_free_private(device);
5060 destroy_dummy_textures(device, gl_info);
5062 context_release(context);
5064 while (device->context_count)
5066 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5069 HeapFree(GetProcessHeap(), 0, swapchain->context);
5070 swapchain->context = NULL;
5073 /* Do not call while under the GL lock. */
5074 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5076 struct wined3d_context *context;
5077 struct wined3d_surface *target;
5080 /* Recreate the primary swapchain's context */
5081 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5082 if (!swapchain->context)
5084 ERR("Failed to allocate memory for swapchain context array.\n");
5085 return E_OUTOFMEMORY;
5088 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5089 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5091 WARN("Failed to create context.\n");
5092 HeapFree(GetProcessHeap(), 0, swapchain->context);
5096 swapchain->context[0] = context;
5097 swapchain->num_contexts = 1;
5098 create_dummy_textures(device, context);
5099 context_release(context);
5101 hr = device->shader_backend->shader_alloc_private(device);
5104 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5108 hr = device->frag_pipe->alloc_private(device);
5111 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5112 device->shader_backend->shader_free_private(device);
5116 hr = device->blitter->alloc_private(device);
5119 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5120 device->frag_pipe->free_private(device);
5121 device->shader_backend->shader_free_private(device);
5128 context_acquire(device, NULL);
5129 destroy_dummy_textures(device, context->gl_info);
5130 context_release(context);
5131 context_destroy(device, context);
5132 HeapFree(GetProcessHeap(), 0, swapchain->context);
5133 swapchain->num_contexts = 0;
5137 /* Do not call while under the GL lock. */
5138 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5139 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
5140 wined3d_device_reset_cb callback)
5142 struct wined3d_resource *resource, *cursor;
5143 struct wined3d_swapchain *swapchain;
5144 struct wined3d_display_mode m;
5145 BOOL DisplayModeChanged = FALSE;
5146 BOOL update_desc = FALSE;
5150 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
5152 if (FAILED(hr = wined3d_device_get_swapchain(device, 0, &swapchain)))
5154 ERR("Failed to get the first implicit swapchain.\n");
5158 stateblock_unbind_resources(device->stateBlock);
5159 if (swapchain->back_buffers && swapchain->back_buffers[0])
5160 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
5162 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
5163 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
5165 wined3d_device_set_render_target(device, i, NULL, FALSE);
5167 wined3d_device_set_depth_stencil(device, NULL);
5169 if (device->onscreen_depth_stencil)
5171 wined3d_surface_decref(device->onscreen_depth_stencil);
5172 device->onscreen_depth_stencil = NULL;
5175 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5177 TRACE("Enumerating resource %p.\n", resource);
5178 if (FAILED(hr = callback(resource)))
5180 wined3d_swapchain_decref(swapchain);
5185 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5186 * on an existing gl context, so there's no real need for recreation.
5188 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5190 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5192 TRACE("New params:\n");
5193 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5194 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5195 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5196 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5197 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5198 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5199 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5200 TRACE("device_window %p\n", swapchain_desc->device_window);
5201 TRACE("windowed %#x\n", swapchain_desc->windowed);
5202 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5203 if (swapchain_desc->enable_auto_depth_stencil)
5204 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5205 TRACE("flags %#x\n", swapchain_desc->flags);
5206 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5207 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5208 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5210 /* No special treatment of these parameters. Just store them */
5211 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5212 swapchain->desc.flags = swapchain_desc->flags;
5213 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5214 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5216 /* What to do about these? */
5217 if (swapchain_desc->backbuffer_count
5218 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5219 FIXME("Cannot change the back buffer count yet.\n");
5221 if (swapchain_desc->device_window
5222 && swapchain_desc->device_window != swapchain->desc.device_window)
5224 TRACE("Changing the device window from %p to %p.\n",
5225 swapchain->desc.device_window, swapchain_desc->device_window);
5226 swapchain->desc.device_window = swapchain_desc->device_window;
5227 swapchain->device_window = swapchain_desc->device_window;
5228 wined3d_swapchain_set_window(swapchain, NULL);
5231 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5235 TRACE("Creating the depth stencil buffer\n");
5237 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5238 swapchain_desc->backbuffer_width,
5239 swapchain_desc->backbuffer_height,
5240 swapchain_desc->auto_depth_stencil_format,
5241 swapchain_desc->multisample_type,
5242 swapchain_desc->multisample_quality,
5244 &device->auto_depth_stencil);
5247 ERR("Failed to create the depth stencil buffer.\n");
5248 wined3d_swapchain_decref(swapchain);
5249 return WINED3DERR_INVALIDCALL;
5253 /* Reset the depth stencil */
5254 if (swapchain_desc->enable_auto_depth_stencil)
5255 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5259 DisplayModeChanged = TRUE;
5262 else if (swapchain_desc->windowed)
5264 m.width = swapchain->orig_width;
5265 m.height = swapchain->orig_height;
5267 m.format_id = swapchain->desc.backbuffer_format;
5268 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5272 m.width = swapchain_desc->backbuffer_width;
5273 m.height = swapchain_desc->backbuffer_height;
5274 m.refresh_rate = swapchain_desc->refresh_rate;
5275 m.format_id = swapchain_desc->backbuffer_format;
5276 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5279 /* Should Width == 800 && Height == 0 set 800x600? */
5280 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5281 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5282 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5284 if (!swapchain_desc->windowed)
5285 DisplayModeChanged = TRUE;
5287 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5288 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5292 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5293 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5295 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5299 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5300 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5302 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5303 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5311 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5312 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5313 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5316 wined3d_swapchain_decref(swapchain);
5320 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5322 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5323 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5324 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5327 wined3d_swapchain_decref(swapchain);
5331 if (device->auto_depth_stencil)
5333 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5334 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5335 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5338 wined3d_swapchain_decref(swapchain);
5344 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5345 || DisplayModeChanged)
5347 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5349 WARN("Failed to set display mode, hr %#x.\n", hr);
5350 wined3d_swapchain_decref(swapchain);
5351 return WINED3DERR_INVALIDCALL;
5354 if (!swapchain_desc->windowed)
5356 if (swapchain->desc.windowed)
5358 HWND focus_window = device->create_parms.focus_window;
5360 focus_window = swapchain_desc->device_window;
5361 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5363 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5364 wined3d_swapchain_decref(swapchain);
5368 /* switch from windowed to fs */
5369 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5370 swapchain_desc->backbuffer_width,
5371 swapchain_desc->backbuffer_height);
5375 /* Fullscreen -> fullscreen mode change */
5376 MoveWindow(swapchain->device_window, 0, 0,
5377 swapchain_desc->backbuffer_width,
5378 swapchain_desc->backbuffer_height,
5382 else if (!swapchain->desc.windowed)
5384 /* Fullscreen -> windowed switch */
5385 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5386 wined3d_device_release_focus_window(device);
5388 swapchain->desc.windowed = swapchain_desc->windowed;
5390 else if (!swapchain_desc->windowed)
5392 DWORD style = device->style;
5393 DWORD exStyle = device->exStyle;
5394 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5395 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5396 * Reset to clear up their mess. Guild Wars also loses the device during that.
5399 device->exStyle = 0;
5400 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5401 swapchain_desc->backbuffer_width,
5402 swapchain_desc->backbuffer_height);
5403 device->style = style;
5404 device->exStyle = exStyle;
5407 TRACE("Resetting stateblock.\n");
5408 wined3d_stateblock_decref(device->updateStateBlock);
5409 wined3d_stateblock_decref(device->stateBlock);
5411 if (device->d3d_initialized)
5412 delete_opengl_contexts(device, swapchain);
5414 /* Note: No parent needed for initial internal stateblock */
5415 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5417 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5419 TRACE("Created stateblock %p.\n", device->stateBlock);
5420 device->updateStateBlock = device->stateBlock;
5421 wined3d_stateblock_incref(device->updateStateBlock);
5423 stateblock_init_default_state(device->stateBlock);
5425 swapchain_update_render_to_fbo(swapchain);
5426 swapchain_update_draw_bindings(swapchain);
5428 if (device->d3d_initialized)
5429 hr = create_primary_opengl_context(device, swapchain);
5430 wined3d_swapchain_decref(swapchain);
5432 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5438 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5440 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5442 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5448 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5449 struct wined3d_device_creation_parameters *parameters)
5451 TRACE("device %p, parameters %p.\n", device, parameters);
5453 *parameters = device->create_parms;
5457 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5458 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5460 struct wined3d_swapchain *swapchain;
5462 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5463 device, swapchain_idx, flags, ramp);
5465 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5467 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5468 wined3d_swapchain_decref(swapchain);
5472 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5473 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5475 struct wined3d_swapchain *swapchain;
5477 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5478 device, swapchain_idx, ramp);
5480 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5482 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5483 wined3d_swapchain_decref(swapchain);
5487 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5489 TRACE("device %p, resource %p.\n", device, resource);
5491 list_add_head(&device->resources, &resource->resource_list_entry);
5494 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5496 TRACE("device %p, resource %p.\n", device, resource);
5498 list_remove(&resource->resource_list_entry);
5501 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5503 enum wined3d_resource_type type = resource->type;
5506 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5508 context_resource_released(device, resource, type);
5512 case WINED3D_RTYPE_SURFACE:
5514 struct wined3d_surface *surface = surface_from_resource(resource);
5516 if (!device->d3d_initialized) break;
5518 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5520 if (device->fb.render_targets[i] == surface)
5522 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5523 device->fb.render_targets[i] = NULL;
5527 if (device->fb.depth_stencil == surface)
5529 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5530 device->fb.depth_stencil = NULL;
5535 case WINED3D_RTYPE_TEXTURE:
5536 case WINED3D_RTYPE_CUBE_TEXTURE:
5537 case WINED3D_RTYPE_VOLUME_TEXTURE:
5538 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5540 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5542 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5544 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5545 texture, device->stateBlock, i);
5546 device->stateBlock->state.textures[i] = NULL;
5549 if (device->updateStateBlock != device->stateBlock
5550 && device->updateStateBlock->state.textures[i] == texture)
5552 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5553 texture, device->updateStateBlock, i);
5554 device->updateStateBlock->state.textures[i] = NULL;
5559 case WINED3D_RTYPE_BUFFER:
5561 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5563 for (i = 0; i < MAX_STREAMS; ++i)
5565 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5567 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5568 buffer, device->stateBlock, i);
5569 device->stateBlock->state.streams[i].buffer = NULL;
5572 if (device->updateStateBlock != device->stateBlock
5573 && device->updateStateBlock->state.streams[i].buffer == buffer)
5575 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5576 buffer, device->updateStateBlock, i);
5577 device->updateStateBlock->state.streams[i].buffer = NULL;
5582 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5584 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5585 buffer, device->stateBlock);
5586 device->stateBlock->state.index_buffer = NULL;
5589 if (device->updateStateBlock != device->stateBlock
5590 && device->updateStateBlock->state.index_buffer == buffer)
5592 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5593 buffer, device->updateStateBlock);
5594 device->updateStateBlock->state.index_buffer = NULL;
5603 /* Remove the resource from the resourceStore */
5604 device_resource_remove(device, resource);
5606 TRACE("Resource released.\n");
5609 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5610 HDC dc, struct wined3d_surface **surface)
5612 struct wined3d_resource *resource;
5614 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5617 return WINED3DERR_INVALIDCALL;
5619 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5621 if (resource->type == WINED3D_RTYPE_SURFACE)
5623 struct wined3d_surface *s = surface_from_resource(resource);
5627 TRACE("Found surface %p for dc %p.\n", s, dc);
5634 return WINED3DERR_INVALIDCALL;
5637 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5638 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5639 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5641 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5642 const struct fragment_pipeline *fragment_pipeline;
5643 struct shader_caps shader_caps;
5644 struct fragment_caps ffp_caps;
5649 device->wined3d = wined3d;
5650 wined3d_incref(device->wined3d);
5651 device->adapter = wined3d->adapter_count ? adapter : NULL;
5652 device->device_parent = device_parent;
5653 list_init(&device->resources);
5654 list_init(&device->shaders);
5655 device->surface_alignment = surface_alignment;
5657 /* Save the creation parameters. */
5658 device->create_parms.adapter_idx = adapter_idx;
5659 device->create_parms.device_type = device_type;
5660 device->create_parms.focus_window = focus_window;
5661 device->create_parms.flags = flags;
5663 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5665 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5666 device->shader_backend = adapter->shader_backend;
5668 if (device->shader_backend)
5670 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5671 device->vshader_version = shader_caps.VertexShaderVersion;
5672 device->pshader_version = shader_caps.PixelShaderVersion;
5673 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5674 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5675 device->vs_clipping = shader_caps.VSClipping;
5677 fragment_pipeline = adapter->fragment_pipe;
5678 device->frag_pipe = fragment_pipeline;
5679 if (fragment_pipeline)
5681 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5682 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5684 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5685 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5688 ERR("Failed to compile state table, hr %#x.\n", hr);
5689 wined3d_decref(device->wined3d);
5693 device->blitter = adapter->blitter;
5695 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5698 WARN("Failed to create stateblock.\n");
5699 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5701 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5703 wined3d_decref(device->wined3d);
5707 TRACE("Created stateblock %p.\n", device->stateBlock);
5708 device->updateStateBlock = device->stateBlock;
5709 wined3d_stateblock_incref(device->updateStateBlock);
5715 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5717 DWORD rep = device->StateTable[state].representative;
5718 struct wined3d_context *context;
5723 for (i = 0; i < device->context_count; ++i)
5725 context = device->contexts[i];
5726 if(isStateDirty(context, rep)) continue;
5728 context->dirtyArray[context->numDirtyEntries++] = rep;
5729 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5730 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5731 context->isStateDirty[idx] |= (1 << shift);
5735 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5737 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5738 *width = context->current_rt->pow2Width;
5739 *height = context->current_rt->pow2Height;
5742 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5744 const struct wined3d_swapchain *swapchain = context->swapchain;
5745 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5746 * current context's drawable, which is the size of the back buffer of the swapchain
5747 * the active context belongs to. */
5748 *width = swapchain->desc.backbuffer_width;
5749 *height = swapchain->desc.backbuffer_height;
5752 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5753 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5755 if (device->filter_messages)
5757 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5758 window, message, wparam, lparam);
5760 return DefWindowProcW(window, message, wparam, lparam);
5762 return DefWindowProcA(window, message, wparam, lparam);
5765 if (message == WM_DESTROY)
5767 TRACE("unregister window %p.\n", window);
5768 wined3d_unregister_window(window);
5770 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5771 ERR("Window %p is not the focus window for device %p.\n", window, device);
5773 else if (message == WM_DISPLAYCHANGE)
5775 device->device_parent->ops->mode_changed(device->device_parent);
5779 return CallWindowProcW(proc, window, message, wparam, lparam);
5781 return CallWindowProcA(proc, window, message, wparam, lparam);