d3d9: Implement d3d9_device_ResetEx().
[wine] / dlls / wined3d / device.c
1 /*
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
11  *
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.
16  *
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.
21  *
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
25  */
26
27 #include "config.h"
28 #include "wine/port.h"
29
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
41 {
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 */
48     0.0f,                       /* Range */
49     0.0f,                       /* Falloff */
50     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
51     0.0f,                       /* Theta */
52     0.0f                        /* Phi */
53 };
54
55 /**********************************************************
56  * Global variable / Constants follow
57  **********************************************************/
58 const struct wined3d_matrix identity =
59 {{{
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 */
65
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)
69 {
70     switch(primitive_type)
71     {
72         case WINED3D_PT_POINTLIST:
73             return GL_POINTS;
74
75         case WINED3D_PT_LINELIST:
76             return GL_LINES;
77
78         case WINED3D_PT_LINESTRIP:
79             return GL_LINE_STRIP;
80
81         case WINED3D_PT_TRIANGLELIST:
82             return GL_TRIANGLES;
83
84         case WINED3D_PT_TRIANGLESTRIP:
85             return GL_TRIANGLE_STRIP;
86
87         case WINED3D_PT_TRIANGLEFAN:
88             return GL_TRIANGLE_FAN;
89
90         case WINED3D_PT_LINELIST_ADJ:
91             return GL_LINES_ADJACENCY_ARB;
92
93         case WINED3D_PT_LINESTRIP_ADJ:
94             return GL_LINE_STRIP_ADJACENCY_ARB;
95
96         case WINED3D_PT_TRIANGLELIST_ADJ:
97             return GL_TRIANGLES_ADJACENCY_ARB;
98
99         case WINED3D_PT_TRIANGLESTRIP_ADJ:
100             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
101
102         default:
103             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
104             return GL_NONE;
105     }
106 }
107
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
109 {
110     switch(primitive_type)
111     {
112         case GL_POINTS:
113             return WINED3D_PT_POINTLIST;
114
115         case GL_LINES:
116             return WINED3D_PT_LINELIST;
117
118         case GL_LINE_STRIP:
119             return WINED3D_PT_LINESTRIP;
120
121         case GL_TRIANGLES:
122             return WINED3D_PT_TRIANGLELIST;
123
124         case GL_TRIANGLE_STRIP:
125             return WINED3D_PT_TRIANGLESTRIP;
126
127         case GL_TRIANGLE_FAN:
128             return WINED3D_PT_TRIANGLEFAN;
129
130         case GL_LINES_ADJACENCY_ARB:
131             return WINED3D_PT_LINELIST_ADJ;
132
133         case GL_LINE_STRIP_ADJACENCY_ARB:
134             return WINED3D_PT_LINESTRIP_ADJ;
135
136         case GL_TRIANGLES_ADJACENCY_ARB:
137             return WINED3D_PT_TRIANGLELIST_ADJ;
138
139         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140             return WINED3D_PT_TRIANGLESTRIP_ADJ;
141
142         default:
143             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144             return WINED3D_PT_UNDEFINED;
145     }
146 }
147
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
149 {
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;
166     else
167     {
168         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
169         *regnum = ~0U;
170         return FALSE;
171     }
172
173     return TRUE;
174 }
175
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)
178 {
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;
182     BOOL use_vshader;
183     unsigned int i;
184
185     stream_info->use_map = 0;
186     stream_info->swizzle_map = 0;
187
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;
191
192     /* Translate the declaration into strided data. */
193     for (i = 0; i < declaration->element_count; ++i)
194     {
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;
199         BOOL stride_used;
200         unsigned int idx;
201         DWORD stride;
202
203         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
204                 element, i + 1, declaration->element_count);
205
206         if (!buffer) continue;
207
208         data.buffer_object = 0;
209         data.addr = NULL;
210
211         stride = stream->stride;
212         if (state->user_stream)
213         {
214             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
215             data.buffer_object = 0;
216             data.addr = (BYTE *)buffer;
217         }
218         else
219         {
220             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
221             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
222
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)
229             {
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)
235                 {
236                     FIXME("System memory vertex data load offset is negative!\n");
237                 }
238             }
239         }
240         data.addr += element->offset;
241
242         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
243
244         if (use_vshader)
245         {
246             if (element->output_slot == ~0U)
247             {
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);
253             }
254             else
255             {
256                 idx = element->output_slot;
257                 stride_used = TRUE;
258             }
259         }
260         else
261         {
262             if (!element->ffp_valid)
263             {
264                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
266                 stride_used = FALSE;
267             }
268             else
269             {
270                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
271             }
272         }
273
274         if (stride_used)
275         {
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);
281
282             data.addr += stream->offset;
283
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;
288
289             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
290                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
291             {
292                 stream_info->swizzle_map |= 1 << idx;
293             }
294             stream_info->use_map |= 1 << idx;
295         }
296     }
297
298     device->num_buffer_queries = 0;
299     if (!state->user_stream)
300     {
301         WORD map = stream_info->use_map;
302         stream_info->all_vbo = 1;
303
304         /* PreLoad all the vertex buffers. */
305         for (i = 0; map; map >>= 1, ++i)
306         {
307             struct wined3d_stream_info_element *element;
308             struct wined3d_buffer *buffer;
309
310             if (!(map & 1)) continue;
311
312             element = &stream_info->elements[i];
313             buffer = state->streams[element->stream_idx].buffer;
314             wined3d_buffer_preload(buffer);
315
316             /* If the preload dropped the buffer object, update the stream info. */
317             if (buffer->buffer_object != element->data.buffer_object)
318             {
319                 element->data.buffer_object = 0;
320                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
321                         + (ptrdiff_t)element->data.addr;
322             }
323
324             if (!buffer->buffer_object)
325                 stream_info->all_vbo = 0;
326
327             if (buffer->query)
328                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
329         }
330     }
331     else
332     {
333         stream_info->all_vbo = 0;
334     }
335 }
336
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)
339 {
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;
344     e->stream_idx = 0;
345 }
346
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)
349 {
350     unsigned int i;
351
352     memset(stream_info, 0, sizeof(*stream_info));
353
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]);
362
363     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
364     {
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]);
368     }
369
370     stream_info->position_transformed = strided->position_transformed;
371
372     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
373     {
374         if (!stream_info->elements[i].format) continue;
375
376         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
378         {
379             stream_info->swizzle_map |= 1 << i;
380         }
381         stream_info->use_map |= 1 << i;
382     }
383 }
384
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
386 {
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);
403 }
404
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)
407 {
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;
411
412     if (device->up_strided)
413     {
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);
418     }
419     else
420     {
421         TRACE("============================= Vertex Declaration =============================\n");
422         device_stream_info_from_declaration(device, stream_info);
423     }
424
425     if (state->vertex_shader && !stream_info->position_transformed)
426     {
427         if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
428         {
429             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430             device->useDrawStridedSlow = TRUE;
431         }
432         else
433         {
434             device->useDrawStridedSlow = FALSE;
435         }
436     }
437     else
438     {
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));
442
443         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
444         {
445             device->useDrawStridedSlow = TRUE;
446         }
447         else
448         {
449             device->useDrawStridedSlow = FALSE;
450         }
451     }
452
453     if (prev_all_vbo != stream_info->all_vbo)
454         device_invalidate_state(device, STATE_INDEXBUFFER);
455 }
456
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
458 {
459     struct wined3d_texture *texture;
460     enum WINED3DSRGB srgb;
461
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);
465 }
466
467 void device_preload_textures(const struct wined3d_device *device)
468 {
469     const struct wined3d_state *state = &device->stateBlock->state;
470     unsigned int i;
471
472     if (use_vs(state))
473     {
474         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
475         {
476             if (state->vertex_shader->reg_maps.sampler_type[i])
477                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
478         }
479     }
480
481     if (use_ps(state))
482     {
483         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
484         {
485             if (state->pixel_shader->reg_maps.sampler_type[i])
486                 device_preload_texture(state, i);
487         }
488     }
489     else
490     {
491         WORD ffu_map = device->fixed_function_usage_map;
492
493         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
494         {
495             if (ffu_map & 1)
496                 device_preload_texture(state, i);
497         }
498     }
499 }
500
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
502 {
503     struct wined3d_context **new_array;
504
505     TRACE("Adding context %p.\n", context);
506
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));
510
511     if (!new_array)
512     {
513         ERR("Failed to grow the context array.\n");
514         return FALSE;
515     }
516
517     new_array[device->context_count++] = context;
518     device->contexts = new_array;
519     return TRUE;
520 }
521
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
523 {
524     struct wined3d_context **new_array;
525     BOOL found = FALSE;
526     UINT i;
527
528     TRACE("Removing context %p.\n", context);
529
530     for (i = 0; i < device->context_count; ++i)
531     {
532         if (device->contexts[i] == context)
533         {
534             found = TRUE;
535             break;
536         }
537     }
538
539     if (!found)
540     {
541         ERR("Context %p doesn't exist in context array.\n", context);
542         return;
543     }
544
545     if (!--device->context_count)
546     {
547         HeapFree(GetProcessHeap(), 0, device->contexts);
548         device->contexts = NULL;
549         return;
550     }
551
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));
554     if (!new_array)
555     {
556         ERR("Failed to shrink context array. Oh well.\n");
557         return;
558     }
559
560     device->contexts = new_array;
561 }
562
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)
566 {
567     if (device->onscreen_depth_stencil)
568     {
569         surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
570
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);
575     }
576     device->onscreen_depth_stencil = depth_stencil;
577     wined3d_surface_incref(device->onscreen_depth_stencil);
578 }
579
580 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
581 {
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)
586         return FALSE;
587
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))
592         return FALSE;
593
594     return TRUE;
595 }
596
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)
599 {
600     RECT current_rect, r;
601
602     if (ds->flags & location)
603         SetRect(&current_rect, 0, 0,
604                 ds->ds_current_size.cx,
605                 ds->ds_current_size.cy);
606     else
607         SetRectEmpty(&current_rect);
608
609     IntersectRect(&r, draw_rect, &current_rect);
610     if (EqualRect(&r, draw_rect))
611     {
612         /* current_rect âŠ‡ draw_rect, modify only. */
613         SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
614         return;
615     }
616
617     if (EqualRect(&r, &current_rect))
618     {
619         /* draw_rect âŠ‡ current_rect, test if we're doing a full clear. */
620
621         if (!clear_rect)
622         {
623             /* Full clear, modify only. */
624             *out_rect = *draw_rect;
625             return;
626         }
627
628         IntersectRect(&r, draw_rect, clear_rect);
629         if (EqualRect(&r, draw_rect))
630         {
631             /* clear_rect âŠ‡ draw_rect, modify only. */
632             *out_rect = *draw_rect;
633             return;
634         }
635     }
636
637     /* Full load. */
638     surface_load_ds_location(ds, context, location);
639     SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
640 }
641
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)
646 {
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;
653     unsigned int i;
654     RECT ds_rect;
655
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.
659      *
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))
665     {
666         for (i = 0; i < rt_count; ++i)
667         {
668             struct wined3d_surface *rt = fb->render_targets[i];
669             if (rt)
670                 surface_load_location(rt, rt->draw_binding, NULL);
671         }
672     }
673
674     context = context_acquire(device, target);
675     if (!context->valid)
676     {
677         context_release(context);
678         WARN("Invalid context, skipping clear.\n");
679         return;
680     }
681
682     if (target)
683     {
684         render_offscreen = context->render_offscreen;
685         target->get_drawable_size(context, &drawable_width, &drawable_height);
686     }
687     else
688     {
689         render_offscreen = TRUE;
690         drawable_width = fb->depth_stencil->pow2Width;
691         drawable_height = fb->depth_stencil->pow2Height;
692     }
693
694     if (flags & WINED3DCLEAR_ZBUFFER)
695     {
696         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
697
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);
702     }
703
704     if (!context_apply_clear_state(context, device, rt_count, fb))
705     {
706         context_release(context);
707         WARN("Failed to apply clear state, skipping clear.\n");
708         return;
709     }
710
711     ENTER_GL();
712
713     /* Only set the values up once, as they are not changing. */
714     if (flags & WINED3DCLEAR_STENCIL)
715     {
716         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
717         {
718             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
719             context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
720         }
721         glStencilMask(~0U);
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;
726     }
727
728     if (flags & WINED3DCLEAR_ZBUFFER)
729     {
730         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
731
732         surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
733
734         glDepthMask(GL_TRUE);
735         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
736         glClearDepth(depth);
737         checkGLcall("glClearDepth");
738         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739     }
740
741     if (flags & WINED3DCLEAR_TARGET)
742     {
743         for (i = 0; i < rt_count; ++i)
744         {
745             struct wined3d_surface *rt = fb->render_targets[i];
746
747             if (rt)
748                 surface_modify_location(rt, rt->draw_binding, TRUE);
749         }
750
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;
759     }
760
761     if (!clear_rect)
762     {
763         if (render_offscreen)
764         {
765             glScissor(draw_rect->left, draw_rect->top,
766                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767         }
768         else
769         {
770             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772         }
773         checkGLcall("glScissor");
774         glClear(clear_mask);
775         checkGLcall("glClear");
776     }
777     else
778     {
779         RECT current_rect;
780
781         /* Now process each rect in turn. */
782         for (i = 0; i < rect_count; ++i)
783         {
784             /* Note that GL uses lower left, width/height. */
785             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
786
787             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788                     wine_dbgstr_rect(&clear_rect[i]),
789                     wine_dbgstr_rect(&current_rect));
790
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)
795             {
796                 TRACE("Rectangle with negative dimensions, ignoring.\n");
797                 continue;
798             }
799
800             if (render_offscreen)
801             {
802                 glScissor(current_rect.left, current_rect.top,
803                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804             }
805             else
806             {
807                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809             }
810             checkGLcall("glScissor");
811
812             glClear(clear_mask);
813             checkGLcall("glClear");
814         }
815     }
816
817     LEAVE_GL();
818
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. */
823
824     context_release(context);
825 }
826
827 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
828 {
829     ULONG refcount = InterlockedIncrement(&device->ref);
830
831     TRACE("%p increasing refcount to %u.\n", device, refcount);
832
833     return refcount;
834 }
835
836 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
837 {
838     ULONG refcount = InterlockedDecrement(&device->ref);
839
840     TRACE("%p decreasing refcount to %u.\n", device, refcount);
841
842     if (!refcount)
843     {
844         struct wined3d_stateblock *stateblock;
845         UINT i;
846
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;
851
852         stateblock = device->stateBlock;
853         device->stateBlock = NULL;
854         if (wined3d_stateblock_decref(stateblock))
855             FIXME("Something's still holding the stateblock.\n");
856
857         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
858         {
859             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
860             device->multistate_funcs[i] = NULL;
861         }
862
863         if (!list_empty(&device->resources))
864         {
865             struct wined3d_resource *resource;
866
867             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
868
869             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
870             {
871                 FIXME("Leftover resource %p with type %s (%#x).\n",
872                         resource, debug_d3dresourcetype(resource->type), resource->type);
873             }
874         }
875
876         if (device->contexts)
877             ERR("Context array not freed!\n");
878         if (device->hardwareCursor)
879             DestroyCursor(device->hardwareCursor);
880         device->hardwareCursor = 0;
881
882         wined3d_decref(device->wined3d);
883         device->wined3d = NULL;
884         HeapFree(GetProcessHeap(), 0, device);
885         TRACE("Freed device %p.\n", device);
886     }
887
888     return refcount;
889 }
890
891 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
892 {
893     TRACE("device %p.\n", device);
894
895     return device->swapchain_count;
896 }
897
898 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
899         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
900 {
901     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
902             device, swapchain_idx, swapchain);
903
904     if (swapchain_idx >= device->swapchain_count)
905     {
906         WARN("swapchain_idx %u >= swapchain_count %u.\n",
907                 swapchain_idx, device->swapchain_count);
908         *swapchain = NULL;
909
910         return WINED3DERR_INVALIDCALL;
911     }
912
913     *swapchain = device->swapchains[swapchain_idx];
914     wined3d_swapchain_incref(*swapchain);
915     TRACE("Returning %p.\n", *swapchain);
916
917     return WINED3D_OK;
918 }
919
920 static void device_load_logo(struct wined3d_device *device, const char *filename)
921 {
922     struct wined3d_color_key color_key;
923     HBITMAP hbm;
924     BITMAP bm;
925     HRESULT hr;
926     HDC dcb = NULL, dcs = NULL;
927
928     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
929     if(hbm)
930     {
931         GetObjectA(hbm, sizeof(BITMAP), &bm);
932         dcb = CreateCompatibleDC(NULL);
933         if(!dcb) goto out;
934         SelectObject(dcb, hbm);
935     }
936     else
937     {
938         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
939          * couldn't be loaded
940          */
941         memset(&bm, 0, sizeof(bm));
942         bm.bmWidth = 32;
943         bm.bmHeight = 32;
944     }
945
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);
949     if (FAILED(hr))
950     {
951         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
952         goto out;
953     }
954
955     if (dcb)
956     {
957         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
958             goto out;
959         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
960         wined3d_surface_releasedc(device->logo_surface, dcs);
961
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);
965     }
966     else
967     {
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);
971     }
972
973 out:
974     if (dcb) DeleteDC(dcb);
975     if (hbm) DeleteObject(hbm);
976 }
977
978 /* Context activation is done by the caller. */
979 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
980 {
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. */
987     ENTER_GL();
988
989     if (gl_info->supported[APPLE_CLIENT_STORAGE])
990     {
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)");
994     }
995
996     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
997     for (i = 0; i < count; ++i)
998     {
999         DWORD color = 0x000000ff;
1000
1001         /* Make appropriate texture active */
1002         context_active_texture(context, gl_info, i);
1003
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]);
1007
1008         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1009         checkGLcall("glBindTexture");
1010
1011         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1012         checkGLcall("glTexImage2D");
1013
1014         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1015         {
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]);
1019
1020             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1021             checkGLcall("glBindTexture");
1022
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");
1025         }
1026
1027         if (gl_info->supported[EXT_TEXTURE3D])
1028         {
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]);
1032
1033             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1034             checkGLcall("glBindTexture");
1035
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");
1038         }
1039
1040         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1041         {
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]);
1045
1046             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1047             checkGLcall("glBindTexture");
1048
1049             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1050             {
1051                 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1052                 checkGLcall("glTexImage2D");
1053             }
1054         }
1055     }
1056
1057     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1058     {
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)");
1062     }
1063
1064     LEAVE_GL();
1065 }
1066
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)
1069 {
1070     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1071
1072     ENTER_GL();
1073     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1074     {
1075         glDeleteTextures(count, device->dummy_texture_cube);
1076         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1077     }
1078
1079     if (gl_info->supported[EXT_TEXTURE3D])
1080     {
1081         glDeleteTextures(count, device->dummy_texture_3d);
1082         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1083     }
1084
1085     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1086     {
1087         glDeleteTextures(count, device->dummy_texture_rect);
1088         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1089     }
1090
1091     glDeleteTextures(count, device->dummy_texture_2d);
1092     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1093     LEAVE_GL();
1094
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));
1099 }
1100
1101 static LONG fullscreen_style(LONG style)
1102 {
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);
1106
1107     return style;
1108 }
1109
1110 static LONG fullscreen_exstyle(LONG exstyle)
1111 {
1112     /* Filter out window decorations. */
1113     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1114
1115     return exstyle;
1116 }
1117
1118 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1119 {
1120     BOOL filter_messages;
1121     LONG style, exstyle;
1122
1123     TRACE("Setting up window %p for fullscreen mode.\n", window);
1124
1125     if (device->style || device->exStyle)
1126     {
1127         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1128                 window, device->style, device->exStyle);
1129     }
1130
1131     device->style = GetWindowLongW(window, GWL_STYLE);
1132     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1133
1134     style = fullscreen_style(device->style);
1135     exstyle = fullscreen_exstyle(device->exStyle);
1136
1137     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1138             device->style, device->exStyle, style, exstyle);
1139
1140     filter_messages = device->filter_messages;
1141     device->filter_messages = TRUE;
1142
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);
1146
1147     device->filter_messages = filter_messages;
1148 }
1149
1150 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1151 {
1152     BOOL filter_messages;
1153     LONG style, exstyle;
1154
1155     if (!device->style && !device->exStyle) return;
1156
1157     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1158             window, device->style, device->exStyle);
1159
1160     style = GetWindowLongW(window, GWL_STYLE);
1161     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1162
1163     filter_messages = device->filter_messages;
1164     device->filter_messages = TRUE;
1165
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))
1171     {
1172         SetWindowLongW(window, GWL_STYLE, device->style);
1173         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1174     }
1175     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1176
1177     device->filter_messages = filter_messages;
1178
1179     /* Delete the old values. */
1180     device->style = 0;
1181     device->exStyle = 0;
1182 }
1183
1184 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1185 {
1186     TRACE("device %p, window %p.\n", device, window);
1187
1188     if (!wined3d_register_window(window, device))
1189     {
1190         ERR("Failed to register window %p.\n", window);
1191         return E_FAIL;
1192     }
1193
1194     InterlockedExchangePointer((void **)&device->focus_window, window);
1195     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1196
1197     return WINED3D_OK;
1198 }
1199
1200 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1201 {
1202     TRACE("device %p.\n", device);
1203
1204     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1205     InterlockedExchangePointer((void **)&device->focus_window, NULL);
1206 }
1207
1208 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1209         struct wined3d_swapchain_desc *swapchain_desc)
1210 {
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;
1215     HRESULT hr;
1216     DWORD state;
1217     unsigned int i;
1218
1219     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1220
1221     if (device->d3d_initialized)
1222         return WINED3DERR_INVALIDCALL;
1223     if (!device->adapter->opengl)
1224         return WINED3DERR_INVALIDCALL;
1225
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);
1231
1232     /* Initialize the texture unit mapping to a 1:1 mapping */
1233     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1234     {
1235         if (state < gl_info->limits.fragment_samplers)
1236         {
1237             device->texUnitMap[state] = state;
1238             device->rev_tex_unit_map[state] = state;
1239         }
1240         else
1241         {
1242             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1243             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1244         }
1245     }
1246
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);
1251     if (FAILED(hr))
1252     {
1253         WARN("Failed to create implicit swapchain\n");
1254         goto err_out;
1255     }
1256
1257     device->swapchain_count = 1;
1258     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1259     if (!device->swapchains)
1260     {
1261         ERR("Out of memory!\n");
1262         goto err_out;
1263     }
1264     device->swapchains[0] = swapchain;
1265
1266     if (swapchain->back_buffers && swapchain->back_buffers[0])
1267     {
1268         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1269         device->fb.render_targets[0] = swapchain->back_buffers[0];
1270     }
1271     else
1272     {
1273         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1274         device->fb.render_targets[0] = swapchain->front_buffer;
1275     }
1276     wined3d_surface_incref(device->fb.render_targets[0]);
1277
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);
1282
1283     hr = device->shader_backend->shader_alloc_private(device);
1284     if (FAILED(hr))
1285     {
1286         TRACE("Shader private data couldn't be allocated\n");
1287         goto err_out;
1288     }
1289     hr = device->frag_pipe->alloc_private(device);
1290     if (FAILED(hr))
1291     {
1292         TRACE("Fragment pipeline private data couldn't be allocated\n");
1293         goto err_out;
1294     }
1295     hr = device->blitter->alloc_private(device);
1296     if (FAILED(hr))
1297     {
1298         TRACE("Blitter private data couldn't be allocated\n");
1299         goto err_out;
1300     }
1301
1302     /* Set up some starting GL setup */
1303
1304     /* Setup all the devices defaults */
1305     stateblock_init_default_state(device->stateBlock);
1306
1307     context = context_acquire(device, swapchain->front_buffer);
1308
1309     create_dummy_textures(device, context);
1310
1311     ENTER_GL();
1312
1313     /* Initialize the current view state */
1314     device->view_ident = 1;
1315     device->contexts[0]->last_was_rhw = 0;
1316
1317     switch (wined3d_settings.offscreen_rendering_mode)
1318     {
1319         case ORM_FBO:
1320             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1321             break;
1322
1323         case ORM_BACKBUFFER:
1324         {
1325             if (context_get_current()->aux_buffers > 0)
1326             {
1327                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1328                 device->offscreenBuffer = GL_AUX0;
1329             }
1330             else
1331             {
1332                 TRACE("Using back buffer for offscreen rendering\n");
1333                 device->offscreenBuffer = GL_BACK;
1334             }
1335         }
1336     }
1337
1338     TRACE("All defaults now set up, leaving 3D init.\n");
1339     LEAVE_GL();
1340
1341     context_release(context);
1342
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),
1346             &black, 1.0f, 0);
1347
1348     device->d3d_initialized = TRUE;
1349
1350     if (wined3d_settings.logo)
1351         device_load_logo(device, wined3d_settings.logo);
1352     return WINED3D_OK;
1353
1354 err_out:
1355     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1356     HeapFree(GetProcessHeap(), 0, device->swapchains);
1357     device->swapchain_count = 0;
1358     if (swapchain)
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);
1366
1367     return hr;
1368 }
1369
1370 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1371         struct wined3d_swapchain_desc *swapchain_desc)
1372 {
1373     struct wined3d_swapchain *swapchain = NULL;
1374     HRESULT hr;
1375
1376     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1377
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);
1382     if (FAILED(hr))
1383     {
1384         WARN("Failed to create implicit swapchain\n");
1385         goto err_out;
1386     }
1387
1388     device->swapchain_count = 1;
1389     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1390     if (!device->swapchains)
1391     {
1392         ERR("Out of memory!\n");
1393         goto err_out;
1394     }
1395     device->swapchains[0] = swapchain;
1396     return WINED3D_OK;
1397
1398 err_out:
1399     wined3d_swapchain_decref(swapchain);
1400     return hr;
1401 }
1402
1403 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1404 {
1405     struct wined3d_resource *resource, *cursor;
1406     const struct wined3d_gl_info *gl_info;
1407     struct wined3d_context *context;
1408     struct wined3d_surface *surface;
1409     UINT i;
1410
1411     TRACE("device %p.\n", device);
1412
1413     if (!device->d3d_initialized)
1414         return WINED3DERR_INVALIDCALL;
1415
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
1421      */
1422     context = context_acquire(device, NULL);
1423     gl_info = context->gl_info;
1424
1425     if (device->logo_surface)
1426         wined3d_surface_decref(device->logo_surface);
1427
1428     stateblock_unbind_resources(device->stateBlock);
1429
1430     /* Unload resources */
1431     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1432     {
1433         TRACE("Unloading resource %p.\n", resource);
1434
1435         resource->resource_ops->resource_unload(resource);
1436     }
1437
1438     TRACE("Deleting high order patches\n");
1439     for (i = 0; i < PATCHMAP_SIZE; ++i)
1440     {
1441         struct wined3d_rect_patch *patch;
1442         struct list *e1, *e2;
1443
1444         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1445         {
1446             patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1447             wined3d_device_delete_patch(device, patch->Handle);
1448         }
1449     }
1450
1451     /* Delete the mouse cursor texture */
1452     if (device->cursorTexture)
1453     {
1454         ENTER_GL();
1455         glDeleteTextures(1, &device->cursorTexture);
1456         LEAVE_GL();
1457         device->cursorTexture = 0;
1458     }
1459
1460     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461      * private data, it might contain opengl pointers
1462      */
1463     if (device->depth_blt_texture)
1464     {
1465         ENTER_GL();
1466         glDeleteTextures(1, &device->depth_blt_texture);
1467         LEAVE_GL();
1468         device->depth_blt_texture = 0;
1469     }
1470
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);
1475
1476     /* Release the buffers (with sanity checks)*/
1477     if (device->onscreen_depth_stencil)
1478     {
1479         surface = device->onscreen_depth_stencil;
1480         device->onscreen_depth_stencil = NULL;
1481         wined3d_surface_decref(surface);
1482     }
1483
1484     if (device->fb.depth_stencil)
1485     {
1486         surface = device->fb.depth_stencil;
1487
1488         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1489
1490         device->fb.depth_stencil = NULL;
1491         wined3d_surface_decref(surface);
1492     }
1493
1494     if (device->auto_depth_stencil)
1495     {
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);
1500     }
1501
1502     for (i = 1; i < gl_info->limits.buffers; ++i)
1503     {
1504         wined3d_device_set_render_target(device, i, NULL, FALSE);
1505     }
1506
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);
1512
1513     context_release(context);
1514
1515     for (i = 0; i < device->swapchain_count; ++i)
1516     {
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");
1520     }
1521
1522     HeapFree(GetProcessHeap(), 0, device->swapchains);
1523     device->swapchains = NULL;
1524     device->swapchain_count = 0;
1525
1526     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1527     device->fb.render_targets = NULL;
1528
1529     device->d3d_initialized = FALSE;
1530
1531     return WINED3D_OK;
1532 }
1533
1534 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1535 {
1536     unsigned int i;
1537
1538     for (i = 0; i < device->swapchain_count; ++i)
1539     {
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");
1543     }
1544
1545     HeapFree(GetProcessHeap(), 0, device->swapchains);
1546     device->swapchains = NULL;
1547     device->swapchain_count = 0;
1548     return WINED3D_OK;
1549 }
1550
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.
1554  *
1555  * There is no way to deactivate thread safety once it is enabled.
1556  */
1557 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1558 {
1559     TRACE("device %p.\n", device);
1560
1561     /* For now just store the flag (needed in case of ddraw). */
1562     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1563 }
1564
1565 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1566 {
1567     TRACE("device %p, wined3d %p.\n", device, wined3d);
1568
1569     *wined3d = device->wined3d;
1570     wined3d_incref(*wined3d);
1571
1572     TRACE("Returning %p.\n", *wined3d);
1573
1574     return WINED3D_OK;
1575 }
1576
1577 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1578 {
1579     TRACE("device %p.\n", device);
1580
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));
1584
1585     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1586 }
1587
1588 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1589         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1590 {
1591     struct wined3d_stream_state *stream;
1592     struct wined3d_buffer *prev_buffer;
1593
1594     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1595             device, stream_idx, buffer, offset, stride);
1596
1597     if (stream_idx >= MAX_STREAMS)
1598     {
1599         WARN("Stream index %u out of range.\n", stream_idx);
1600         return WINED3DERR_INVALIDCALL;
1601     }
1602     else if (offset & 0x3)
1603     {
1604         WARN("Offset %u is not 4 byte aligned.\n", offset);
1605         return WINED3DERR_INVALIDCALL;
1606     }
1607
1608     stream = &device->updateStateBlock->state.streams[stream_idx];
1609     prev_buffer = stream->buffer;
1610
1611     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1612
1613     if (prev_buffer == buffer
1614             && stream->stride == stride
1615             && stream->offset == offset)
1616     {
1617        TRACE("Application is setting the old values over, nothing to do.\n");
1618        return WINED3D_OK;
1619     }
1620
1621     stream->buffer = buffer;
1622     if (buffer)
1623     {
1624         stream->stride = stride;
1625         stream->offset = offset;
1626     }
1627
1628     /* Handle recording of state blocks. */
1629     if (device->isRecordingState)
1630     {
1631         TRACE("Recording... not performing anything.\n");
1632         if (buffer)
1633             wined3d_buffer_incref(buffer);
1634         if (prev_buffer)
1635             wined3d_buffer_decref(prev_buffer);
1636         return WINED3D_OK;
1637     }
1638
1639     if (buffer)
1640     {
1641         InterlockedIncrement(&buffer->resource.bind_count);
1642         wined3d_buffer_incref(buffer);
1643     }
1644     if (prev_buffer)
1645     {
1646         InterlockedDecrement(&prev_buffer->resource.bind_count);
1647         wined3d_buffer_decref(prev_buffer);
1648     }
1649
1650     device_invalidate_state(device, STATE_STREAMSRC);
1651
1652     return WINED3D_OK;
1653 }
1654
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)
1657 {
1658     struct wined3d_stream_state *stream;
1659
1660     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1661             device, stream_idx, buffer, offset, stride);
1662
1663     if (stream_idx >= MAX_STREAMS)
1664     {
1665         WARN("Stream index %u out of range.\n", stream_idx);
1666         return WINED3DERR_INVALIDCALL;
1667     }
1668
1669     stream = &device->stateBlock->state.streams[stream_idx];
1670     *buffer = stream->buffer;
1671     if (*buffer)
1672         wined3d_buffer_incref(*buffer);
1673     if (offset)
1674         *offset = stream->offset;
1675     *stride = stream->stride;
1676
1677     return WINED3D_OK;
1678 }
1679
1680 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1681 {
1682     struct wined3d_stream_state *stream;
1683     UINT old_flags, old_freq;
1684
1685     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1686
1687     /* Verify input. At least in d3d9 this is invalid. */
1688     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1689     {
1690         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1691         return WINED3DERR_INVALIDCALL;
1692     }
1693     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1694     {
1695         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1696         return WINED3DERR_INVALIDCALL;
1697     }
1698     if (!divider)
1699     {
1700         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1701         return WINED3DERR_INVALIDCALL;
1702     }
1703
1704     stream = &device->updateStateBlock->state.streams[stream_idx];
1705     old_flags = stream->flags;
1706     old_freq = stream->frequency;
1707
1708     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1709     stream->frequency = divider & 0x7fffff;
1710
1711     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1712
1713     if (stream->frequency != old_freq || stream->flags != old_flags)
1714         device_invalidate_state(device, STATE_STREAMSRC);
1715
1716     return WINED3D_OK;
1717 }
1718
1719 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1720         UINT stream_idx, UINT *divider)
1721 {
1722     struct wined3d_stream_state *stream;
1723
1724     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1725
1726     stream = &device->updateStateBlock->state.streams[stream_idx];
1727     *divider = stream->flags | stream->frequency;
1728
1729     TRACE("Returning %#x.\n", *divider);
1730
1731     return WINED3D_OK;
1732 }
1733
1734 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1735         enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1736 {
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);
1743
1744     /* Handle recording of state blocks. */
1745     if (device->isRecordingState)
1746     {
1747         TRACE("Recording... not performing anything.\n");
1748         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1749         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1750         return WINED3D_OK;
1751     }
1752
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.
1757      *
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)))
1760     {
1761         TRACE("The application is setting the same matrix over again.\n");
1762         return WINED3D_OK;
1763     }
1764
1765     device->stateBlock->state.transforms[d3dts] = *matrix;
1766     if (d3dts == WINED3D_TS_VIEW)
1767         device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1768
1769     if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1770         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1771
1772     return WINED3D_OK;
1773
1774 }
1775
1776 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1777         enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1778 {
1779     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1780
1781     *matrix = device->stateBlock->state.transforms[state];
1782
1783     return WINED3D_OK;
1784 }
1785
1786 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1787         enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1788 {
1789     const struct wined3d_matrix *mat = NULL;
1790     struct wined3d_matrix temp;
1791
1792     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1793
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)
1799     {
1800         WARN("Unhandled transform state %#x.\n", state);
1801         return WINED3D_OK;
1802     }
1803
1804     mat = &device->updateStateBlock->state.transforms[state];
1805     multiply_matrix(&temp, mat, matrix);
1806
1807     /* Apply change via set transform - will reapply to eg. lights this way. */
1808     return wined3d_device_set_transform(device, state, &temp);
1809 }
1810
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
1817  * be replayed. */
1818 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1819         UINT light_idx, const struct wined3d_light *light)
1820 {
1821     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1822     struct wined3d_light_info *object = NULL;
1823     struct list *e;
1824     float rho;
1825
1826     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1827
1828     /* Check the parameter range. Need for speed most wanted sets junk lights
1829      * which confuse the GL driver. */
1830     if (!light)
1831         return WINED3DERR_INVALIDCALL;
1832
1833     switch (light->type)
1834     {
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)
1842             {
1843                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1844                 return WINED3DERR_INVALIDCALL;
1845             }
1846             break;
1847
1848         case WINED3D_LIGHT_DIRECTIONAL:
1849             /* Ignores attenuation */
1850             break;
1851
1852         default:
1853         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1854         return WINED3DERR_INVALIDCALL;
1855     }
1856
1857     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1858     {
1859         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1860         if (object->OriginalIndex == light_idx)
1861             break;
1862         object = NULL;
1863     }
1864
1865     if (!object)
1866     {
1867         TRACE("Adding new light\n");
1868         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1869         if (!object)
1870         {
1871             ERR("Out of memory error when allocating a light\n");
1872             return E_OUTOFMEMORY;
1873         }
1874         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1875         object->glIndex = -1;
1876         object->OriginalIndex = light_idx;
1877     }
1878
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);
1889
1890     /* Save away the information. */
1891     object->OriginalParms = *light;
1892
1893     switch (light->type)
1894     {
1895         case WINED3D_LIGHT_POINT:
1896             /* Position */
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;
1902             /* FIXME: Range */
1903             break;
1904
1905         case WINED3D_LIGHT_DIRECTIONAL:
1906             /* Direction */
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;
1913             break;
1914
1915         case WINED3D_LIGHT_SPOT:
1916             /* Position */
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;
1921
1922             /* Direction */
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;
1927
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)
1935             {
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;
1942             }
1943             else
1944             {
1945                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1946                 if (rho < 0.0001f)
1947                     rho = 0.0001f;
1948                 object->exponent = -0.3f / logf(cosf(rho / 2));
1949             }
1950
1951             if (object->exponent > 128.0f)
1952                 object->exponent = 128.0f;
1953
1954             object->cutoff = (float)(light->phi * 90 / M_PI);
1955             /* FIXME: Range */
1956             break;
1957
1958         default:
1959             FIXME("Unrecognized light type %#x.\n", light->type);
1960     }
1961
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));
1965
1966     return WINED3D_OK;
1967 }
1968
1969 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1970         UINT light_idx, struct wined3d_light *light)
1971 {
1972     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1973     struct wined3d_light_info *light_info = NULL;
1974     struct list *e;
1975
1976     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1977
1978     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1979     {
1980         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1981         if (light_info->OriginalIndex == light_idx)
1982             break;
1983         light_info = NULL;
1984     }
1985
1986     if (!light_info)
1987     {
1988         TRACE("Light information requested but light not defined\n");
1989         return WINED3DERR_INVALIDCALL;
1990     }
1991
1992     *light = light_info->OriginalParms;
1993     return WINED3D_OK;
1994 }
1995
1996 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1997 {
1998     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1999     struct wined3d_light_info *light_info = NULL;
2000     struct list *e;
2001
2002     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2003
2004     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2005     {
2006         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2007         if (light_info->OriginalIndex == light_idx)
2008             break;
2009         light_info = NULL;
2010     }
2011     TRACE("Found light %p.\n", light_info);
2012
2013     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2014     if (!light_info)
2015     {
2016         TRACE("Light enabled requested but light not defined, so defining one!\n");
2017         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2018
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])
2021         {
2022             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2023             if (light_info->OriginalIndex == light_idx)
2024                 break;
2025             light_info = NULL;
2026         }
2027         if (!light_info)
2028         {
2029             FIXME("Adding default lights has failed dismally\n");
2030             return WINED3DERR_INVALIDCALL;
2031         }
2032     }
2033
2034     if (!enable)
2035     {
2036         if (light_info->glIndex != -1)
2037         {
2038             if (!device->isRecordingState)
2039                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2040
2041             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2042             light_info->glIndex = -1;
2043         }
2044         else
2045         {
2046             TRACE("Light already disabled, nothing to do\n");
2047         }
2048         light_info->enabled = FALSE;
2049     }
2050     else
2051     {
2052         light_info->enabled = TRUE;
2053         if (light_info->glIndex != -1)
2054         {
2055             TRACE("Nothing to do as light was enabled\n");
2056         }
2057         else
2058         {
2059             unsigned int i;
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)
2063             {
2064                 if (!device->updateStateBlock->state.lights[i])
2065                 {
2066                     device->updateStateBlock->state.lights[i] = light_info;
2067                     light_info->glIndex = i;
2068                     break;
2069                 }
2070             }
2071             if (light_info->glIndex == -1)
2072             {
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.
2077                  *
2078                  * TODO: Test how this affects rendering. */
2079                 WARN("Too many concurrently active lights\n");
2080                 return WINED3D_OK;
2081             }
2082
2083             /* i == light_info->glIndex */
2084             if (!device->isRecordingState)
2085                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2086         }
2087     }
2088
2089     return WINED3D_OK;
2090 }
2091
2092 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2093 {
2094     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2095     struct wined3d_light_info *light_info = NULL;
2096     struct list *e;
2097
2098     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2099
2100     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2101     {
2102         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2103         if (light_info->OriginalIndex == light_idx)
2104             break;
2105         light_info = NULL;
2106     }
2107
2108     if (!light_info)
2109     {
2110         TRACE("Light enabled state requested but light not defined.\n");
2111         return WINED3DERR_INVALIDCALL;
2112     }
2113     /* true is 128 according to SetLightEnable */
2114     *enable = light_info->enabled ? 128 : 0;
2115     return WINED3D_OK;
2116 }
2117
2118 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2119         UINT plane_idx, const struct wined3d_vec4 *plane)
2120 {
2121     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2122
2123     /* Validate plane_idx. */
2124     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2125     {
2126         TRACE("Application has requested clipplane this device doesn't support.\n");
2127         return WINED3DERR_INVALIDCALL;
2128     }
2129
2130     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2131
2132     if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2133     {
2134         TRACE("Application is setting old values over, nothing to do.\n");
2135         return WINED3D_OK;
2136     }
2137
2138     device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2139
2140     /* Handle recording of state blocks. */
2141     if (device->isRecordingState)
2142     {
2143         TRACE("Recording... not performing anything.\n");
2144         return WINED3D_OK;
2145     }
2146
2147     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2148
2149     return WINED3D_OK;
2150 }
2151
2152 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2153         UINT plane_idx, struct wined3d_vec4 *plane)
2154 {
2155     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2156
2157     /* Validate plane_idx. */
2158     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2159     {
2160         TRACE("Application has requested clipplane this device doesn't support.\n");
2161         return WINED3DERR_INVALIDCALL;
2162     }
2163
2164     *plane = device->stateBlock->state.clip_planes[plane_idx];
2165
2166     return WINED3D_OK;
2167 }
2168
2169 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2170         const struct wined3d_clip_status *clip_status)
2171 {
2172     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2173
2174     if (!clip_status)
2175         return WINED3DERR_INVALIDCALL;
2176
2177     return WINED3D_OK;
2178 }
2179
2180 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2181         struct wined3d_clip_status *clip_status)
2182 {
2183     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2184
2185     if (!clip_status)
2186         return WINED3DERR_INVALIDCALL;
2187
2188     return WINED3D_OK;
2189 }
2190
2191 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2192 {
2193     TRACE("device %p, material %p.\n", device, material);
2194
2195     device->updateStateBlock->changed.material = TRUE;
2196     device->updateStateBlock->state.material = *material;
2197
2198     /* Handle recording of state blocks */
2199     if (device->isRecordingState)
2200     {
2201         TRACE("Recording... not performing anything.\n");
2202         return WINED3D_OK;
2203     }
2204
2205     device_invalidate_state(device, STATE_MATERIAL);
2206
2207     return WINED3D_OK;
2208 }
2209
2210 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2211 {
2212     TRACE("device %p, material %p.\n", device, material);
2213
2214     *material = device->updateStateBlock->state.material;
2215
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);
2229
2230     return WINED3D_OK;
2231 }
2232
2233 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2234         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2235 {
2236     struct wined3d_buffer *prev_buffer;
2237
2238     TRACE("device %p, buffer %p, format %s.\n",
2239             device, buffer, debug_d3dformat(format_id));
2240
2241     prev_buffer = device->updateStateBlock->state.index_buffer;
2242
2243     device->updateStateBlock->changed.indices = TRUE;
2244     device->updateStateBlock->state.index_buffer = buffer;
2245     device->updateStateBlock->state.index_format = format_id;
2246
2247     /* Handle recording of state blocks. */
2248     if (device->isRecordingState)
2249     {
2250         TRACE("Recording... not performing anything.\n");
2251         if (buffer)
2252             wined3d_buffer_incref(buffer);
2253         if (prev_buffer)
2254             wined3d_buffer_decref(prev_buffer);
2255         return WINED3D_OK;
2256     }
2257
2258     if (prev_buffer != buffer)
2259     {
2260         device_invalidate_state(device, STATE_INDEXBUFFER);
2261         if (buffer)
2262         {
2263             InterlockedIncrement(&buffer->resource.bind_count);
2264             wined3d_buffer_incref(buffer);
2265         }
2266         if (prev_buffer)
2267         {
2268             InterlockedDecrement(&prev_buffer->resource.bind_count);
2269             wined3d_buffer_decref(prev_buffer);
2270         }
2271     }
2272
2273     return WINED3D_OK;
2274 }
2275
2276 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2277 {
2278     TRACE("device %p, buffer %p.\n", device, buffer);
2279
2280     *buffer = device->stateBlock->state.index_buffer;
2281
2282     if (*buffer)
2283         wined3d_buffer_incref(*buffer);
2284
2285     TRACE("Returning %p.\n", *buffer);
2286
2287     return WINED3D_OK;
2288 }
2289
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)
2292 {
2293     TRACE("device %p, base_index %d.\n", device, base_index);
2294
2295     if (device->updateStateBlock->state.base_vertex_index == base_index)
2296     {
2297         TRACE("Application is setting the old value over, nothing to do\n");
2298         return WINED3D_OK;
2299     }
2300
2301     device->updateStateBlock->state.base_vertex_index = base_index;
2302
2303     if (device->isRecordingState)
2304     {
2305         TRACE("Recording... not performing anything\n");
2306         return WINED3D_OK;
2307     }
2308     return WINED3D_OK;
2309 }
2310
2311 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2312 {
2313     TRACE("device %p.\n", device);
2314
2315     return device->stateBlock->state.base_vertex_index;
2316 }
2317
2318 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2319 {
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);
2323
2324     device->updateStateBlock->changed.viewport = TRUE;
2325     device->updateStateBlock->state.viewport = *viewport;
2326
2327     /* Handle recording of state blocks */
2328     if (device->isRecordingState)
2329     {
2330         TRACE("Recording... not performing anything\n");
2331         return WINED3D_OK;
2332     }
2333
2334     device_invalidate_state(device, STATE_VIEWPORT);
2335
2336     return WINED3D_OK;
2337 }
2338
2339 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2340 {
2341     TRACE("device %p, viewport %p.\n", device, viewport);
2342
2343     *viewport = device->stateBlock->state.viewport;
2344
2345     return WINED3D_OK;
2346 }
2347
2348 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2349         enum wined3d_render_state state, DWORD value)
2350 {
2351     DWORD old_value = device->stateBlock->state.render_states[state];
2352
2353     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2354
2355     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2356     device->updateStateBlock->state.render_states[state] = value;
2357
2358     /* Handle recording of state blocks. */
2359     if (device->isRecordingState)
2360     {
2361         TRACE("Recording... not performing anything.\n");
2362         return WINED3D_OK;
2363     }
2364
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");
2368     else
2369         device_invalidate_state(device, STATE_RENDER(state));
2370
2371     return WINED3D_OK;
2372 }
2373
2374 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2375         enum wined3d_render_state state, DWORD *value)
2376 {
2377     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2378
2379     *value = device->stateBlock->state.render_states[state];
2380
2381     return WINED3D_OK;
2382 }
2383
2384 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2385         UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2386 {
2387     DWORD old_value;
2388
2389     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2390             device, sampler_idx, debug_d3dsamplerstate(state), value);
2391
2392     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2393         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2394
2395     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2396             / sizeof(*device->stateBlock->state.sampler_states))
2397     {
2398         WARN("Invalid sampler %u.\n", sampler_idx);
2399         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2400     }
2401
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;
2405
2406     /* Handle recording of state blocks. */
2407     if (device->isRecordingState)
2408     {
2409         TRACE("Recording... not performing anything.\n");
2410         return WINED3D_OK;
2411     }
2412
2413     if (old_value == value)
2414     {
2415         TRACE("Application is setting the old value over, nothing to do.\n");
2416         return WINED3D_OK;
2417     }
2418
2419     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2420
2421     return WINED3D_OK;
2422 }
2423
2424 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2425         UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2426 {
2427     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2428             device, sampler_idx, debug_d3dsamplerstate(state), value);
2429
2430     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2431         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2432
2433     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2434             / sizeof(*device->stateBlock->state.sampler_states))
2435     {
2436         WARN("Invalid sampler %u.\n", sampler_idx);
2437         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2438     }
2439
2440     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2441     TRACE("Returning %#x.\n", *value);
2442
2443     return WINED3D_OK;
2444 }
2445
2446 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2447 {
2448     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2449
2450     device->updateStateBlock->changed.scissorRect = TRUE;
2451     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2452     {
2453         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2454         return WINED3D_OK;
2455     }
2456     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2457
2458     if (device->isRecordingState)
2459     {
2460         TRACE("Recording... not performing anything.\n");
2461         return WINED3D_OK;
2462     }
2463
2464     device_invalidate_state(device, STATE_SCISSORRECT);
2465
2466     return WINED3D_OK;
2467 }
2468
2469 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2470 {
2471     TRACE("device %p, rect %p.\n", device, rect);
2472
2473     *rect = device->updateStateBlock->state.scissor_rect;
2474     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2475
2476     return WINED3D_OK;
2477 }
2478
2479 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2480         struct wined3d_vertex_declaration *declaration)
2481 {
2482     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2483
2484     TRACE("device %p, declaration %p.\n", device, declaration);
2485
2486     if (declaration)
2487         wined3d_vertex_declaration_incref(declaration);
2488     if (prev)
2489         wined3d_vertex_declaration_decref(prev);
2490
2491     device->updateStateBlock->state.vertex_declaration = declaration;
2492     device->updateStateBlock->changed.vertexDecl = TRUE;
2493
2494     if (device->isRecordingState)
2495     {
2496         TRACE("Recording... not performing anything.\n");
2497         return WINED3D_OK;
2498     }
2499     else if (declaration == prev)
2500     {
2501         /* Checked after the assignment to allow proper stateblock recording. */
2502         TRACE("Application is setting the old declaration over, nothing to do.\n");
2503         return WINED3D_OK;
2504     }
2505
2506     device_invalidate_state(device, STATE_VDECL);
2507     return WINED3D_OK;
2508 }
2509
2510 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2511         struct wined3d_vertex_declaration **declaration)
2512 {
2513     TRACE("device %p, declaration %p.\n", device, declaration);
2514
2515     *declaration = device->stateBlock->state.vertex_declaration;
2516     if (*declaration)
2517         wined3d_vertex_declaration_incref(*declaration);
2518
2519     return WINED3D_OK;
2520 }
2521
2522 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2523 {
2524     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2525
2526     TRACE("device %p, shader %p.\n", device, shader);
2527
2528     device->updateStateBlock->state.vertex_shader = shader;
2529     device->updateStateBlock->changed.vertexShader = TRUE;
2530
2531     if (device->isRecordingState)
2532     {
2533         if (shader)
2534             wined3d_shader_incref(shader);
2535         if (prev)
2536             wined3d_shader_decref(prev);
2537         TRACE("Recording... not performing anything.\n");
2538         return WINED3D_OK;
2539     }
2540
2541     if (shader == prev)
2542     {
2543         TRACE("Application is setting the old shader over, nothing to do.\n");
2544         return WINED3D_OK;
2545     }
2546
2547     if (shader)
2548         wined3d_shader_incref(shader);
2549     if (prev)
2550         wined3d_shader_decref(prev);
2551
2552     device_invalidate_state(device, STATE_VSHADER);
2553
2554     return WINED3D_OK;
2555 }
2556
2557 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2558 {
2559     struct wined3d_shader *shader;
2560
2561     TRACE("device %p.\n", device);
2562
2563     shader = device->stateBlock->state.vertex_shader;
2564     if (shader)
2565         wined3d_shader_incref(shader);
2566
2567     TRACE("Returning %p.\n", shader);
2568     return shader;
2569 }
2570
2571 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2572         UINT start_register, const BOOL *constants, UINT bool_count)
2573 {
2574     UINT count = min(bool_count, MAX_CONST_B - start_register);
2575     UINT i;
2576
2577     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2578             device, start_register, constants, bool_count);
2579
2580     if (!constants || start_register >= MAX_CONST_B)
2581         return WINED3DERR_INVALIDCALL;
2582
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");
2586
2587     for (i = start_register; i < count + start_register; ++i)
2588         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2589
2590     if (!device->isRecordingState)
2591         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2592
2593     return WINED3D_OK;
2594 }
2595
2596 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2597         UINT start_register, BOOL *constants, UINT bool_count)
2598 {
2599     UINT count = min(bool_count, MAX_CONST_B - start_register);
2600
2601     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2602             device, start_register, constants, bool_count);
2603
2604     if (!constants || start_register >= MAX_CONST_B)
2605         return WINED3DERR_INVALIDCALL;
2606
2607     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2608
2609     return WINED3D_OK;
2610 }
2611
2612 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2613         UINT start_register, const int *constants, UINT vector4i_count)
2614 {
2615     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2616     UINT i;
2617
2618     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2619             device, start_register, constants, vector4i_count);
2620
2621     if (!constants || start_register >= MAX_CONST_I)
2622         return WINED3DERR_INVALIDCALL;
2623
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]);
2629
2630     for (i = start_register; i < count + start_register; ++i)
2631         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2632
2633     if (!device->isRecordingState)
2634         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2635
2636     return WINED3D_OK;
2637 }
2638
2639 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2640         UINT start_register, int *constants, UINT vector4i_count)
2641 {
2642     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2643
2644     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2645             device, start_register, constants, vector4i_count);
2646
2647     if (!constants || start_register >= MAX_CONST_I)
2648         return WINED3DERR_INVALIDCALL;
2649
2650     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2651     return WINED3D_OK;
2652 }
2653
2654 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2655         UINT start_register, const float *constants, UINT vector4f_count)
2656 {
2657     UINT i;
2658
2659     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2660             device, start_register, constants, vector4f_count);
2661
2662     /* Specifically test start_register > limit to catch MAX_UINT overflows
2663      * when adding start_register + vector4f_count. */
2664     if (!constants
2665             || start_register + vector4f_count > device->d3d_vshader_constantF
2666             || start_register > device->d3d_vshader_constantF)
2667         return WINED3DERR_INVALIDCALL;
2668
2669     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2670             constants, vector4f_count * sizeof(float) * 4);
2671     if (TRACE_ON(d3d))
2672     {
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]);
2677     }
2678
2679     if (!device->isRecordingState)
2680     {
2681         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2682         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2683     }
2684
2685     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2686             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2687
2688     return WINED3D_OK;
2689 }
2690
2691 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2692         UINT start_register, float *constants, UINT vector4f_count)
2693 {
2694     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2695
2696     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2697             device, start_register, constants, vector4f_count);
2698
2699     if (!constants || count < 0)
2700         return WINED3DERR_INVALIDCALL;
2701
2702     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2703
2704     return WINED3D_OK;
2705 }
2706
2707 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2708 {
2709     DWORD i;
2710
2711     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2712     {
2713         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2714     }
2715 }
2716
2717 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2718 {
2719     DWORD i = device->rev_tex_unit_map[unit];
2720     DWORD j = device->texUnitMap[stage];
2721
2722     device->texUnitMap[stage] = unit;
2723     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2724         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2725
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;
2729 }
2730
2731 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2732 {
2733     UINT i;
2734
2735     device->fixed_function_usage_map = 0;
2736     for (i = 0; i < MAX_TEXTURES; ++i)
2737     {
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;
2747
2748         /* Not used, and disable higher stages. */
2749         if (color_op == WINED3D_TOP_DISABLE)
2750             break;
2751
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);
2761
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));
2765     }
2766 }
2767
2768 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2769 {
2770     unsigned int i, tex;
2771     WORD ffu_map;
2772
2773     device_update_fixed_function_usage_map(device);
2774     ffu_map = device->fixed_function_usage_map;
2775
2776     if (device->max_ffp_textures == gl_info->limits.texture_stages
2777             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2778     {
2779         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2780         {
2781             if (!(ffu_map & 1)) continue;
2782
2783             if (device->texUnitMap[i] != i)
2784             {
2785                 device_map_stage(device, i, i);
2786                 device_invalidate_state(device, STATE_SAMPLER(i));
2787                 device_invalidate_texture_stage(device, i);
2788             }
2789         }
2790         return;
2791     }
2792
2793     /* Now work out the mapping */
2794     tex = 0;
2795     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2796     {
2797         if (!(ffu_map & 1)) continue;
2798
2799         if (device->texUnitMap[i] != tex)
2800         {
2801             device_map_stage(device, i, tex);
2802             device_invalidate_state(device, STATE_SAMPLER(i));
2803             device_invalidate_texture_stage(device, i);
2804         }
2805
2806         ++tex;
2807     }
2808 }
2809
2810 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2811 {
2812     const enum wined3d_sampler_texture_type *sampler_type =
2813             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2814     unsigned int i;
2815
2816     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2817     {
2818         if (sampler_type[i] && device->texUnitMap[i] != i)
2819         {
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);
2824         }
2825     }
2826 }
2827
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)
2831 {
2832     DWORD current_mapping = device->rev_tex_unit_map[unit];
2833
2834     /* Not currently used */
2835     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2836
2837     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2838         /* Used by a fragment sampler */
2839
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));
2843         }
2844
2845         /* Pixel shader, check the shader's sampler map */
2846         return !pshader_sampler_tokens[current_mapping];
2847     }
2848
2849     /* Used by a vertex sampler */
2850     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2851 }
2852
2853 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2854 {
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;
2859     int i;
2860
2861     if (ps)
2862     {
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;
2866     }
2867
2868     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2869         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2870         if (vshader_sampler_type[i])
2871         {
2872             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2873             {
2874                 /* Already mapped somewhere */
2875                 continue;
2876             }
2877
2878             while (start >= 0)
2879             {
2880                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2881                 {
2882                     device_map_stage(device, vsampler_idx, start);
2883                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2884
2885                     --start;
2886                     break;
2887                 }
2888
2889                 --start;
2890             }
2891         }
2892     }
2893 }
2894
2895 void device_update_tex_unit_map(struct wined3d_device *device)
2896 {
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);
2901     /*
2902      * Rules are:
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
2907      */
2908     if (ps)
2909         device_map_psamplers(device, gl_info);
2910     else
2911         device_map_fixed_function_samplers(device, gl_info);
2912
2913     if (vs)
2914         device_map_vsamplers(device, ps, gl_info);
2915 }
2916
2917 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2918 {
2919     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2920
2921     TRACE("device %p, shader %p.\n", device, shader);
2922
2923     device->updateStateBlock->state.pixel_shader = shader;
2924     device->updateStateBlock->changed.pixelShader = TRUE;
2925
2926     if (device->isRecordingState)
2927     {
2928         if (shader)
2929             wined3d_shader_incref(shader);
2930         if (prev)
2931             wined3d_shader_decref(prev);
2932         TRACE("Recording... not performing anything.\n");
2933         return WINED3D_OK;
2934     }
2935
2936     if (shader == prev)
2937     {
2938         TRACE("Application is setting the old shader over, nothing to do.\n");
2939         return WINED3D_OK;
2940     }
2941
2942     if (shader)
2943         wined3d_shader_incref(shader);
2944     if (prev)
2945         wined3d_shader_decref(prev);
2946
2947     device_invalidate_state(device, STATE_PIXELSHADER);
2948
2949     return WINED3D_OK;
2950 }
2951
2952 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2953 {
2954     struct wined3d_shader *shader;
2955
2956     TRACE("device %p.\n", device);
2957
2958     shader = device->stateBlock->state.pixel_shader;
2959     if (shader)
2960         wined3d_shader_incref(shader);
2961
2962     TRACE("Returning %p.\n", shader);
2963     return shader;
2964 }
2965
2966 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2967         UINT start_register, const BOOL *constants, UINT bool_count)
2968 {
2969     UINT count = min(bool_count, MAX_CONST_B - start_register);
2970     UINT i;
2971
2972     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2973             device, start_register, constants, bool_count);
2974
2975     if (!constants || start_register >= MAX_CONST_B)
2976         return WINED3DERR_INVALIDCALL;
2977
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");
2981
2982     for (i = start_register; i < count + start_register; ++i)
2983         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
2984
2985     if (!device->isRecordingState)
2986         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2987
2988     return WINED3D_OK;
2989 }
2990
2991 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2992         UINT start_register, BOOL *constants, UINT bool_count)
2993 {
2994     UINT count = min(bool_count, MAX_CONST_B - start_register);
2995
2996     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2997             device, start_register, constants, bool_count);
2998
2999     if (!constants || start_register >= MAX_CONST_B)
3000         return WINED3DERR_INVALIDCALL;
3001
3002     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3003
3004     return WINED3D_OK;
3005 }
3006
3007 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3008         UINT start_register, const int *constants, UINT vector4i_count)
3009 {
3010     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3011     UINT i;
3012
3013     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3014             device, start_register, constants, vector4i_count);
3015
3016     if (!constants || start_register >= MAX_CONST_I)
3017         return WINED3DERR_INVALIDCALL;
3018
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]);
3024
3025     for (i = start_register; i < count + start_register; ++i)
3026         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3027
3028     if (!device->isRecordingState)
3029         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3030
3031     return WINED3D_OK;
3032 }
3033
3034 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3035         UINT start_register, int *constants, UINT vector4i_count)
3036 {
3037     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3038
3039     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3040             device, start_register, constants, vector4i_count);
3041
3042     if (!constants || start_register >= MAX_CONST_I)
3043         return WINED3DERR_INVALIDCALL;
3044
3045     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3046
3047     return WINED3D_OK;
3048 }
3049
3050 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3051         UINT start_register, const float *constants, UINT vector4f_count)
3052 {
3053     UINT i;
3054
3055     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3056             device, start_register, constants, vector4f_count);
3057
3058     /* Specifically test start_register > limit to catch MAX_UINT overflows
3059      * when adding start_register + vector4f_count. */
3060     if (!constants
3061             || start_register + vector4f_count > device->d3d_pshader_constantF
3062             || start_register > device->d3d_pshader_constantF)
3063         return WINED3DERR_INVALIDCALL;
3064
3065     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3066             constants, vector4f_count * sizeof(float) * 4);
3067     if (TRACE_ON(d3d))
3068     {
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]);
3073     }
3074
3075     if (!device->isRecordingState)
3076     {
3077         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3078         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3079     }
3080
3081     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3082             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3083
3084     return WINED3D_OK;
3085 }
3086
3087 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3088         UINT start_register, float *constants, UINT vector4f_count)
3089 {
3090     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3091
3092     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3093             device, start_register, constants, vector4f_count);
3094
3095     if (!constants || count < 0)
3096         return WINED3DERR_INVALIDCALL;
3097
3098     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3099
3100     return WINED3D_OK;
3101 }
3102
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,
3108         DWORD DestFVF)
3109 {
3110     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3111     struct wined3d_viewport vp;
3112     UINT vertex_size;
3113     unsigned int i;
3114     BYTE *dest_ptr;
3115     BOOL doClip;
3116     DWORD numTextures;
3117     HRESULT hr;
3118
3119     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3120     {
3121         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3122     }
3123
3124     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3125     {
3126         ERR("Source has no position mask\n");
3127         return WINED3DERR_INVALIDCALL;
3128     }
3129
3130     if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3131     {
3132         static BOOL warned = FALSE;
3133         /*
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)
3139         doClip = TRUE;
3140          */
3141         doClip = FALSE;
3142         if(!warned) {
3143            warned = TRUE;
3144            FIXME("Clipping is broken and disabled for now\n");
3145         }
3146     }
3147     else
3148         doClip = FALSE;
3149
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)))
3152     {
3153         WARN("Failed to map buffer, hr %#x.\n", hr);
3154         return hr;
3155     }
3156
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);
3160
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);
3166
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);
3172
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);
3178
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);
3183
3184     multiply_matrix(&mat,&view_mat,&world_mat);
3185     multiply_matrix(&mat,&proj_mat,&mat);
3186
3187     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3188
3189     for (i = 0; i < dwCount; i+= 1) {
3190         unsigned int tex_index;
3191
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);
3197             float x, y, z, rhw;
3198             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3199
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);
3205
3206             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3207
3208             /* WARNING: The following things are taken from d3d7 and were not yet checked
3209              * against d3d8 or d3d9!
3210              */
3211
3212             /* Clipping conditions: From msdn
3213              *
3214              * A vertex is clipped if it does not match the following requirements
3215              * -rhw < x <= rhw
3216              * -rhw < y <= rhw
3217              *    0 < z <= rhw
3218              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3219              *
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)
3222              *
3223              */
3224
3225             if( !doClip ||
3226                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3227                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3228                   ( rhw > eps ) ) ) {
3229
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....
3240                  *
3241                  * Well, basically it's simply a linear transformation into viewport
3242                  * coordinates
3243                  */
3244
3245                 x /= rhw;
3246                 y /= rhw;
3247                 z /= rhw;
3248
3249                 y *= -1;
3250
3251                 x *= vp.width / 2;
3252                 y *= vp.height / 2;
3253                 z *= vp.max_z - vp.min_z;
3254
3255                 x += vp.width / 2 + vp.x;
3256                 y += vp.height / 2 + vp.y;
3257                 z += vp.min_z;
3258
3259                 rhw = 1 / rhw;
3260             } else {
3261                 /* That vertex got clipped
3262                  * Contrary to OpenGL it is not dropped completely, it just
3263                  * undergoes a different calculation.
3264                  */
3265                 TRACE("Vertex got clipped\n");
3266                 x += rhw;
3267                 y += rhw;
3268
3269                 x  /= 2;
3270                 y  /= 2;
3271
3272                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3273                  * outside of the main vertex buffer memory. That needs some more
3274                  * investigation...
3275                  */
3276             }
3277
3278             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3279
3280
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! */
3285
3286             dest_ptr += 3 * sizeof(float);
3287
3288             if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3289                 dest_ptr += sizeof(float);
3290         }
3291
3292         if (DestFVF & WINED3DFVF_PSIZE)
3293             dest_ptr += sizeof(DWORD);
3294
3295         if (DestFVF & WINED3DFVF_NORMAL)
3296         {
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));
3302         }
3303
3304         if (DestFVF & WINED3DFVF_DIFFUSE)
3305         {
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)))
3309             {
3310                 static BOOL warned = FALSE;
3311
3312                 if(!warned) {
3313                     ERR("No diffuse color in source, but destination has one\n");
3314                     warned = TRUE;
3315                 }
3316
3317                 *( (DWORD *) dest_ptr) = 0xffffffff;
3318                 dest_ptr += sizeof(DWORD);
3319             }
3320             else
3321             {
3322                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3323             }
3324         }
3325
3326         if (DestFVF & WINED3DFVF_SPECULAR)
3327         {
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)))
3332             {
3333                 static BOOL warned = FALSE;
3334
3335                 if(!warned) {
3336                     ERR("No specular color in source, but destination has one\n");
3337                     warned = TRUE;
3338                 }
3339
3340                 *( (DWORD *) dest_ptr) = 0xFF000000;
3341                 dest_ptr += sizeof(DWORD);
3342             }
3343             else
3344             {
3345                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3346             }
3347         }
3348
3349         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3350         {
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))))
3354             {
3355                 ERR("No source texture, but destination requests one\n");
3356                 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3357             }
3358             else
3359             {
3360                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3361             }
3362         }
3363     }
3364
3365     wined3d_buffer_unmap(dest);
3366
3367     return WINED3D_OK;
3368 }
3369 #undef copy_and_next
3370
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)
3375 {
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;
3382     unsigned int i;
3383     HRESULT hr;
3384
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);
3389
3390     if (declaration)
3391         FIXME("Output vertex declaration not implemented yet.\n");
3392
3393     /* Need any context to write to the vbo. */
3394     context = context_acquire(device, NULL);
3395     gl_info = context->gl_info;
3396
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;
3406
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.
3410      *
3411      * Also apply the start index. */
3412     for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3413     {
3414         struct wined3d_stream_info_element *e;
3415
3416         if (!(stream_info.use_map & (1 << i)))
3417             continue;
3418
3419         e = &stream_info.elements[i];
3420         if (e->data.buffer_object)
3421         {
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));
3425             ENTER_GL();
3426             GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3427             vb->buffer_object = 0;
3428             LEAVE_GL();
3429         }
3430         if (e->data.addr)
3431             e->data.addr += e->stride * src_start_idx;
3432     }
3433
3434     hr = process_vertices_strided(device, dst_idx, vertex_count,
3435             &stream_info, dst_buffer, flags, dst_fvf);
3436
3437     context_release(context);
3438
3439     return hr;
3440 }
3441
3442 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3443         UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3444 {
3445     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3446     DWORD old_value;
3447
3448     TRACE("device %p, stage %u, state %s, value %#x.\n",
3449             device, stage, debug_d3dtexturestate(state), value);
3450
3451     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3452     {
3453         WARN("Invalid state %#x passed.\n", state);
3454         return WINED3D_OK;
3455     }
3456
3457     if (stage >= gl_info->limits.texture_stages)
3458     {
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);
3461         return WINED3D_OK;
3462     }
3463
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;
3467
3468     if (device->isRecordingState)
3469     {
3470         TRACE("Recording... not performing anything.\n");
3471         return WINED3D_OK;
3472     }
3473
3474     /* Checked after the assignments to allow proper stateblock recording. */
3475     if (old_value == value)
3476     {
3477         TRACE("Application is setting the old value over, nothing to do.\n");
3478         return WINED3D_OK;
3479     }
3480
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))
3484     {
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. */
3488         return WINED3D_OK;
3489     }
3490
3491     if (state == WINED3D_TSS_COLOR_OP)
3492     {
3493         unsigned int i;
3494
3495         if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3496         {
3497             /* Previously enabled stage disabled now. Make sure to dirtify
3498              * all enabled stages above stage, they have to be disabled.
3499              *
3500              * The current stage is dirtified below. */
3501             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3502             {
3503                 TRACE("Additionally dirtifying stage %u.\n", i);
3504                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3505             }
3506             device->stateBlock->state.lowest_disabled_stage = stage;
3507             TRACE("New lowest disabled: %u.\n", stage);
3508         }
3509         else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3510         {
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
3515              * already).
3516              *
3517              * Again stage stage doesn't need to be dirtified here, it is
3518              * handled below. */
3519             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3520             {
3521                 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3522                     break;
3523                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3524                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3525             }
3526             device->stateBlock->state.lowest_disabled_stage = i;
3527             TRACE("New lowest disabled: %u.\n", i);
3528         }
3529     }
3530
3531     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3532
3533     return WINED3D_OK;
3534 }
3535
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)
3538 {
3539     TRACE("device %p, stage %u, state %s, value %p.\n",
3540             device, stage, debug_d3dtexturestate(state), value);
3541
3542     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3543     {
3544         WARN("Invalid state %#x passed.\n", state);
3545         return WINED3D_OK;
3546     }
3547
3548     *value = device->updateStateBlock->state.texture_states[stage][state];
3549     TRACE("Returning %#x.\n", *value);
3550
3551     return WINED3D_OK;
3552 }
3553
3554 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3555         UINT stage, struct wined3d_texture *texture)
3556 {
3557     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3558     struct wined3d_texture *prev;
3559
3560     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3561
3562     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3563         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3564
3565     /* Windows accepts overflowing this array... we do not. */
3566     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3567     {
3568         WARN("Ignoring invalid stage %u.\n", stage);
3569         return WINED3D_OK;
3570     }
3571
3572     if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3573     {
3574         WARN("Rejecting attempt to set scratch texture.\n");
3575         return WINED3DERR_INVALIDCALL;
3576     }
3577
3578     device->updateStateBlock->changed.textures |= 1 << stage;
3579
3580     prev = device->updateStateBlock->state.textures[stage];
3581     TRACE("Previous texture %p.\n", prev);
3582
3583     if (texture == prev)
3584     {
3585         TRACE("App is setting the same texture again, nothing to do.\n");
3586         return WINED3D_OK;
3587     }
3588
3589     TRACE("Setting new texture to %p.\n", texture);
3590     device->updateStateBlock->state.textures[stage] = texture;
3591
3592     if (device->isRecordingState)
3593     {
3594         TRACE("Recording... not performing anything\n");
3595
3596         if (texture) wined3d_texture_incref(texture);
3597         if (prev) wined3d_texture_decref(prev);
3598
3599         return WINED3D_OK;
3600     }
3601
3602     if (texture)
3603     {
3604         LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3605
3606         wined3d_texture_incref(texture);
3607
3608         if (!prev || texture->target != prev->target)
3609             device_invalidate_state(device, STATE_PIXELSHADER);
3610
3611         if (!prev && stage < gl_info->limits.texture_stages)
3612         {
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));
3618         }
3619
3620         if (bind_count == 1)
3621             texture->sampler = stage;
3622     }
3623
3624     if (prev)
3625     {
3626         LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3627
3628         wined3d_texture_decref(prev);
3629
3630         if (!texture && stage < gl_info->limits.texture_stages)
3631         {
3632             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3633             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3634         }
3635
3636         if (bind_count && prev->sampler == stage)
3637         {
3638             unsigned int i;
3639
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)
3644             {
3645                 if (device->updateStateBlock->state.textures[i] == prev)
3646                 {
3647                     TRACE("Texture is also bound to stage %u.\n", i);
3648                     prev->sampler = i;
3649                     break;
3650                 }
3651             }
3652         }
3653     }
3654
3655     device_invalidate_state(device, STATE_SAMPLER(stage));
3656
3657     return WINED3D_OK;
3658 }
3659
3660 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3661         UINT stage, struct wined3d_texture **texture)
3662 {
3663     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3664
3665     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3666         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3667
3668     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3669     {
3670         WARN("Ignoring invalid stage %u.\n", stage);
3671         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3672     }
3673
3674     *texture = device->stateBlock->state.textures[stage];
3675     if (*texture)
3676         wined3d_texture_incref(*texture);
3677
3678     TRACE("Returning %p.\n", *texture);
3679
3680     return WINED3D_OK;
3681 }
3682
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)
3685 {
3686     struct wined3d_swapchain *swapchain;
3687     HRESULT hr;
3688
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);
3691
3692     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3693     if (FAILED(hr))
3694     {
3695         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3696         return hr;
3697     }
3698
3699     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3700     wined3d_swapchain_decref(swapchain);
3701     if (FAILED(hr))
3702     {
3703         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3704         return hr;
3705     }
3706
3707     return WINED3D_OK;
3708 }
3709
3710 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3711 {
3712     TRACE("device %p, caps %p.\n", device, caps);
3713
3714     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3715             device->create_parms.device_type, caps);
3716 }
3717
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)
3720 {
3721     struct wined3d_swapchain *swapchain;
3722     HRESULT hr;
3723
3724     TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3725             device, swapchain_idx, mode, rotation);
3726
3727     if (SUCCEEDED(hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
3728     {
3729         hr = wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3730         wined3d_swapchain_decref(swapchain);
3731     }
3732
3733     return hr;
3734 }
3735
3736 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3737 {
3738     struct wined3d_stateblock *stateblock;
3739     HRESULT hr;
3740
3741     TRACE("device %p.\n", device);
3742
3743     if (device->isRecordingState)
3744         return WINED3DERR_INVALIDCALL;
3745
3746     hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3747     if (FAILED(hr))
3748         return hr;
3749
3750     wined3d_stateblock_decref(device->updateStateBlock);
3751     device->updateStateBlock = stateblock;
3752     device->isRecordingState = TRUE;
3753
3754     TRACE("Recording stateblock %p.\n", stateblock);
3755
3756     return WINED3D_OK;
3757 }
3758
3759 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3760         struct wined3d_stateblock **stateblock)
3761 {
3762     struct wined3d_stateblock *object = device->updateStateBlock;
3763
3764     TRACE("device %p, stateblock %p.\n", device, stateblock);
3765
3766     if (!device->isRecordingState)
3767     {
3768         WARN("Not recording.\n");
3769         *stateblock = NULL;
3770         return WINED3DERR_INVALIDCALL;
3771     }
3772
3773     stateblock_init_contained_states(object);
3774
3775     *stateblock = object;
3776     device->isRecordingState = FALSE;
3777     device->updateStateBlock = device->stateBlock;
3778     wined3d_stateblock_incref(device->updateStateBlock);
3779
3780     TRACE("Returning stateblock %p.\n", *stateblock);
3781
3782     return WINED3D_OK;
3783 }
3784
3785 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3786 {
3787     /* At the moment we have no need for any functionality at the beginning
3788      * of a scene. */
3789     TRACE("device %p.\n", device);
3790
3791     if (device->inScene)
3792     {
3793         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3794         return WINED3DERR_INVALIDCALL;
3795     }
3796     device->inScene = TRUE;
3797     return WINED3D_OK;
3798 }
3799
3800 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3801 {
3802     struct wined3d_context *context;
3803
3804     TRACE("device %p.\n", device);
3805
3806     if (!device->inScene)
3807     {
3808         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3809         return WINED3DERR_INVALIDCALL;
3810     }
3811
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 */
3814     wglFlush();
3815     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3816      * fails. */
3817     context_release(context);
3818
3819     device->inScene = FALSE;
3820     return WINED3D_OK;
3821 }
3822
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)
3825 {
3826     UINT i;
3827
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);
3831
3832     for (i = 0; i < device->swapchain_count; ++i)
3833     {
3834         wined3d_swapchain_present(device->swapchains[i], src_rect,
3835                 dst_rect, dst_window_override, dirty_region, flags);
3836     }
3837
3838     return WINED3D_OK;
3839 }
3840
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)
3844 {
3845     RECT draw_rect;
3846
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);
3849
3850     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3851     {
3852         struct wined3d_surface *ds = device->fb.depth_stencil;
3853         if (!ds)
3854         {
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;
3858         }
3859         else if (flags & WINED3DCLEAR_TARGET)
3860         {
3861             if (ds->resource.width < device->fb.render_targets[0]->resource.width
3862                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
3863             {
3864                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3865                 return WINED3D_OK;
3866             }
3867         }
3868     }
3869
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);
3873
3874     return WINED3D_OK;
3875 }
3876
3877 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3878         enum wined3d_primitive_type primitive_type)
3879 {
3880     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3881
3882     device->updateStateBlock->changed.primitive_type = TRUE;
3883     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3884 }
3885
3886 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3887         enum wined3d_primitive_type *primitive_type)
3888 {
3889     TRACE("device %p, primitive_type %p\n", device, primitive_type);
3890
3891     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3892
3893     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3894 }
3895
3896 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3897 {
3898     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3899
3900     if (!device->stateBlock->state.vertex_declaration)
3901     {
3902         WARN("Called without a valid vertex declaration set.\n");
3903         return WINED3DERR_INVALIDCALL;
3904     }
3905
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)
3908     {
3909         device_invalidate_state(device, STATE_INDEXBUFFER);
3910         device->stateBlock->state.user_stream = FALSE;
3911     }
3912
3913     if (device->stateBlock->state.load_base_vertex_index)
3914     {
3915         device->stateBlock->state.load_base_vertex_index = 0;
3916         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3917     }
3918
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);
3922     return WINED3D_OK;
3923 }
3924
3925 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3926 {
3927     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3928
3929     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3930
3931     if (!device->stateBlock->state.index_buffer)
3932     {
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;
3939     }
3940
3941     if (!device->stateBlock->state.vertex_declaration)
3942     {
3943         WARN("Called without a valid vertex declaration set.\n");
3944         return WINED3DERR_INVALIDCALL;
3945     }
3946
3947     if (device->stateBlock->state.user_stream)
3948     {
3949         device_invalidate_state(device, STATE_INDEXBUFFER);
3950         device->stateBlock->state.user_stream = FALSE;
3951     }
3952
3953     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
3954         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
3955     {
3956         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
3957         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3958     }
3959
3960     drawPrimitive(device, index_count, start_idx, TRUE, NULL);
3961
3962     return WINED3D_OK;
3963 }
3964
3965 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
3966         const void *stream_data, UINT stream_stride)
3967 {
3968     struct wined3d_stream_state *stream;
3969     struct wined3d_buffer *vb;
3970
3971     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3972             device, vertex_count, stream_data, stream_stride);
3973
3974     if (!device->stateBlock->state.vertex_declaration)
3975     {
3976         WARN("Called without a valid vertex declaration set.\n");
3977         return WINED3DERR_INVALIDCALL;
3978     }
3979
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;
3984     if (vb)
3985         wined3d_buffer_decref(vb);
3986     stream->offset = 0;
3987     stream->stride = stream_stride;
3988     device->stateBlock->state.user_stream = TRUE;
3989     if (device->stateBlock->state.load_base_vertex_index)
3990     {
3991         device->stateBlock->state.load_base_vertex_index = 0;
3992         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3993     }
3994
3995     /* TODO: Only mark dirty if drawing from a different UP address */
3996     device_invalidate_state(device, STATE_STREAMSRC);
3997
3998     drawPrimitive(device, vertex_count, 0, FALSE, NULL);
3999
4000     /* MSDN specifies stream zero settings must be set to NULL */
4001     stream->buffer = NULL;
4002     stream->stride = 0;
4003
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
4006      * drawing again. */
4007     return WINED3D_OK;
4008 }
4009
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)
4013 {
4014     struct wined3d_stream_state *stream;
4015     struct wined3d_buffer *vb, *ib;
4016
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);
4019
4020     if (!device->stateBlock->state.vertex_declaration)
4021     {
4022         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4023         return WINED3DERR_INVALIDCALL;
4024     }
4025
4026     stream = &device->stateBlock->state.streams[0];
4027     vb = stream->buffer;
4028     stream->buffer = (struct wined3d_buffer *)stream_data;
4029     if (vb)
4030         wined3d_buffer_decref(vb);
4031     stream->offset = 0;
4032     stream->stride = stream_stride;
4033     device->stateBlock->state.user_stream = TRUE;
4034     device->stateBlock->state.index_format = index_data_format_id;
4035
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)
4039     {
4040         device->stateBlock->state.load_base_vertex_index = 0;
4041         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4042     }
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);
4046
4047     drawPrimitive(device, index_count, 0, TRUE, index_data);
4048
4049     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4050     stream->buffer = NULL;
4051     stream->stride = 0;
4052     ib = device->stateBlock->state.index_buffer;
4053     if (ib)
4054     {
4055         wined3d_buffer_decref(ib);
4056         device->stateBlock->state.index_buffer = NULL;
4057     }
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
4060      */
4061
4062     return WINED3D_OK;
4063 }
4064
4065 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4066         UINT vertex_count, const struct wined3d_strided_data *strided_data)
4067 {
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);
4074
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;
4079
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);
4087     return WINED3D_OK;
4088 }
4089
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)
4093 {
4094     enum wined3d_format_id prev_idx_format;
4095
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
4098      * that value.
4099      */
4100     device_invalidate_state(device, STATE_VDECL);
4101     device_invalidate_state(device, STATE_STREAMSRC);
4102     device_invalidate_state(device, STATE_INDEXBUFFER);
4103
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;
4112
4113     device_invalidate_state(device, STATE_VDECL);
4114     device_invalidate_state(device, STATE_STREAMSRC);
4115     device_invalidate_state(device, STATE_INDEXBUFFER);
4116     return WINED3D_OK;
4117 }
4118
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)
4122 {
4123     struct wined3d_map_desc src;
4124     struct wined3d_map_desc dst;
4125     HRESULT hr;
4126
4127     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4128             device, src_volume, dst_volume);
4129
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)))
4133         return hr;
4134     if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4135     {
4136         wined3d_volume_unmap(src_volume);
4137         return hr;
4138     }
4139
4140     memcpy(dst.data, src.data, dst_volume->resource.size);
4141
4142     hr = wined3d_volume_unmap(dst_volume);
4143     if (FAILED(hr))
4144         wined3d_volume_unmap(src_volume);
4145     else
4146         hr = wined3d_volume_unmap(src_volume);
4147
4148     return hr;
4149 }
4150
4151 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4152         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4153 {
4154     enum wined3d_resource_type type;
4155     unsigned int level_count, i;
4156     HRESULT hr;
4157
4158     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4159
4160     /* Verify that the source and destination textures are non-NULL. */
4161     if (!src_texture || !dst_texture)
4162     {
4163         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4164         return WINED3DERR_INVALIDCALL;
4165     }
4166
4167     if (src_texture == dst_texture)
4168     {
4169         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4170         return WINED3DERR_INVALIDCALL;
4171     }
4172
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)
4176     {
4177         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4178         return WINED3DERR_INVALIDCALL;
4179     }
4180
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)
4184     {
4185         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4186         return WINED3DERR_INVALIDCALL;
4187     }
4188
4189     /* Make sure that the destination texture is loaded. */
4190     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4191
4192     /* Update every surface level of the texture. */
4193     switch (type)
4194     {
4195         case WINED3D_RTYPE_TEXTURE:
4196         {
4197             struct wined3d_surface *src_surface;
4198             struct wined3d_surface *dst_surface;
4199
4200             for (i = 0; i < level_count; ++i)
4201             {
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);
4205                 if (FAILED(hr))
4206                 {
4207                     WARN("Failed to update surface, hr %#x.\n", hr);
4208                     return hr;
4209                 }
4210             }
4211             break;
4212         }
4213
4214         case WINED3D_RTYPE_CUBE_TEXTURE:
4215         {
4216             struct wined3d_surface *src_surface;
4217             struct wined3d_surface *dst_surface;
4218
4219             for (i = 0; i < level_count * 6; ++i)
4220             {
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);
4224                 if (FAILED(hr))
4225                 {
4226                     WARN("Failed to update surface, hr %#x.\n", hr);
4227                     return hr;
4228                 }
4229             }
4230             break;
4231         }
4232
4233         case WINED3D_RTYPE_VOLUME_TEXTURE:
4234         {
4235             for (i = 0; i < level_count; ++i)
4236             {
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)));
4240                 if (FAILED(hr))
4241                 {
4242                     WARN("Failed to update volume, hr %#x.\n", hr);
4243                     return hr;
4244                 }
4245             }
4246             break;
4247         }
4248
4249         default:
4250             FIXME("Unsupported texture type %#x.\n", type);
4251             return WINED3DERR_INVALIDCALL;
4252     }
4253
4254     return WINED3D_OK;
4255 }
4256
4257 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4258         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4259 {
4260     struct wined3d_swapchain *swapchain;
4261     HRESULT hr;
4262
4263     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4264
4265     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4266     if (FAILED(hr)) return hr;
4267
4268     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4269     wined3d_swapchain_decref(swapchain);
4270
4271     return hr;
4272 }
4273
4274 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4275 {
4276     const struct wined3d_state *state = &device->stateBlock->state;
4277     struct wined3d_texture *texture;
4278     DWORD i;
4279
4280     TRACE("device %p, num_passes %p.\n", device, num_passes);
4281
4282     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4283     {
4284         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4285         {
4286             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4287             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4288         }
4289         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4290         {
4291             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4292             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4293         }
4294
4295         texture = state->textures[i];
4296         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4297
4298         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4299         {
4300             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4301             return E_FAIL;
4302         }
4303         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4304         {
4305             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4306             return E_FAIL;
4307         }
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)
4310         {
4311             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4312             return E_FAIL;
4313         }
4314     }
4315
4316     if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4317             || state->render_states[WINED3D_RS_STENCILENABLE])
4318     {
4319         struct wined3d_surface *ds = device->fb.depth_stencil;
4320         struct wined3d_surface *target = device->fb.render_targets[0];
4321
4322         if(ds && target
4323                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4324         {
4325             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4326             return WINED3DERR_CONFLICTINGRENDERSTATE;
4327         }
4328     }
4329
4330     /* return a sensible default */
4331     *num_passes = 1;
4332
4333     TRACE("returning D3D_OK\n");
4334     return WINED3D_OK;
4335 }
4336
4337 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4338 {
4339     static BOOL warned;
4340
4341     TRACE("device %p, software %#x.\n", device, software);
4342
4343     if (!warned)
4344     {
4345         FIXME("device %p, software %#x stub!\n", device, software);
4346         warned = TRUE;
4347     }
4348
4349     device->softwareVertexProcessing = software;
4350
4351     return WINED3D_OK;
4352 }
4353
4354 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4355 {
4356     static BOOL warned;
4357
4358     TRACE("device %p.\n", device);
4359
4360     if (!warned)
4361     {
4362         TRACE("device %p stub!\n", device);
4363         warned = TRUE;
4364     }
4365
4366     return device->softwareVertexProcessing;
4367 }
4368
4369 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4370         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4371 {
4372     struct wined3d_swapchain *swapchain;
4373     HRESULT hr;
4374
4375     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4376             device, swapchain_idx, raster_status);
4377
4378     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4379     if (FAILED(hr))
4380     {
4381         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4382         return hr;
4383     }
4384
4385     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4386     wined3d_swapchain_decref(swapchain);
4387     if (FAILED(hr))
4388     {
4389         WARN("Failed to get raster status, hr %#x.\n", hr);
4390         return hr;
4391     }
4392
4393     return WINED3D_OK;
4394 }
4395
4396 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4397 {
4398     static BOOL warned;
4399
4400     TRACE("device %p, segments %.8e.\n", device, segments);
4401
4402     if (segments != 0.0f)
4403     {
4404         if (!warned)
4405         {
4406             FIXME("device %p, segments %.8e stub!\n", device, segments);
4407             warned = TRUE;
4408         }
4409     }
4410
4411     return WINED3D_OK;
4412 }
4413
4414 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4415 {
4416     static BOOL warned;
4417
4418     TRACE("device %p.\n", device);
4419
4420     if (!warned)
4421     {
4422         FIXME("device %p stub!\n", device);
4423         warned = TRUE;
4424     }
4425
4426     return 0.0f;
4427 }
4428
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)
4432 {
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));
4436
4437     if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4438     {
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;
4442     }
4443
4444     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4445 }
4446
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)
4449 {
4450     struct wined3d_rect_patch *patch;
4451     GLenum old_primitive_type;
4452     unsigned int i;
4453     struct list *e;
4454     BOOL found;
4455
4456     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4457             device, handle, num_segs, rect_patch_info);
4458
4459     if (!(handle || rect_patch_info))
4460     {
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;
4464     }
4465
4466     if (handle)
4467     {
4468         i = PATCHMAP_HASHFUNC(handle);
4469         found = FALSE;
4470         LIST_FOR_EACH(e, &device->patches[i])
4471         {
4472             patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4473             if (patch->Handle == handle)
4474             {
4475                 found = TRUE;
4476                 break;
4477             }
4478         }
4479
4480         if (!found)
4481         {
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);
4486         } else {
4487             TRACE("Found existing patch %p\n", patch);
4488         }
4489     }
4490     else
4491     {
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.
4495          *
4496          * A possible improvement is to check if a vertex shader is used, and if not directly
4497          * draw the patch.
4498          */
4499         FIXME("Drawing an uncached patch. This is slow\n");
4500         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4501     }
4502
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))))
4506     {
4507         HRESULT hr;
4508         TRACE("Tesselation density or patch info changed, retesselating\n");
4509
4510         if (rect_patch_info)
4511             patch->rect_patch_info = *rect_patch_info;
4512
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];
4517
4518         hr = tesselate_rectpatch(device, patch);
4519         if (FAILED(hr))
4520         {
4521             WARN("Patch tesselation failed.\n");
4522
4523             /* Do not release the handle to store the params of the patch */
4524             if (!handle)
4525                 HeapFree(GetProcessHeap(), 0, patch);
4526
4527             return hr;
4528         }
4529     }
4530
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;
4535
4536     /* Destroy uncached patches */
4537     if (!handle)
4538     {
4539         HeapFree(GetProcessHeap(), 0, patch->mem);
4540         HeapFree(GetProcessHeap(), 0, patch);
4541     }
4542     return WINED3D_OK;
4543 }
4544
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)
4547 {
4548     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4549             device, handle, segment_count, patch_info);
4550
4551     return WINED3D_OK;
4552 }
4553
4554 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4555 {
4556     struct wined3d_rect_patch *patch;
4557     struct list *e;
4558     int i;
4559
4560     TRACE("device %p, handle %#x.\n", device, handle);
4561
4562     i = PATCHMAP_HASHFUNC(handle);
4563     LIST_FOR_EACH(e, &device->patches[i])
4564     {
4565         patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4566         if (patch->Handle == handle)
4567         {
4568             TRACE("Deleting patch %p\n", patch);
4569             list_remove(&patch->entry);
4570             HeapFree(GetProcessHeap(), 0, patch->mem);
4571             HeapFree(GetProcessHeap(), 0, patch);
4572             return WINED3D_OK;
4573         }
4574     }
4575
4576     /* TODO: Write a test for the return value */
4577     FIXME("Attempt to destroy nonexistent patch\n");
4578     return WINED3DERR_INVALIDCALL;
4579 }
4580
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)
4584 {
4585     RECT r;
4586
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);
4590
4591     if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4592     {
4593         WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4594         return WINED3DERR_INVALIDCALL;
4595     }
4596
4597     if (!rect)
4598     {
4599         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4600         rect = &r;
4601     }
4602
4603     return surface_color_fill(surface, rect, color);
4604 }
4605
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)
4609 {
4610     struct wined3d_resource *resource;
4611     HRESULT hr;
4612     RECT rect;
4613
4614     resource = rendertarget_view->resource;
4615     if (resource->type != WINED3D_RTYPE_SURFACE)
4616     {
4617         FIXME("Only supported on surface resources\n");
4618         return;
4619     }
4620
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);
4624 }
4625
4626 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4627         UINT render_target_idx, struct wined3d_surface **render_target)
4628 {
4629     TRACE("device %p, render_target_idx %u, render_target %p.\n",
4630             device, render_target_idx, render_target);
4631
4632     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4633     {
4634         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4635         return WINED3DERR_INVALIDCALL;
4636     }
4637
4638     *render_target = device->fb.render_targets[render_target_idx];
4639     TRACE("Returning render target %p.\n", *render_target);
4640
4641     if (!*render_target)
4642         return WINED3DERR_NOTFOUND;
4643
4644     wined3d_surface_incref(*render_target);
4645
4646     return WINED3D_OK;
4647 }
4648
4649 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4650         struct wined3d_surface **depth_stencil)
4651 {
4652     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4653
4654     *depth_stencil = device->fb.depth_stencil;
4655     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4656
4657     if (!*depth_stencil)
4658         return WINED3DERR_NOTFOUND;
4659
4660     wined3d_surface_incref(*depth_stencil);
4661
4662     return WINED3D_OK;
4663 }
4664
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)
4667 {
4668     struct wined3d_surface *prev;
4669
4670     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4671             device, render_target_idx, render_target, set_viewport);
4672
4673     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4674     {
4675         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4676         return WINED3DERR_INVALIDCALL;
4677     }
4678
4679     prev = device->fb.render_targets[render_target_idx];
4680     if (render_target == prev)
4681     {
4682         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4683         return WINED3D_OK;
4684     }
4685
4686     /* Render target 0 can't be set to NULL. */
4687     if (!render_target && !render_target_idx)
4688     {
4689         WARN("Trying to set render target 0 to NULL.\n");
4690         return WINED3DERR_INVALIDCALL;
4691     }
4692
4693     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4694     {
4695         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4696         return WINED3DERR_INVALIDCALL;
4697     }
4698
4699     if (render_target)
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. */
4704     if (prev)
4705         wined3d_surface_decref(prev);
4706
4707     /* Render target 0 is special. */
4708     if (!render_target_idx && set_viewport)
4709     {
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);
4720
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);
4726     }
4727
4728     device_invalidate_state(device, STATE_FRAMEBUFFER);
4729
4730     return WINED3D_OK;
4731 }
4732
4733 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4734 {
4735     struct wined3d_surface *prev = device->fb.depth_stencil;
4736
4737     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4738             device, depth_stencil, prev);
4739
4740     if (prev == depth_stencil)
4741     {
4742         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4743         return WINED3D_OK;
4744     }
4745
4746     if (prev)
4747     {
4748         if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4749                 || prev->flags & SFLAG_DISCARD)
4750         {
4751             surface_modify_ds_location(prev, SFLAG_DISCARDED,
4752                     prev->resource.width, prev->resource.height);
4753             if (prev == device->onscreen_depth_stencil)
4754             {
4755                 wined3d_surface_decref(device->onscreen_depth_stencil);
4756                 device->onscreen_depth_stencil = NULL;
4757             }
4758         }
4759     }
4760
4761     device->fb.depth_stencil = depth_stencil;
4762     if (depth_stencil)
4763         wined3d_surface_incref(depth_stencil);
4764
4765     if (!prev != !depth_stencil)
4766     {
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));
4772     }
4773     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4774     {
4775         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4776     }
4777     if (prev)
4778         wined3d_surface_decref(prev);
4779
4780     device_invalidate_state(device, STATE_FRAMEBUFFER);
4781
4782     return WINED3D_OK;
4783 }
4784
4785 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4786         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4787 {
4788     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4789             device, x_hotspot, y_hotspot, cursor_image);
4790
4791     /* some basic validation checks */
4792     if (device->cursorTexture)
4793     {
4794         struct wined3d_context *context = context_acquire(device, NULL);
4795         ENTER_GL();
4796         glDeleteTextures(1, &device->cursorTexture);
4797         LEAVE_GL();
4798         context_release(context);
4799         device->cursorTexture = 0;
4800     }
4801
4802     if (cursor_image)
4803     {
4804         struct wined3d_display_mode mode;
4805         struct wined3d_map_desc map_desc;
4806         HRESULT hr;
4807
4808         /* MSDN: Cursor must be A8R8G8B8 */
4809         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4810         {
4811             WARN("surface %p has an invalid format.\n", cursor_image);
4812             return WINED3DERR_INVALIDCALL;
4813         }
4814
4815         if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4816         {
4817             ERR("Failed to get display mode, hr %#x.\n", hr);
4818             return WINED3DERR_INVALIDCALL;
4819         }
4820
4821         /* MSDN: Cursor must be smaller than the display mode */
4822         if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4823         {
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;
4828         }
4829
4830         /* TODO: MSDN: Cursor sizes must be a power of 2 */
4831
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
4836          * instead. */
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)))
4840         {
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;
4851             INT i;
4852
4853             /* Reformat the texture memory (pitch and width can be
4854              * different) */
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);
4859
4860             context = context_acquire(device, NULL);
4861
4862             ENTER_GL();
4863
4864             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4865             {
4866                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4867                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4868             }
4869
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);
4879
4880             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4881             {
4882                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4883                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4884             }
4885
4886             LEAVE_GL();
4887
4888             context_release(context);
4889         }
4890         else
4891         {
4892             FIXME("A cursor texture was not returned.\n");
4893             device->cursorTexture = 0;
4894         }
4895
4896         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4897         {
4898             UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4899             ICONINFO cursorInfo;
4900             DWORD *maskBits;
4901             HCURSOR cursor;
4902
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);
4911
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,
4916                     1, 1, maskBits);
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);
4928         }
4929     }
4930
4931     device->xHotSpot = x_hotspot;
4932     device->yHotSpot = y_hotspot;
4933     return WINED3D_OK;
4934 }
4935
4936 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4937         int x_screen_space, int y_screen_space, DWORD flags)
4938 {
4939     TRACE("device %p, x %d, y %d, flags %#x.\n",
4940             device, x_screen_space, y_screen_space, flags);
4941
4942     device->xScreenSpace = x_screen_space;
4943     device->yScreenSpace = y_screen_space;
4944
4945     if (device->hardwareCursor)
4946     {
4947         POINT pt;
4948
4949         GetCursorPos( &pt );
4950         if (x_screen_space == pt.x && y_screen_space == pt.y)
4951             return;
4952         SetCursorPos( x_screen_space, y_screen_space );
4953
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)
4957         {
4958             if (device->bCursorVisible) SetCursor( NULL );
4959             DestroyCursor( device->hardwareCursor );
4960             device->hardwareCursor = 0;
4961         }
4962     }
4963 }
4964
4965 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4966 {
4967     BOOL oldVisible = device->bCursorVisible;
4968
4969     TRACE("device %p, show %#x.\n", device, show);
4970
4971     /*
4972      * When ShowCursor is first called it should make the cursor appear at the OS's last
4973      * known cursor position.
4974      */
4975     if (show && !oldVisible)
4976     {
4977         POINT pt;
4978         GetCursorPos(&pt);
4979         device->xScreenSpace = pt.x;
4980         device->yScreenSpace = pt.y;
4981     }
4982
4983     if (device->hardwareCursor)
4984     {
4985         device->bCursorVisible = show;
4986         if (show)
4987             SetCursor(device->hardwareCursor);
4988         else
4989             SetCursor(NULL);
4990     }
4991     else
4992     {
4993         if (device->cursorTexture)
4994             device->bCursorVisible = show;
4995     }
4996
4997     return oldVisible;
4998 }
4999
5000 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5001 {
5002     struct wined3d_resource *resource, *cursor;
5003
5004     TRACE("device %p.\n", device);
5005
5006     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5007     {
5008         TRACE("Checking resource %p for eviction.\n", resource);
5009
5010         if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5011         {
5012             TRACE("Evicting %p.\n", resource);
5013             resource->resource_ops->resource_unload(resource);
5014         }
5015     }
5016
5017     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5018     device_invalidate_state(device, STATE_STREAMSRC);
5019 }
5020
5021 /* Do not call while under the GL lock. */
5022 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5023 {
5024     struct wined3d_resource *resource, *cursor;
5025     const struct wined3d_gl_info *gl_info;
5026     struct wined3d_context *context;
5027     struct wined3d_shader *shader;
5028
5029     context = context_acquire(device, NULL);
5030     gl_info = context->gl_info;
5031
5032     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5033     {
5034         TRACE("Unloading resource %p.\n", resource);
5035
5036         resource->resource_ops->resource_unload(resource);
5037     }
5038
5039     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5040     {
5041         device->shader_backend->shader_destroy(shader);
5042     }
5043
5044     ENTER_GL();
5045     if (device->depth_blt_texture)
5046     {
5047         glDeleteTextures(1, &device->depth_blt_texture);
5048         device->depth_blt_texture = 0;
5049     }
5050     if (device->cursorTexture)
5051     {
5052         glDeleteTextures(1, &device->cursorTexture);
5053         device->cursorTexture = 0;
5054     }
5055     LEAVE_GL();
5056
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);
5061
5062     context_release(context);
5063
5064     while (device->context_count)
5065     {
5066         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5067     }
5068
5069     HeapFree(GetProcessHeap(), 0, swapchain->context);
5070     swapchain->context = NULL;
5071 }
5072
5073 /* Do not call while under the GL lock. */
5074 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5075 {
5076     struct wined3d_context *context;
5077     struct wined3d_surface *target;
5078     HRESULT hr;
5079
5080     /* Recreate the primary swapchain's context */
5081     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5082     if (!swapchain->context)
5083     {
5084         ERR("Failed to allocate memory for swapchain context array.\n");
5085         return E_OUTOFMEMORY;
5086     }
5087
5088     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5089     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5090     {
5091         WARN("Failed to create context.\n");
5092         HeapFree(GetProcessHeap(), 0, swapchain->context);
5093         return E_FAIL;
5094     }
5095
5096     swapchain->context[0] = context;
5097     swapchain->num_contexts = 1;
5098     create_dummy_textures(device, context);
5099     context_release(context);
5100
5101     hr = device->shader_backend->shader_alloc_private(device);
5102     if (FAILED(hr))
5103     {
5104         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5105         goto err;
5106     }
5107
5108     hr = device->frag_pipe->alloc_private(device);
5109     if (FAILED(hr))
5110     {
5111         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5112         device->shader_backend->shader_free_private(device);
5113         goto err;
5114     }
5115
5116     hr = device->blitter->alloc_private(device);
5117     if (FAILED(hr))
5118     {
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);
5122         goto err;
5123     }
5124
5125     return WINED3D_OK;
5126
5127 err:
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;
5134     return hr;
5135 }
5136
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)
5141 {
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;
5147     unsigned int i;
5148     HRESULT hr;
5149
5150     TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
5151
5152     if (FAILED(hr = wined3d_device_get_swapchain(device, 0, &swapchain)))
5153     {
5154         ERR("Failed to get the first implicit swapchain.\n");
5155         return hr;
5156     }
5157
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);
5161     else
5162         wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
5163     for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
5164     {
5165         wined3d_device_set_render_target(device, i, NULL, FALSE);
5166     }
5167     wined3d_device_set_depth_stencil(device, NULL);
5168
5169     if (device->onscreen_depth_stencil)
5170     {
5171         wined3d_surface_decref(device->onscreen_depth_stencil);
5172         device->onscreen_depth_stencil = NULL;
5173     }
5174
5175     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5176     {
5177         TRACE("Enumerating resource %p.\n", resource);
5178         if (FAILED(hr = callback(resource)))
5179         {
5180             wined3d_swapchain_decref(swapchain);
5181             return hr;
5182         }
5183     }
5184
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.
5187      *
5188      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5189      *
5190      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5191      */
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);
5209
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;
5215
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");
5220
5221     if (swapchain_desc->device_window
5222             && swapchain_desc->device_window != swapchain->desc.device_window)
5223     {
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);
5229     }
5230
5231     if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5232     {
5233         HRESULT hrc;
5234
5235         TRACE("Creating the depth stencil buffer\n");
5236
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,
5243                 FALSE,
5244                 &device->auto_depth_stencil);
5245         if (FAILED(hrc))
5246         {
5247             ERR("Failed to create the depth stencil buffer.\n");
5248             wined3d_swapchain_decref(swapchain);
5249             return WINED3DERR_INVALIDCALL;
5250         }
5251     }
5252
5253     /* Reset the depth stencil */
5254     if (swapchain_desc->enable_auto_depth_stencil)
5255         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5256
5257     if (mode)
5258     {
5259         DisplayModeChanged = TRUE;
5260         m = *mode;
5261     }
5262     else if (swapchain_desc->windowed)
5263     {
5264         m.width = swapchain->orig_width;
5265         m.height = swapchain->orig_height;
5266         m.refresh_rate = 0;
5267         m.format_id = swapchain->desc.backbuffer_format;
5268         m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5269     }
5270     else
5271     {
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;
5277     }
5278
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))
5283     {
5284         if (!swapchain_desc->windowed)
5285             DisplayModeChanged = TRUE;
5286
5287         swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5288         swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5289         update_desc = TRUE;
5290     }
5291
5292     if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5293             && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5294     {
5295         swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5296         update_desc = TRUE;
5297     }
5298
5299     if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5300             || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5301     {
5302         swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5303         swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5304         update_desc = TRUE;
5305     }
5306
5307     if (update_desc)
5308     {
5309         UINT i;
5310
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);
5314         if (FAILED(hr))
5315         {
5316             wined3d_swapchain_decref(swapchain);
5317             return hr;
5318         }
5319
5320         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5321         {
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);
5325             if (FAILED(hr))
5326             {
5327                 wined3d_swapchain_decref(swapchain);
5328                 return hr;
5329             }
5330         }
5331         if (device->auto_depth_stencil)
5332         {
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);
5336             if (FAILED(hr))
5337             {
5338                 wined3d_swapchain_decref(swapchain);
5339                 return hr;
5340             }
5341         }
5342     }
5343
5344     if (!swapchain_desc->windowed != !swapchain->desc.windowed
5345             || DisplayModeChanged)
5346     {
5347         if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5348         {
5349             WARN("Failed to set display mode, hr %#x.\n", hr);
5350             wined3d_swapchain_decref(swapchain);
5351             return WINED3DERR_INVALIDCALL;
5352         }
5353
5354         if (!swapchain_desc->windowed)
5355         {
5356             if (swapchain->desc.windowed)
5357             {
5358                 HWND focus_window = device->create_parms.focus_window;
5359                 if (!focus_window)
5360                     focus_window = swapchain_desc->device_window;
5361                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5362                 {
5363                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5364                     wined3d_swapchain_decref(swapchain);
5365                     return hr;
5366                 }
5367
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);
5372             }
5373             else
5374             {
5375                 /* Fullscreen -> fullscreen mode change */
5376                 MoveWindow(swapchain->device_window, 0, 0,
5377                         swapchain_desc->backbuffer_width,
5378                         swapchain_desc->backbuffer_height,
5379                         TRUE);
5380             }
5381         }
5382         else if (!swapchain->desc.windowed)
5383         {
5384             /* Fullscreen -> windowed switch */
5385             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5386             wined3d_device_release_focus_window(device);
5387         }
5388         swapchain->desc.windowed = swapchain_desc->windowed;
5389     }
5390     else if (!swapchain_desc->windowed)
5391     {
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.
5397          */
5398         device->style = 0;
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;
5405     }
5406
5407     TRACE("Resetting stateblock.\n");
5408     wined3d_stateblock_decref(device->updateStateBlock);
5409     wined3d_stateblock_decref(device->stateBlock);
5410
5411     if (device->d3d_initialized)
5412         delete_opengl_contexts(device, swapchain);
5413
5414     /* Note: No parent needed for initial internal stateblock */
5415     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5416     if (FAILED(hr))
5417         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5418     else
5419         TRACE("Created stateblock %p.\n", device->stateBlock);
5420     device->updateStateBlock = device->stateBlock;
5421     wined3d_stateblock_incref(device->updateStateBlock);
5422
5423     stateblock_init_default_state(device->stateBlock);
5424
5425     swapchain_update_render_to_fbo(swapchain);
5426     swapchain_update_draw_bindings(swapchain);
5427
5428     if (device->d3d_initialized)
5429         hr = create_primary_opengl_context(device, swapchain);
5430     wined3d_swapchain_decref(swapchain);
5431
5432     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5433      * first use
5434      */
5435     return hr;
5436 }
5437
5438 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5439 {
5440     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5441
5442     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5443
5444     return WINED3D_OK;
5445 }
5446
5447
5448 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5449         struct wined3d_device_creation_parameters *parameters)
5450 {
5451     TRACE("device %p, parameters %p.\n", device, parameters);
5452
5453     *parameters = device->create_parms;
5454     return WINED3D_OK;
5455 }
5456
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)
5459 {
5460     struct wined3d_swapchain *swapchain;
5461
5462     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5463             device, swapchain_idx, flags, ramp);
5464
5465     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5466     {
5467         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5468         wined3d_swapchain_decref(swapchain);
5469     }
5470 }
5471
5472 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5473         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5474 {
5475     struct wined3d_swapchain *swapchain;
5476
5477     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5478             device, swapchain_idx, ramp);
5479
5480     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5481     {
5482         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5483         wined3d_swapchain_decref(swapchain);
5484     }
5485 }
5486
5487 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5488 {
5489     TRACE("device %p, resource %p.\n", device, resource);
5490
5491     list_add_head(&device->resources, &resource->resource_list_entry);
5492 }
5493
5494 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5495 {
5496     TRACE("device %p, resource %p.\n", device, resource);
5497
5498     list_remove(&resource->resource_list_entry);
5499 }
5500
5501 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5502 {
5503     enum wined3d_resource_type type = resource->type;
5504     unsigned int i;
5505
5506     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5507
5508     context_resource_released(device, resource, type);
5509
5510     switch (type)
5511     {
5512         case WINED3D_RTYPE_SURFACE:
5513             {
5514                 struct wined3d_surface *surface = surface_from_resource(resource);
5515
5516                 if (!device->d3d_initialized) break;
5517
5518                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5519                 {
5520                     if (device->fb.render_targets[i] == surface)
5521                     {
5522                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5523                         device->fb.render_targets[i] = NULL;
5524                     }
5525                 }
5526
5527                 if (device->fb.depth_stencil == surface)
5528                 {
5529                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5530                     device->fb.depth_stencil = NULL;
5531                 }
5532             }
5533             break;
5534
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)
5539             {
5540                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5541
5542                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5543                 {
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;
5547                 }
5548
5549                 if (device->updateStateBlock != device->stateBlock
5550                         && device->updateStateBlock->state.textures[i] == texture)
5551                 {
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;
5555                 }
5556             }
5557             break;
5558
5559         case WINED3D_RTYPE_BUFFER:
5560             {
5561                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5562
5563                 for (i = 0; i < MAX_STREAMS; ++i)
5564                 {
5565                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5566                     {
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;
5570                     }
5571
5572                     if (device->updateStateBlock != device->stateBlock
5573                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5574                     {
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;
5578                     }
5579
5580                 }
5581
5582                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5583                 {
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;
5587                 }
5588
5589                 if (device->updateStateBlock != device->stateBlock
5590                         && device->updateStateBlock->state.index_buffer == buffer)
5591                 {
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;
5595                 }
5596             }
5597             break;
5598
5599         default:
5600             break;
5601     }
5602
5603     /* Remove the resource from the resourceStore */
5604     device_resource_remove(device, resource);
5605
5606     TRACE("Resource released.\n");
5607 }
5608
5609 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5610         HDC dc, struct wined3d_surface **surface)
5611 {
5612     struct wined3d_resource *resource;
5613
5614     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5615
5616     if (!dc)
5617         return WINED3DERR_INVALIDCALL;
5618
5619     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5620     {
5621         if (resource->type == WINED3D_RTYPE_SURFACE)
5622         {
5623             struct wined3d_surface *s = surface_from_resource(resource);
5624
5625             if (s->hDC == dc)
5626             {
5627                 TRACE("Found surface %p for dc %p.\n", s, dc);
5628                 *surface = s;
5629                 return WINED3D_OK;
5630             }
5631         }
5632     }
5633
5634     return WINED3DERR_INVALIDCALL;
5635 }
5636
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)
5640 {
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;
5645     unsigned int i;
5646     HRESULT hr;
5647
5648     device->ref = 1;
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;
5656
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;
5662
5663     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5664
5665     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5666     device->shader_backend = adapter->shader_backend;
5667
5668     if (device->shader_backend)
5669     {
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;
5676     }
5677     fragment_pipeline = adapter->fragment_pipe;
5678     device->frag_pipe = fragment_pipeline;
5679     if (fragment_pipeline)
5680     {
5681         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5682         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5683
5684         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5685                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5686         if (FAILED(hr))
5687         {
5688             ERR("Failed to compile state table, hr %#x.\n", hr);
5689             wined3d_decref(device->wined3d);
5690             return hr;
5691         }
5692     }
5693     device->blitter = adapter->blitter;
5694
5695     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5696     if (FAILED(hr))
5697     {
5698         WARN("Failed to create stateblock.\n");
5699         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5700         {
5701             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5702         }
5703         wined3d_decref(device->wined3d);
5704         return hr;
5705     }
5706
5707     TRACE("Created stateblock %p.\n", device->stateBlock);
5708     device->updateStateBlock = device->stateBlock;
5709     wined3d_stateblock_incref(device->updateStateBlock);
5710
5711     return WINED3D_OK;
5712 }
5713
5714
5715 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5716 {
5717     DWORD rep = device->StateTable[state].representative;
5718     struct wined3d_context *context;
5719     DWORD idx;
5720     BYTE shift;
5721     UINT i;
5722
5723     for (i = 0; i < device->context_count; ++i)
5724     {
5725         context = device->contexts[i];
5726         if(isStateDirty(context, rep)) continue;
5727
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);
5732     }
5733 }
5734
5735 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5736 {
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;
5740 }
5741
5742 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5743 {
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;
5750 }
5751
5752 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5753         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5754 {
5755     if (device->filter_messages)
5756     {
5757         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5758                 window, message, wparam, lparam);
5759         if (unicode)
5760             return DefWindowProcW(window, message, wparam, lparam);
5761         else
5762             return DefWindowProcA(window, message, wparam, lparam);
5763     }
5764
5765     if (message == WM_DESTROY)
5766     {
5767         TRACE("unregister window %p.\n", window);
5768         wined3d_unregister_window(window);
5769
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);
5772     }
5773     else if (message == WM_DISPLAYCHANGE)
5774     {
5775         device->device_parent->ops->mode_changed(device->device_parent);
5776     }
5777
5778     if (unicode)
5779         return CallWindowProcW(proc, window, message, wparam, lparam);
5780     else
5781         return CallWindowProcA(proc, window, message, wparam, lparam);
5782 }