2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const struct wined3d_matrix identity =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }}}; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
72 case WINED3D_PT_LINELIST:
75 case WINED3D_PT_LINESTRIP:
78 case WINED3D_PT_TRIANGLELIST:
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3D_PT_POINTLIST;
113 return WINED3D_PT_LINELIST;
116 return WINED3D_PT_LINESTRIP;
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
176 const struct wined3d_state *state = &device->stateBlock->state;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
182 stream_info->use_map = 0;
183 stream_info->swizzle_map = 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info->position_transformed = declaration->position_transformed;
187 use_vshader = state->vertex_shader && !declaration->position_transformed;
189 /* Translate the declaration into strided data. */
190 for (i = 0; i < declaration->element_count; ++i)
192 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
193 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
194 struct wined3d_buffer *buffer = stream->buffer;
195 struct wined3d_bo_address data;
200 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
201 element, i + 1, declaration->element_count);
203 if (!buffer) continue;
205 data.buffer_object = 0;
208 stride = stream->stride;
209 if (state->user_stream)
211 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
212 data.buffer_object = 0;
213 data.addr = (BYTE *)buffer;
217 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
218 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state->load_base_vertex_index < 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state->load_base_vertex_index);
229 data.buffer_object = 0;
230 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
231 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data.addr += element->offset;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
243 if (element->output_slot == ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used = vshader_get_input(state->vertex_shader,
249 element->usage, element->usage_idx, &idx);
253 idx = element->output_slot;
259 if (!element->ffp_valid)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
267 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader ? "shader": "fixed function", idx,
276 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
277 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
279 data.addr += stream->offset;
281 stream_info->elements[idx].format = element->format;
282 stream_info->elements[idx].data = data;
283 stream_info->elements[idx].stride = stride;
284 stream_info->elements[idx].stream_idx = element->input_slot;
286 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
287 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
289 stream_info->swizzle_map |= 1 << idx;
291 stream_info->use_map |= 1 << idx;
295 device->num_buffer_queries = 0;
296 if (!state->user_stream)
298 WORD map = stream_info->use_map;
299 stream_info->all_vbo = 1;
301 /* PreLoad all the vertex buffers. */
302 for (i = 0; map; map >>= 1, ++i)
304 struct wined3d_stream_info_element *element;
305 struct wined3d_buffer *buffer;
307 if (!(map & 1)) continue;
309 element = &stream_info->elements[i];
310 buffer = state->streams[element->stream_idx].buffer;
311 wined3d_buffer_preload(buffer);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer->buffer_object != element->data.buffer_object)
316 element->data.buffer_object = 0;
317 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
318 + (ptrdiff_t)element->data.addr;
321 if (!buffer->buffer_object)
322 stream_info->all_vbo = 0;
325 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
330 stream_info->all_vbo = 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
335 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
337 e->data.addr = strided->data;
338 e->data.buffer_object = 0;
339 e->format = wined3d_get_format(gl_info, strided->format);
340 e->stride = strided->stride;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
345 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
349 memset(stream_info, 0, sizeof(*stream_info));
351 if (strided->position.data)
352 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
353 if (strided->normal.data)
354 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
355 if (strided->diffuse.data)
356 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
357 if (strided->specular.data)
358 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
360 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
362 if (strided->tex_coords[i].data)
363 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
364 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
367 stream_info->position_transformed = strided->position_transformed;
369 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
371 if (!stream_info->elements[i].format) continue;
373 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
374 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
376 stream_info->swizzle_map |= 1 << i;
378 stream_info->use_map |= 1 << i;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
386 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
387 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
388 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
405 struct wined3d_stream_info *stream_info = &device->strided_streams;
406 const struct wined3d_state *state = &device->stateBlock->state;
407 DWORD prev_all_vbo = stream_info->all_vbo;
409 if (device->up_strided)
411 /* Note: this is a ddraw fixed-function code path. */
412 TRACE("=============================== Strided Input ================================\n");
413 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
414 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
418 TRACE("============================= Vertex Declaration =============================\n");
419 device_stream_info_from_declaration(device, stream_info);
422 if (state->vertex_shader && !stream_info->position_transformed)
424 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
426 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
427 device->useDrawStridedSlow = TRUE;
431 device->useDrawStridedSlow = FALSE;
436 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
437 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
438 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
440 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
442 device->useDrawStridedSlow = TRUE;
446 device->useDrawStridedSlow = FALSE;
450 if (prev_all_vbo != stream_info->all_vbo)
451 device_invalidate_state(device, STATE_INDEXBUFFER);
454 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
456 struct wined3d_texture *texture;
457 enum WINED3DSRGB srgb;
459 if (!(texture = state->textures[idx])) return;
460 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
461 texture->texture_ops->texture_preload(texture, srgb);
464 void device_preload_textures(const struct wined3d_device *device)
466 const struct wined3d_state *state = &device->stateBlock->state;
471 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
473 if (state->vertex_shader->reg_maps.sampler_type[i])
474 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
480 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
482 if (state->pixel_shader->reg_maps.sampler_type[i])
483 device_preload_texture(state, i);
488 WORD ffu_map = device->fixed_function_usage_map;
490 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
493 device_preload_texture(state, i);
498 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
500 struct wined3d_context **new_array;
502 TRACE("Adding context %p.\n", context);
504 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
505 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
506 sizeof(*new_array) * (device->context_count + 1));
510 ERR("Failed to grow the context array.\n");
514 new_array[device->context_count++] = context;
515 device->contexts = new_array;
519 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
521 struct wined3d_context **new_array;
525 TRACE("Removing context %p.\n", context);
527 for (i = 0; i < device->context_count; ++i)
529 if (device->contexts[i] == context)
538 ERR("Context %p doesn't exist in context array.\n", context);
542 if (!--device->context_count)
544 HeapFree(GetProcessHeap(), 0, device->contexts);
545 device->contexts = NULL;
549 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
550 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
553 ERR("Failed to shrink context array. Oh well.\n");
557 device->contexts = new_array;
560 /* Do not call while under the GL lock. */
561 void device_switch_onscreen_ds(struct wined3d_device *device,
562 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
564 if (device->onscreen_depth_stencil)
566 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
568 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
569 device->onscreen_depth_stencil->ds_current_size.cx,
570 device->onscreen_depth_stencil->ds_current_size.cy);
571 wined3d_surface_decref(device->onscreen_depth_stencil);
573 device->onscreen_depth_stencil = depth_stencil;
574 wined3d_surface_incref(device->onscreen_depth_stencil);
577 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
579 /* partial draw rect */
580 if (draw_rect->left || draw_rect->top
581 || draw_rect->right < target->resource.width
582 || draw_rect->bottom < target->resource.height)
585 /* partial clear rect */
586 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
587 || clear_rect->right < target->resource.width
588 || clear_rect->bottom < target->resource.height))
594 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
595 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
597 RECT current_rect, r;
599 if (ds->flags & location)
600 SetRect(¤t_rect, 0, 0,
601 ds->ds_current_size.cx,
602 ds->ds_current_size.cy);
604 SetRectEmpty(¤t_rect);
606 IntersectRect(&r, draw_rect, ¤t_rect);
607 if (EqualRect(&r, draw_rect))
609 /* current_rect ⊇ draw_rect, modify only. */
610 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
614 if (EqualRect(&r, ¤t_rect))
616 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
620 /* Full clear, modify only. */
621 *out_rect = *draw_rect;
625 IntersectRect(&r, draw_rect, clear_rect);
626 if (EqualRect(&r, draw_rect))
628 /* clear_rect ⊇ draw_rect, modify only. */
629 *out_rect = *draw_rect;
635 surface_load_ds_location(ds, context, location);
636 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
639 /* Do not call while under the GL lock. */
640 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
641 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
642 float depth, DWORD stencil)
644 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
645 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
646 UINT drawable_width, drawable_height;
647 struct wined3d_context *context;
648 GLbitfield clear_mask = 0;
649 BOOL render_offscreen;
653 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
654 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
655 * for the cleared parts, and the untouched parts.
657 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
658 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
659 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
660 * checking all this if the dest surface is in the drawable anyway. */
661 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
663 for (i = 0; i < rt_count; ++i)
665 struct wined3d_surface *rt = fb->render_targets[i];
667 surface_load_location(rt, rt->draw_binding, NULL);
671 context = context_acquire(device, target);
674 context_release(context);
675 WARN("Invalid context, skipping clear.\n");
681 render_offscreen = context->render_offscreen;
682 target->get_drawable_size(context, &drawable_width, &drawable_height);
686 render_offscreen = TRUE;
687 drawable_width = fb->depth_stencil->pow2Width;
688 drawable_height = fb->depth_stencil->pow2Height;
691 if (flags & WINED3DCLEAR_ZBUFFER)
693 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
695 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
696 device_switch_onscreen_ds(device, context, fb->depth_stencil);
697 prepare_ds_clear(fb->depth_stencil, context, location,
698 draw_rect, rect_count, clear_rect, &ds_rect);
701 if (!context_apply_clear_state(context, device, rt_count, fb))
703 context_release(context);
704 WARN("Failed to apply clear state, skipping clear.\n");
710 /* Only set the values up once, as they are not changing. */
711 if (flags & WINED3DCLEAR_STENCIL)
713 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
715 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
716 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
719 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
720 glClearStencil(stencil);
721 checkGLcall("glClearStencil");
722 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
725 if (flags & WINED3DCLEAR_ZBUFFER)
727 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
729 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
731 glDepthMask(GL_TRUE);
732 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
734 checkGLcall("glClearDepth");
735 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
738 if (flags & WINED3DCLEAR_TARGET)
740 for (i = 0; i < rt_count; ++i)
742 struct wined3d_surface *rt = fb->render_targets[i];
745 surface_modify_location(rt, rt->draw_binding, TRUE);
748 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
749 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
750 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
751 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
752 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
753 glClearColor(color->r, color->g, color->b, color->a);
754 checkGLcall("glClearColor");
755 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
760 if (render_offscreen)
762 glScissor(draw_rect->left, draw_rect->top,
763 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
768 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
770 checkGLcall("glScissor");
772 checkGLcall("glClear");
778 /* Now process each rect in turn. */
779 for (i = 0; i < rect_count; ++i)
781 /* Note that GL uses lower left, width/height. */
782 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
784 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
785 wine_dbgstr_rect(&clear_rect[i]),
786 wine_dbgstr_rect(¤t_rect));
788 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
789 * The rectangle is not cleared, no error is returned, but further rectangles are
790 * still cleared if they are valid. */
791 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
793 TRACE("Rectangle with negative dimensions, ignoring.\n");
797 if (render_offscreen)
799 glScissor(current_rect.left, current_rect.top,
800 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804 glScissor(current_rect.left, drawable_height - current_rect.bottom,
805 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
807 checkGLcall("glScissor");
810 checkGLcall("glClear");
816 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
817 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
818 && target->container.u.swapchain->front_buffer == target))
819 wglFlush(); /* Flush to ensure ordering across contexts. */
821 context_release(context);
824 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
826 ULONG refcount = InterlockedIncrement(&device->ref);
828 TRACE("%p increasing refcount to %u.\n", device, refcount);
833 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
835 ULONG refcount = InterlockedDecrement(&device->ref);
837 TRACE("%p decreasing refcount to %u.\n", device, refcount);
841 struct wined3d_stateblock *stateblock;
844 if (wined3d_stateblock_decref(device->updateStateBlock)
845 && device->updateStateBlock != device->stateBlock)
846 FIXME("Something's still holding the update stateblock.\n");
847 device->updateStateBlock = NULL;
849 stateblock = device->stateBlock;
850 device->stateBlock = NULL;
851 if (wined3d_stateblock_decref(stateblock))
852 FIXME("Something's still holding the stateblock.\n");
854 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
856 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
857 device->multistate_funcs[i] = NULL;
860 if (!list_empty(&device->resources))
862 struct wined3d_resource *resource;
864 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
866 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
868 FIXME("Leftover resource %p with type %s (%#x).\n",
869 resource, debug_d3dresourcetype(resource->type), resource->type);
873 if (device->contexts)
874 ERR("Context array not freed!\n");
875 if (device->hardwareCursor)
876 DestroyCursor(device->hardwareCursor);
877 device->hardwareCursor = 0;
879 wined3d_decref(device->wined3d);
880 device->wined3d = NULL;
881 HeapFree(GetProcessHeap(), 0, device);
882 TRACE("Freed device %p.\n", device);
888 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
890 TRACE("device %p.\n", device);
892 return device->swapchain_count;
895 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
896 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
898 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
899 device, swapchain_idx, swapchain);
901 if (swapchain_idx >= device->swapchain_count)
903 WARN("swapchain_idx %u >= swapchain_count %u.\n",
904 swapchain_idx, device->swapchain_count);
907 return WINED3DERR_INVALIDCALL;
910 *swapchain = device->swapchains[swapchain_idx];
911 wined3d_swapchain_incref(*swapchain);
912 TRACE("Returning %p.\n", *swapchain);
917 static void device_load_logo(struct wined3d_device *device, const char *filename)
919 struct wined3d_color_key color_key;
923 HDC dcb = NULL, dcs = NULL;
925 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
928 GetObjectA(hbm, sizeof(BITMAP), &bm);
929 dcb = CreateCompatibleDC(NULL);
931 SelectObject(dcb, hbm);
935 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
938 memset(&bm, 0, sizeof(bm));
943 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
944 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
945 NULL, &wined3d_null_parent_ops, &device->logo_surface);
948 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
954 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
956 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
957 wined3d_surface_releasedc(device->logo_surface, dcs);
959 color_key.color_space_low_value = 0;
960 color_key.color_space_high_value = 0;
961 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
965 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
966 /* Fill the surface with a white color to show that wined3d is there */
967 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
971 if (dcb) DeleteDC(dcb);
972 if (hbm) DeleteObject(hbm);
975 /* Context activation is done by the caller. */
976 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
978 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
979 unsigned int i, j, count;
980 /* Under DirectX you can sample even if no texture is bound, whereas
981 * OpenGL will only allow that when a valid texture is bound.
982 * We emulate this by creating dummy textures and binding them
983 * to each texture stage when the currently set D3D texture is NULL. */
986 if (gl_info->supported[APPLE_CLIENT_STORAGE])
988 /* The dummy texture does not have client storage backing */
989 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
990 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
993 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
994 for (i = 0; i < count; ++i)
996 DWORD color = 0x000000ff;
998 /* Make appropriate texture active */
999 context_active_texture(context, gl_info, i);
1001 glGenTextures(1, &device->dummy_texture_2d[i]);
1002 checkGLcall("glGenTextures");
1003 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1005 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1006 checkGLcall("glBindTexture");
1008 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1009 checkGLcall("glTexImage2D");
1011 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1013 glGenTextures(1, &device->dummy_texture_rect[i]);
1014 checkGLcall("glGenTextures");
1015 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1017 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1018 checkGLcall("glBindTexture");
1020 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1021 checkGLcall("glTexImage2D");
1024 if (gl_info->supported[EXT_TEXTURE3D])
1026 glGenTextures(1, &device->dummy_texture_3d[i]);
1027 checkGLcall("glGenTextures");
1028 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1030 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1031 checkGLcall("glBindTexture");
1033 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1034 checkGLcall("glTexImage3D");
1037 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1039 glGenTextures(1, &device->dummy_texture_cube[i]);
1040 checkGLcall("glGenTextures");
1041 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1043 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1044 checkGLcall("glBindTexture");
1046 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1048 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1049 checkGLcall("glTexImage2D");
1054 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1056 /* Re-enable because if supported it is enabled by default */
1057 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1058 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1064 /* Context activation is done by the caller. */
1065 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1067 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1070 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1072 glDeleteTextures(count, device->dummy_texture_cube);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1076 if (gl_info->supported[EXT_TEXTURE3D])
1078 glDeleteTextures(count, device->dummy_texture_3d);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1082 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1084 glDeleteTextures(count, device->dummy_texture_rect);
1085 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1088 glDeleteTextures(count, device->dummy_texture_2d);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1092 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1093 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1094 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1095 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1098 static LONG fullscreen_style(LONG style)
1100 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1101 style |= WS_POPUP | WS_SYSMENU;
1102 style &= ~(WS_CAPTION | WS_THICKFRAME);
1107 static LONG fullscreen_exstyle(LONG exstyle)
1109 /* Filter out window decorations. */
1110 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1115 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1117 BOOL filter_messages;
1118 LONG style, exstyle;
1120 TRACE("Setting up window %p for fullscreen mode.\n", window);
1122 if (device->style || device->exStyle)
1124 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1125 window, device->style, device->exStyle);
1128 device->style = GetWindowLongW(window, GWL_STYLE);
1129 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1131 style = fullscreen_style(device->style);
1132 exstyle = fullscreen_exstyle(device->exStyle);
1134 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1135 device->style, device->exStyle, style, exstyle);
1137 filter_messages = device->filter_messages;
1138 device->filter_messages = TRUE;
1140 SetWindowLongW(window, GWL_STYLE, style);
1141 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1142 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1144 device->filter_messages = filter_messages;
1147 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1149 BOOL filter_messages;
1150 LONG style, exstyle;
1152 if (!device->style && !device->exStyle) return;
1154 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1155 window, device->style, device->exStyle);
1157 style = GetWindowLongW(window, GWL_STYLE);
1158 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1160 filter_messages = device->filter_messages;
1161 device->filter_messages = TRUE;
1163 /* Only restore the style if the application didn't modify it during the
1164 * fullscreen phase. Some applications change it before calling Reset()
1165 * when switching between windowed and fullscreen modes (HL2), some
1166 * depend on the original style (Eve Online). */
1167 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1169 SetWindowLongW(window, GWL_STYLE, device->style);
1170 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1172 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1174 device->filter_messages = filter_messages;
1176 /* Delete the old values. */
1178 device->exStyle = 0;
1181 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1183 TRACE("device %p, window %p.\n", device, window);
1185 if (!wined3d_register_window(window, device))
1187 ERR("Failed to register window %p.\n", window);
1191 InterlockedExchangePointer((void **)&device->focus_window, window);
1192 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1197 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1199 TRACE("device %p.\n", device);
1201 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1202 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1205 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1206 struct wined3d_swapchain_desc *swapchain_desc)
1208 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1209 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1210 struct wined3d_swapchain *swapchain = NULL;
1211 struct wined3d_context *context;
1216 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1218 if (device->d3d_initialized)
1219 return WINED3DERR_INVALIDCALL;
1220 if (!device->adapter->opengl)
1221 return WINED3DERR_INVALIDCALL;
1223 device->valid_rt_mask = 0;
1224 for (i = 0; i < gl_info->limits.buffers; ++i)
1225 device->valid_rt_mask |= (1 << i);
1226 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1227 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1229 /* Initialize the texture unit mapping to a 1:1 mapping */
1230 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1232 if (state < gl_info->limits.fragment_samplers)
1234 device->texUnitMap[state] = state;
1235 device->rev_tex_unit_map[state] = state;
1239 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1240 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1244 /* Setup the implicit swapchain. This also initializes a context. */
1245 TRACE("Creating implicit swapchain\n");
1246 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1247 swapchain_desc, &swapchain);
1250 WARN("Failed to create implicit swapchain\n");
1254 device->swapchain_count = 1;
1255 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1256 if (!device->swapchains)
1258 ERR("Out of memory!\n");
1261 device->swapchains[0] = swapchain;
1263 if (swapchain->back_buffers && swapchain->back_buffers[0])
1265 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1266 device->fb.render_targets[0] = swapchain->back_buffers[0];
1270 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1271 device->fb.render_targets[0] = swapchain->front_buffer;
1273 wined3d_surface_incref(device->fb.render_targets[0]);
1275 /* Depth Stencil support */
1276 device->fb.depth_stencil = device->auto_depth_stencil;
1277 if (device->fb.depth_stencil)
1278 wined3d_surface_incref(device->fb.depth_stencil);
1280 hr = device->shader_backend->shader_alloc_private(device);
1283 TRACE("Shader private data couldn't be allocated\n");
1286 hr = device->frag_pipe->alloc_private(device);
1289 TRACE("Fragment pipeline private data couldn't be allocated\n");
1292 hr = device->blitter->alloc_private(device);
1295 TRACE("Blitter private data couldn't be allocated\n");
1299 /* Set up some starting GL setup */
1301 /* Setup all the devices defaults */
1302 stateblock_init_default_state(device->stateBlock);
1304 context = context_acquire(device, swapchain->front_buffer);
1306 create_dummy_textures(device, context);
1310 /* Initialize the current view state */
1311 device->view_ident = 1;
1312 device->contexts[0]->last_was_rhw = 0;
1314 switch (wined3d_settings.offscreen_rendering_mode)
1317 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1320 case ORM_BACKBUFFER:
1322 if (context_get_current()->aux_buffers > 0)
1324 TRACE("Using auxiliary buffer for offscreen rendering\n");
1325 device->offscreenBuffer = GL_AUX0;
1329 TRACE("Using back buffer for offscreen rendering\n");
1330 device->offscreenBuffer = GL_BACK;
1335 TRACE("All defaults now set up, leaving 3D init.\n");
1338 context_release(context);
1340 /* Clear the screen */
1341 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1342 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1345 device->d3d_initialized = TRUE;
1347 if (wined3d_settings.logo)
1348 device_load_logo(device, wined3d_settings.logo);
1352 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1353 HeapFree(GetProcessHeap(), 0, device->swapchains);
1354 device->swapchain_count = 0;
1356 wined3d_swapchain_decref(swapchain);
1357 if (device->blit_priv)
1358 device->blitter->free_private(device);
1359 if (device->fragment_priv)
1360 device->frag_pipe->free_private(device);
1361 if (device->shader_priv)
1362 device->shader_backend->shader_free_private(device);
1367 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1368 struct wined3d_swapchain_desc *swapchain_desc)
1370 struct wined3d_swapchain *swapchain = NULL;
1373 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1375 /* Setup the implicit swapchain */
1376 TRACE("Creating implicit swapchain\n");
1377 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1378 swapchain_desc, &swapchain);
1381 WARN("Failed to create implicit swapchain\n");
1385 device->swapchain_count = 1;
1386 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1387 if (!device->swapchains)
1389 ERR("Out of memory!\n");
1392 device->swapchains[0] = swapchain;
1396 wined3d_swapchain_decref(swapchain);
1400 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1402 struct wined3d_resource *resource, *cursor;
1403 const struct wined3d_gl_info *gl_info;
1404 struct wined3d_context *context;
1405 struct wined3d_surface *surface;
1408 TRACE("device %p.\n", device);
1410 if (!device->d3d_initialized)
1411 return WINED3DERR_INVALIDCALL;
1413 /* Force making the context current again, to verify it is still valid
1414 * (workaround for broken drivers) */
1415 context_set_current(NULL);
1416 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1417 * it was created. Thus make sure a context is active for the glDelete* calls
1419 context = context_acquire(device, NULL);
1420 gl_info = context->gl_info;
1422 if (device->logo_surface)
1423 wined3d_surface_decref(device->logo_surface);
1425 stateblock_unbind_resources(device->stateBlock);
1427 /* Unload resources */
1428 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1430 TRACE("Unloading resource %p.\n", resource);
1432 resource->resource_ops->resource_unload(resource);
1435 TRACE("Deleting high order patches\n");
1436 for (i = 0; i < PATCHMAP_SIZE; ++i)
1438 struct wined3d_rect_patch *patch;
1439 struct list *e1, *e2;
1441 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1443 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1444 wined3d_device_delete_patch(device, patch->Handle);
1448 /* Delete the mouse cursor texture */
1449 if (device->cursorTexture)
1452 glDeleteTextures(1, &device->cursorTexture);
1454 device->cursorTexture = 0;
1457 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1458 * private data, it might contain opengl pointers
1460 if (device->depth_blt_texture)
1463 glDeleteTextures(1, &device->depth_blt_texture);
1465 device->depth_blt_texture = 0;
1468 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1469 device->blitter->free_private(device);
1470 device->frag_pipe->free_private(device);
1471 device->shader_backend->shader_free_private(device);
1473 /* Release the buffers (with sanity checks)*/
1474 if (device->onscreen_depth_stencil)
1476 surface = device->onscreen_depth_stencil;
1477 device->onscreen_depth_stencil = NULL;
1478 wined3d_surface_decref(surface);
1481 if (device->fb.depth_stencil)
1483 surface = device->fb.depth_stencil;
1485 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1487 device->fb.depth_stencil = NULL;
1488 wined3d_surface_decref(surface);
1491 if (device->auto_depth_stencil)
1493 surface = device->auto_depth_stencil;
1494 device->auto_depth_stencil = NULL;
1495 if (wined3d_surface_decref(surface))
1496 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1499 for (i = 1; i < gl_info->limits.buffers; ++i)
1501 wined3d_device_set_render_target(device, i, NULL, FALSE);
1504 surface = device->fb.render_targets[0];
1505 TRACE("Setting rendertarget 0 to NULL\n");
1506 device->fb.render_targets[0] = NULL;
1507 TRACE("Releasing the render target at %p\n", surface);
1508 wined3d_surface_decref(surface);
1510 context_release(context);
1512 for (i = 0; i < device->swapchain_count; ++i)
1514 TRACE("Releasing the implicit swapchain %u.\n", i);
1515 if (wined3d_swapchain_decref(device->swapchains[i]))
1516 FIXME("Something's still holding the implicit swapchain.\n");
1519 HeapFree(GetProcessHeap(), 0, device->swapchains);
1520 device->swapchains = NULL;
1521 device->swapchain_count = 0;
1523 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1524 device->fb.render_targets = NULL;
1526 device->d3d_initialized = FALSE;
1531 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1535 for (i = 0; i < device->swapchain_count; ++i)
1537 TRACE("Releasing the implicit swapchain %u.\n", i);
1538 if (wined3d_swapchain_decref(device->swapchains[i]))
1539 FIXME("Something's still holding the implicit swapchain.\n");
1542 HeapFree(GetProcessHeap(), 0, device->swapchains);
1543 device->swapchains = NULL;
1544 device->swapchain_count = 0;
1548 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1549 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1550 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1552 * There is no way to deactivate thread safety once it is enabled.
1554 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1556 TRACE("device %p.\n", device);
1558 /* For now just store the flag (needed in case of ddraw). */
1559 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1562 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1563 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1565 struct wined3d_adapter *adapter = device->adapter;
1566 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1571 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1572 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1574 /* Resize the screen even without a window:
1575 * The app could have unset it with SetCooperativeLevel, but not called
1576 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1577 * but we don't have any hwnd
1580 memset(&devmode, 0, sizeof(devmode));
1581 devmode.dmSize = sizeof(devmode);
1582 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1583 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1584 devmode.dmPelsWidth = mode->width;
1585 devmode.dmPelsHeight = mode->height;
1587 devmode.dmDisplayFrequency = mode->refresh_rate;
1588 if (mode->refresh_rate)
1589 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1591 /* Only change the mode if necessary */
1592 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1593 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1596 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1597 if (ret != DISP_CHANGE_SUCCESSFUL)
1599 if (devmode.dmDisplayFrequency)
1601 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1602 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1603 devmode.dmDisplayFrequency = 0;
1604 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1606 if(ret != DISP_CHANGE_SUCCESSFUL) {
1607 return WINED3DERR_NOTAVAILABLE;
1611 /* Store the new values */
1612 adapter->screen_size.cx = mode->width;
1613 adapter->screen_size.cy = mode->height;
1614 adapter->screen_format = mode->format_id;
1616 /* And finally clip mouse to our screen */
1617 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1618 ClipCursor(&clip_rc);
1623 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1625 TRACE("device %p, wined3d %p.\n", device, wined3d);
1627 *wined3d = device->wined3d;
1628 wined3d_incref(*wined3d);
1630 TRACE("Returning %p.\n", *wined3d);
1635 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1637 TRACE("device %p.\n", device);
1639 TRACE("Emulating %d MB, returning %d MB left.\n",
1640 device->adapter->TextureRam / (1024 * 1024),
1641 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1643 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1646 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1647 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1649 struct wined3d_stream_state *stream;
1650 struct wined3d_buffer *prev_buffer;
1652 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1653 device, stream_idx, buffer, offset, stride);
1655 if (stream_idx >= MAX_STREAMS)
1657 WARN("Stream index %u out of range.\n", stream_idx);
1658 return WINED3DERR_INVALIDCALL;
1660 else if (offset & 0x3)
1662 WARN("Offset %u is not 4 byte aligned.\n", offset);
1663 return WINED3DERR_INVALIDCALL;
1666 stream = &device->updateStateBlock->state.streams[stream_idx];
1667 prev_buffer = stream->buffer;
1669 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1671 if (prev_buffer == buffer
1672 && stream->stride == stride
1673 && stream->offset == offset)
1675 TRACE("Application is setting the old values over, nothing to do.\n");
1679 stream->buffer = buffer;
1682 stream->stride = stride;
1683 stream->offset = offset;
1686 /* Handle recording of state blocks. */
1687 if (device->isRecordingState)
1689 TRACE("Recording... not performing anything.\n");
1691 wined3d_buffer_incref(buffer);
1693 wined3d_buffer_decref(prev_buffer);
1699 InterlockedIncrement(&buffer->resource.bind_count);
1700 wined3d_buffer_incref(buffer);
1704 InterlockedDecrement(&prev_buffer->resource.bind_count);
1705 wined3d_buffer_decref(prev_buffer);
1708 device_invalidate_state(device, STATE_STREAMSRC);
1713 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1714 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1716 struct wined3d_stream_state *stream;
1718 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1719 device, stream_idx, buffer, offset, stride);
1721 if (stream_idx >= MAX_STREAMS)
1723 WARN("Stream index %u out of range.\n", stream_idx);
1724 return WINED3DERR_INVALIDCALL;
1727 stream = &device->stateBlock->state.streams[stream_idx];
1728 *buffer = stream->buffer;
1730 wined3d_buffer_incref(*buffer);
1732 *offset = stream->offset;
1733 *stride = stream->stride;
1738 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1740 struct wined3d_stream_state *stream;
1741 UINT old_flags, old_freq;
1743 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1745 /* Verify input. At least in d3d9 this is invalid. */
1746 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1748 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1749 return WINED3DERR_INVALIDCALL;
1751 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1753 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1754 return WINED3DERR_INVALIDCALL;
1758 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL;
1762 stream = &device->updateStateBlock->state.streams[stream_idx];
1763 old_flags = stream->flags;
1764 old_freq = stream->frequency;
1766 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1767 stream->frequency = divider & 0x7fffff;
1769 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1771 if (stream->frequency != old_freq || stream->flags != old_flags)
1772 device_invalidate_state(device, STATE_STREAMSRC);
1777 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1778 UINT stream_idx, UINT *divider)
1780 struct wined3d_stream_state *stream;
1782 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1784 stream = &device->updateStateBlock->state.streams[stream_idx];
1785 *divider = stream->flags | stream->frequency;
1787 TRACE("Returning %#x.\n", *divider);
1792 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1793 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1795 TRACE("device %p, state %s, matrix %p.\n",
1796 device, debug_d3dtstype(d3dts), matrix);
1797 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1798 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1799 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1800 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1802 /* Handle recording of state blocks. */
1803 if (device->isRecordingState)
1805 TRACE("Recording... not performing anything.\n");
1806 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1807 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1811 /* If the new matrix is the same as the current one,
1812 * we cut off any further processing. this seems to be a reasonable
1813 * optimization because as was noticed, some apps (warcraft3 for example)
1814 * tend towards setting the same matrix repeatedly for some reason.
1816 * From here on we assume that the new matrix is different, wherever it matters. */
1817 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1819 TRACE("The application is setting the same matrix over again.\n");
1823 device->stateBlock->state.transforms[d3dts] = *matrix;
1824 if (d3dts == WINED3D_TS_VIEW)
1825 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1827 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1828 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1834 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1835 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1837 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1839 *matrix = device->stateBlock->state.transforms[state];
1844 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1845 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1847 const struct wined3d_matrix *mat = NULL;
1848 struct wined3d_matrix temp;
1850 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1852 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1853 * below means it will be recorded in a state block change, but it
1854 * works regardless where it is recorded.
1855 * If this is found to be wrong, change to StateBlock. */
1856 if (state > HIGHEST_TRANSFORMSTATE)
1858 WARN("Unhandled transform state %#x.\n", state);
1862 mat = &device->updateStateBlock->state.transforms[state];
1863 multiply_matrix(&temp, mat, matrix);
1865 /* Apply change via set transform - will reapply to eg. lights this way. */
1866 return wined3d_device_set_transform(device, state, &temp);
1869 /* Note lights are real special cases. Although the device caps state only
1870 * e.g. 8 are supported, you can reference any indexes you want as long as
1871 * that number max are enabled at any one point in time. Therefore since the
1872 * indices can be anything, we need a hashmap of them. However, this causes
1873 * stateblock problems. When capturing the state block, I duplicate the
1874 * hashmap, but when recording, just build a chain pretty much of commands to
1876 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1877 UINT light_idx, const struct wined3d_light *light)
1879 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1880 struct wined3d_light_info *object = NULL;
1884 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1886 /* Check the parameter range. Need for speed most wanted sets junk lights
1887 * which confuse the GL driver. */
1889 return WINED3DERR_INVALIDCALL;
1891 switch (light->type)
1893 case WINED3D_LIGHT_POINT:
1894 case WINED3D_LIGHT_SPOT:
1895 case WINED3D_LIGHT_PARALLELPOINT:
1896 case WINED3D_LIGHT_GLSPOT:
1897 /* Incorrect attenuation values can cause the gl driver to crash.
1898 * Happens with Need for speed most wanted. */
1899 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1901 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1902 return WINED3DERR_INVALIDCALL;
1906 case WINED3D_LIGHT_DIRECTIONAL:
1907 /* Ignores attenuation */
1911 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1912 return WINED3DERR_INVALIDCALL;
1915 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1917 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1918 if (object->OriginalIndex == light_idx)
1925 TRACE("Adding new light\n");
1926 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1929 ERR("Out of memory error when allocating a light\n");
1930 return E_OUTOFMEMORY;
1932 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1933 object->glIndex = -1;
1934 object->OriginalIndex = light_idx;
1937 /* Initialize the object. */
1938 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1939 light_idx, light->type,
1940 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1941 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1942 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1943 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1944 light->direction.x, light->direction.y, light->direction.z);
1945 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1946 light->range, light->falloff, light->theta, light->phi);
1948 /* Save away the information. */
1949 object->OriginalParms = *light;
1951 switch (light->type)
1953 case WINED3D_LIGHT_POINT:
1955 object->lightPosn[0] = light->position.x;
1956 object->lightPosn[1] = light->position.y;
1957 object->lightPosn[2] = light->position.z;
1958 object->lightPosn[3] = 1.0f;
1959 object->cutoff = 180.0f;
1963 case WINED3D_LIGHT_DIRECTIONAL:
1965 object->lightPosn[0] = -light->direction.x;
1966 object->lightPosn[1] = -light->direction.y;
1967 object->lightPosn[2] = -light->direction.z;
1968 object->lightPosn[3] = 0.0f;
1969 object->exponent = 0.0f;
1970 object->cutoff = 180.0f;
1973 case WINED3D_LIGHT_SPOT:
1975 object->lightPosn[0] = light->position.x;
1976 object->lightPosn[1] = light->position.y;
1977 object->lightPosn[2] = light->position.z;
1978 object->lightPosn[3] = 1.0f;
1981 object->lightDirn[0] = light->direction.x;
1982 object->lightDirn[1] = light->direction.y;
1983 object->lightDirn[2] = light->direction.z;
1984 object->lightDirn[3] = 1.0f;
1986 /* opengl-ish and d3d-ish spot lights use too different models
1987 * for the light "intensity" as a function of the angle towards
1988 * the main light direction, so we only can approximate very
1989 * roughly. However, spot lights are rather rarely used in games
1990 * (if ever used at all). Furthermore if still used, probably
1991 * nobody pays attention to such details. */
1992 if (!light->falloff)
1994 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1995 * equations have the falloff resp. exponent parameter as an
1996 * exponent, so the spot light lighting will always be 1.0 for
1997 * both of them, and we don't have to care for the rest of the
1998 * rather complex calculation. */
1999 object->exponent = 0.0f;
2003 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2006 object->exponent = -0.3f / logf(cosf(rho / 2));
2009 if (object->exponent > 128.0f)
2010 object->exponent = 128.0f;
2012 object->cutoff = (float)(light->phi * 90 / M_PI);
2017 FIXME("Unrecognized light type %#x.\n", light->type);
2020 /* Update the live definitions if the light is currently assigned a glIndex. */
2021 if (object->glIndex != -1 && !device->isRecordingState)
2022 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2027 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2028 UINT light_idx, struct wined3d_light *light)
2030 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2031 struct wined3d_light_info *light_info = NULL;
2034 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2036 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2038 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2039 if (light_info->OriginalIndex == light_idx)
2046 TRACE("Light information requested but light not defined\n");
2047 return WINED3DERR_INVALIDCALL;
2050 *light = light_info->OriginalParms;
2054 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2056 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2057 struct wined3d_light_info *light_info = NULL;
2060 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2062 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2064 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2065 if (light_info->OriginalIndex == light_idx)
2069 TRACE("Found light %p.\n", light_info);
2071 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2074 TRACE("Light enabled requested but light not defined, so defining one!\n");
2075 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2077 /* Search for it again! Should be fairly quick as near head of list. */
2078 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2080 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2081 if (light_info->OriginalIndex == light_idx)
2087 FIXME("Adding default lights has failed dismally\n");
2088 return WINED3DERR_INVALIDCALL;
2094 if (light_info->glIndex != -1)
2096 if (!device->isRecordingState)
2097 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2099 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2100 light_info->glIndex = -1;
2104 TRACE("Light already disabled, nothing to do\n");
2106 light_info->enabled = FALSE;
2110 light_info->enabled = TRUE;
2111 if (light_info->glIndex != -1)
2113 TRACE("Nothing to do as light was enabled\n");
2118 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2119 /* Find a free GL light. */
2120 for (i = 0; i < gl_info->limits.lights; ++i)
2122 if (!device->updateStateBlock->state.lights[i])
2124 device->updateStateBlock->state.lights[i] = light_info;
2125 light_info->glIndex = i;
2129 if (light_info->glIndex == -1)
2131 /* Our tests show that Windows returns D3D_OK in this situation, even with
2132 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2133 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2134 * as well for those lights.
2136 * TODO: Test how this affects rendering. */
2137 WARN("Too many concurrently active lights\n");
2141 /* i == light_info->glIndex */
2142 if (!device->isRecordingState)
2143 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2150 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2152 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2153 struct wined3d_light_info *light_info = NULL;
2156 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2158 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2160 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2161 if (light_info->OriginalIndex == light_idx)
2168 TRACE("Light enabled state requested but light not defined.\n");
2169 return WINED3DERR_INVALIDCALL;
2171 /* true is 128 according to SetLightEnable */
2172 *enable = light_info->enabled ? 128 : 0;
2176 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2177 UINT plane_idx, const struct wined3d_vec4 *plane)
2179 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2181 /* Validate plane_idx. */
2182 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2184 TRACE("Application has requested clipplane this device doesn't support.\n");
2185 return WINED3DERR_INVALIDCALL;
2188 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2190 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2192 TRACE("Application is setting old values over, nothing to do.\n");
2196 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2198 /* Handle recording of state blocks. */
2199 if (device->isRecordingState)
2201 TRACE("Recording... not performing anything.\n");
2205 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2210 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2211 UINT plane_idx, struct wined3d_vec4 *plane)
2213 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2215 /* Validate plane_idx. */
2216 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2218 TRACE("Application has requested clipplane this device doesn't support.\n");
2219 return WINED3DERR_INVALIDCALL;
2222 *plane = device->stateBlock->state.clip_planes[plane_idx];
2227 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2228 const struct wined3d_clip_status *clip_status)
2230 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2233 return WINED3DERR_INVALIDCALL;
2238 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2239 struct wined3d_clip_status *clip_status)
2241 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2244 return WINED3DERR_INVALIDCALL;
2249 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2251 TRACE("device %p, material %p.\n", device, material);
2253 device->updateStateBlock->changed.material = TRUE;
2254 device->updateStateBlock->state.material = *material;
2256 /* Handle recording of state blocks */
2257 if (device->isRecordingState)
2259 TRACE("Recording... not performing anything.\n");
2263 device_invalidate_state(device, STATE_MATERIAL);
2268 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2270 TRACE("device %p, material %p.\n", device, material);
2272 *material = device->updateStateBlock->state.material;
2274 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2275 material->diffuse.r, material->diffuse.g,
2276 material->diffuse.b, material->diffuse.a);
2277 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2278 material->ambient.r, material->ambient.g,
2279 material->ambient.b, material->ambient.a);
2280 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2281 material->specular.r, material->specular.g,
2282 material->specular.b, material->specular.a);
2283 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2284 material->emissive.r, material->emissive.g,
2285 material->emissive.b, material->emissive.a);
2286 TRACE("power %.8e.\n", material->power);
2291 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2292 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2294 struct wined3d_buffer *prev_buffer;
2296 TRACE("device %p, buffer %p, format %s.\n",
2297 device, buffer, debug_d3dformat(format_id));
2299 prev_buffer = device->updateStateBlock->state.index_buffer;
2301 device->updateStateBlock->changed.indices = TRUE;
2302 device->updateStateBlock->state.index_buffer = buffer;
2303 device->updateStateBlock->state.index_format = format_id;
2305 /* Handle recording of state blocks. */
2306 if (device->isRecordingState)
2308 TRACE("Recording... not performing anything.\n");
2310 wined3d_buffer_incref(buffer);
2312 wined3d_buffer_decref(prev_buffer);
2316 if (prev_buffer != buffer)
2318 device_invalidate_state(device, STATE_INDEXBUFFER);
2321 InterlockedIncrement(&buffer->resource.bind_count);
2322 wined3d_buffer_incref(buffer);
2326 InterlockedDecrement(&prev_buffer->resource.bind_count);
2327 wined3d_buffer_decref(prev_buffer);
2334 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2336 TRACE("device %p, buffer %p.\n", device, buffer);
2338 *buffer = device->stateBlock->state.index_buffer;
2341 wined3d_buffer_incref(*buffer);
2343 TRACE("Returning %p.\n", *buffer);
2348 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2349 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2351 TRACE("device %p, base_index %d.\n", device, base_index);
2353 if (device->updateStateBlock->state.base_vertex_index == base_index)
2355 TRACE("Application is setting the old value over, nothing to do\n");
2359 device->updateStateBlock->state.base_vertex_index = base_index;
2361 if (device->isRecordingState)
2363 TRACE("Recording... not performing anything\n");
2369 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2371 TRACE("device %p.\n", device);
2373 return device->stateBlock->state.base_vertex_index;
2376 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2378 TRACE("device %p, viewport %p.\n", device, viewport);
2379 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2380 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2382 device->updateStateBlock->changed.viewport = TRUE;
2383 device->updateStateBlock->state.viewport = *viewport;
2385 /* Handle recording of state blocks */
2386 if (device->isRecordingState)
2388 TRACE("Recording... not performing anything\n");
2392 device_invalidate_state(device, STATE_VIEWPORT);
2397 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2399 TRACE("device %p, viewport %p.\n", device, viewport);
2401 *viewport = device->stateBlock->state.viewport;
2406 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2407 enum wined3d_render_state state, DWORD value)
2409 DWORD old_value = device->stateBlock->state.render_states[state];
2411 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2413 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2414 device->updateStateBlock->state.render_states[state] = value;
2416 /* Handle recording of state blocks. */
2417 if (device->isRecordingState)
2419 TRACE("Recording... not performing anything.\n");
2423 /* Compared here and not before the assignment to allow proper stateblock recording. */
2424 if (value == old_value)
2425 TRACE("Application is setting the old value over, nothing to do.\n");
2427 device_invalidate_state(device, STATE_RENDER(state));
2432 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2433 enum wined3d_render_state state, DWORD *value)
2435 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2437 *value = device->stateBlock->state.render_states[state];
2442 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2443 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2447 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2448 device, sampler_idx, debug_d3dsamplerstate(state), value);
2450 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2451 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2453 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2454 / sizeof(*device->stateBlock->state.sampler_states))
2456 WARN("Invalid sampler %u.\n", sampler_idx);
2457 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2460 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2461 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2462 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2464 /* Handle recording of state blocks. */
2465 if (device->isRecordingState)
2467 TRACE("Recording... not performing anything.\n");
2471 if (old_value == value)
2473 TRACE("Application is setting the old value over, nothing to do.\n");
2477 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2482 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2483 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2485 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2486 device, sampler_idx, debug_d3dsamplerstate(state), value);
2488 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2489 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2491 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2492 / sizeof(*device->stateBlock->state.sampler_states))
2494 WARN("Invalid sampler %u.\n", sampler_idx);
2495 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2498 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2499 TRACE("Returning %#x.\n", *value);
2504 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2506 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2508 device->updateStateBlock->changed.scissorRect = TRUE;
2509 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2511 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2514 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2516 if (device->isRecordingState)
2518 TRACE("Recording... not performing anything.\n");
2522 device_invalidate_state(device, STATE_SCISSORRECT);
2527 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2529 TRACE("device %p, rect %p.\n", device, rect);
2531 *rect = device->updateStateBlock->state.scissor_rect;
2532 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2537 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2538 struct wined3d_vertex_declaration *declaration)
2540 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2542 TRACE("device %p, declaration %p.\n", device, declaration);
2545 wined3d_vertex_declaration_incref(declaration);
2547 wined3d_vertex_declaration_decref(prev);
2549 device->updateStateBlock->state.vertex_declaration = declaration;
2550 device->updateStateBlock->changed.vertexDecl = TRUE;
2552 if (device->isRecordingState)
2554 TRACE("Recording... not performing anything.\n");
2557 else if (declaration == prev)
2559 /* Checked after the assignment to allow proper stateblock recording. */
2560 TRACE("Application is setting the old declaration over, nothing to do.\n");
2564 device_invalidate_state(device, STATE_VDECL);
2568 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2569 struct wined3d_vertex_declaration **declaration)
2571 TRACE("device %p, declaration %p.\n", device, declaration);
2573 *declaration = device->stateBlock->state.vertex_declaration;
2575 wined3d_vertex_declaration_incref(*declaration);
2580 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2582 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2584 TRACE("device %p, shader %p.\n", device, shader);
2586 device->updateStateBlock->state.vertex_shader = shader;
2587 device->updateStateBlock->changed.vertexShader = TRUE;
2589 if (device->isRecordingState)
2592 wined3d_shader_incref(shader);
2594 wined3d_shader_decref(prev);
2595 TRACE("Recording... not performing anything.\n");
2601 TRACE("Application is setting the old shader over, nothing to do.\n");
2606 wined3d_shader_incref(shader);
2608 wined3d_shader_decref(prev);
2610 device_invalidate_state(device, STATE_VSHADER);
2615 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2617 struct wined3d_shader *shader;
2619 TRACE("device %p.\n", device);
2621 shader = device->stateBlock->state.vertex_shader;
2623 wined3d_shader_incref(shader);
2625 TRACE("Returning %p.\n", shader);
2629 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2630 UINT start_register, const BOOL *constants, UINT bool_count)
2632 UINT count = min(bool_count, MAX_CONST_B - start_register);
2635 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2636 device, start_register, constants, bool_count);
2638 if (!constants || start_register >= MAX_CONST_B)
2639 return WINED3DERR_INVALIDCALL;
2641 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2642 for (i = 0; i < count; ++i)
2643 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2645 for (i = start_register; i < count + start_register; ++i)
2646 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2648 if (!device->isRecordingState)
2649 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2654 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2655 UINT start_register, BOOL *constants, UINT bool_count)
2657 UINT count = min(bool_count, MAX_CONST_B - start_register);
2659 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2660 device, start_register, constants, bool_count);
2662 if (!constants || start_register >= MAX_CONST_B)
2663 return WINED3DERR_INVALIDCALL;
2665 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2670 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2671 UINT start_register, const int *constants, UINT vector4i_count)
2673 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2676 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2677 device, start_register, constants, vector4i_count);
2679 if (!constants || start_register >= MAX_CONST_I)
2680 return WINED3DERR_INVALIDCALL;
2682 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2683 for (i = 0; i < count; ++i)
2684 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2685 constants[i * 4], constants[i * 4 + 1],
2686 constants[i * 4 + 2], constants[i * 4 + 3]);
2688 for (i = start_register; i < count + start_register; ++i)
2689 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2691 if (!device->isRecordingState)
2692 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2697 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2698 UINT start_register, int *constants, UINT vector4i_count)
2700 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2702 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2703 device, start_register, constants, vector4i_count);
2705 if (!constants || start_register >= MAX_CONST_I)
2706 return WINED3DERR_INVALIDCALL;
2708 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2712 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2713 UINT start_register, const float *constants, UINT vector4f_count)
2717 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2718 device, start_register, constants, vector4f_count);
2720 /* Specifically test start_register > limit to catch MAX_UINT overflows
2721 * when adding start_register + vector4f_count. */
2723 || start_register + vector4f_count > device->d3d_vshader_constantF
2724 || start_register > device->d3d_vshader_constantF)
2725 return WINED3DERR_INVALIDCALL;
2727 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2728 constants, vector4f_count * sizeof(float) * 4);
2731 for (i = 0; i < vector4f_count; ++i)
2732 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2733 constants[i * 4], constants[i * 4 + 1],
2734 constants[i * 4 + 2], constants[i * 4 + 3]);
2737 if (!device->isRecordingState)
2739 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2740 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2743 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2744 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2749 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2750 UINT start_register, float *constants, UINT vector4f_count)
2752 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2754 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2755 device, start_register, constants, vector4f_count);
2757 if (!constants || count < 0)
2758 return WINED3DERR_INVALIDCALL;
2760 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2765 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2769 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2771 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2775 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2777 DWORD i = device->rev_tex_unit_map[unit];
2778 DWORD j = device->texUnitMap[stage];
2780 device->texUnitMap[stage] = unit;
2781 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2782 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2784 device->rev_tex_unit_map[unit] = stage;
2785 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2786 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2789 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2793 device->fixed_function_usage_map = 0;
2794 for (i = 0; i < MAX_TEXTURES; ++i)
2796 const struct wined3d_state *state = &device->stateBlock->state;
2797 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2798 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2799 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2800 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2801 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2802 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2803 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2804 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2806 /* Not used, and disable higher stages. */
2807 if (color_op == WINED3D_TOP_DISABLE)
2810 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2811 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2812 || ((color_arg3 == WINED3DTA_TEXTURE)
2813 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2814 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2815 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2816 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2817 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2818 device->fixed_function_usage_map |= (1 << i);
2820 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2821 && i < MAX_TEXTURES - 1)
2822 device->fixed_function_usage_map |= (1 << (i + 1));
2826 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2828 unsigned int i, tex;
2831 device_update_fixed_function_usage_map(device);
2832 ffu_map = device->fixed_function_usage_map;
2834 if (device->max_ffp_textures == gl_info->limits.texture_stages
2835 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2837 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2839 if (!(ffu_map & 1)) continue;
2841 if (device->texUnitMap[i] != i)
2843 device_map_stage(device, i, i);
2844 device_invalidate_state(device, STATE_SAMPLER(i));
2845 device_invalidate_texture_stage(device, i);
2851 /* Now work out the mapping */
2853 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2855 if (!(ffu_map & 1)) continue;
2857 if (device->texUnitMap[i] != tex)
2859 device_map_stage(device, i, tex);
2860 device_invalidate_state(device, STATE_SAMPLER(i));
2861 device_invalidate_texture_stage(device, i);
2868 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2870 const enum wined3d_sampler_texture_type *sampler_type =
2871 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2874 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2876 if (sampler_type[i] && device->texUnitMap[i] != i)
2878 device_map_stage(device, i, i);
2879 device_invalidate_state(device, STATE_SAMPLER(i));
2880 if (i < gl_info->limits.texture_stages)
2881 device_invalidate_texture_stage(device, i);
2886 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2887 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2888 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2890 DWORD current_mapping = device->rev_tex_unit_map[unit];
2892 /* Not currently used */
2893 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2895 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2896 /* Used by a fragment sampler */
2898 if (!pshader_sampler_tokens) {
2899 /* No pixel shader, check fixed function */
2900 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2903 /* Pixel shader, check the shader's sampler map */
2904 return !pshader_sampler_tokens[current_mapping];
2907 /* Used by a vertex sampler */
2908 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2911 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2913 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2914 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2915 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2916 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2921 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2922 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2923 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2926 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2927 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2928 if (vshader_sampler_type[i])
2930 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2932 /* Already mapped somewhere */
2938 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2940 device_map_stage(device, vsampler_idx, start);
2941 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2953 void device_update_tex_unit_map(struct wined3d_device *device)
2955 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2956 const struct wined3d_state *state = &device->stateBlock->state;
2957 BOOL vs = use_vs(state);
2958 BOOL ps = use_ps(state);
2961 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2962 * that would be really messy and require shader recompilation
2963 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2964 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2967 device_map_psamplers(device, gl_info);
2969 device_map_fixed_function_samplers(device, gl_info);
2972 device_map_vsamplers(device, ps, gl_info);
2975 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2977 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2979 TRACE("device %p, shader %p.\n", device, shader);
2981 device->updateStateBlock->state.pixel_shader = shader;
2982 device->updateStateBlock->changed.pixelShader = TRUE;
2984 if (device->isRecordingState)
2987 wined3d_shader_incref(shader);
2989 wined3d_shader_decref(prev);
2990 TRACE("Recording... not performing anything.\n");
2996 TRACE("Application is setting the old shader over, nothing to do.\n");
3001 wined3d_shader_incref(shader);
3003 wined3d_shader_decref(prev);
3005 device_invalidate_state(device, STATE_PIXELSHADER);
3010 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3012 struct wined3d_shader *shader;
3014 TRACE("device %p.\n", device);
3016 shader = device->stateBlock->state.pixel_shader;
3018 wined3d_shader_incref(shader);
3020 TRACE("Returning %p.\n", shader);
3024 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3025 UINT start_register, const BOOL *constants, UINT bool_count)
3027 UINT count = min(bool_count, MAX_CONST_B - start_register);
3030 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3031 device, start_register, constants, bool_count);
3033 if (!constants || start_register >= MAX_CONST_B)
3034 return WINED3DERR_INVALIDCALL;
3036 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3037 for (i = 0; i < count; ++i)
3038 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3040 for (i = start_register; i < count + start_register; ++i)
3041 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3043 if (!device->isRecordingState)
3044 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3049 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3050 UINT start_register, BOOL *constants, UINT bool_count)
3052 UINT count = min(bool_count, MAX_CONST_B - start_register);
3054 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3055 device, start_register, constants, bool_count);
3057 if (!constants || start_register >= MAX_CONST_B)
3058 return WINED3DERR_INVALIDCALL;
3060 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3065 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3066 UINT start_register, const int *constants, UINT vector4i_count)
3068 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3071 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3072 device, start_register, constants, vector4i_count);
3074 if (!constants || start_register >= MAX_CONST_I)
3075 return WINED3DERR_INVALIDCALL;
3077 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3078 for (i = 0; i < count; ++i)
3079 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3080 constants[i * 4], constants[i * 4 + 1],
3081 constants[i * 4 + 2], constants[i * 4 + 3]);
3083 for (i = start_register; i < count + start_register; ++i)
3084 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3086 if (!device->isRecordingState)
3087 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3092 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3093 UINT start_register, int *constants, UINT vector4i_count)
3095 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3097 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3098 device, start_register, constants, vector4i_count);
3100 if (!constants || start_register >= MAX_CONST_I)
3101 return WINED3DERR_INVALIDCALL;
3103 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3108 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3109 UINT start_register, const float *constants, UINT vector4f_count)
3113 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3114 device, start_register, constants, vector4f_count);
3116 /* Specifically test start_register > limit to catch MAX_UINT overflows
3117 * when adding start_register + vector4f_count. */
3119 || start_register + vector4f_count > device->d3d_pshader_constantF
3120 || start_register > device->d3d_pshader_constantF)
3121 return WINED3DERR_INVALIDCALL;
3123 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3124 constants, vector4f_count * sizeof(float) * 4);
3127 for (i = 0; i < vector4f_count; ++i)
3128 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3129 constants[i * 4], constants[i * 4 + 1],
3130 constants[i * 4 + 2], constants[i * 4 + 3]);
3133 if (!device->isRecordingState)
3135 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3136 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3139 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3140 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3145 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3146 UINT start_register, float *constants, UINT vector4f_count)
3148 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3150 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3151 device, start_register, constants, vector4f_count);
3153 if (!constants || count < 0)
3154 return WINED3DERR_INVALIDCALL;
3156 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3161 /* Context activation is done by the caller. */
3162 /* Do not call while under the GL lock. */
3163 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3164 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3165 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3168 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3169 struct wined3d_viewport vp;
3177 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3179 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3182 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3184 ERR("Source has no position mask\n");
3185 return WINED3DERR_INVALIDCALL;
3188 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3190 static BOOL warned = FALSE;
3192 * The clipping code is not quite correct. Some things need
3193 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3194 * so disable clipping for now.
3195 * (The graphics in Half-Life are broken, and my processvertices
3196 * test crashes with IDirect3DDevice3)
3202 FIXME("Clipping is broken and disabled for now\n");
3208 vertex_size = get_flexible_vertex_size(DestFVF);
3209 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3211 WARN("Failed to map buffer, hr %#x.\n", hr);
3215 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3216 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3217 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3219 TRACE("View mat:\n");
3220 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);
3221 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);
3222 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);
3223 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);
3225 TRACE("Proj mat:\n");
3226 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);
3227 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);
3228 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);
3229 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);
3231 TRACE("World mat:\n");
3232 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);
3233 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);
3234 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);
3235 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);
3237 /* Get the viewport */
3238 wined3d_device_get_viewport(device, &vp);
3239 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3240 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3242 multiply_matrix(&mat,&view_mat,&world_mat);
3243 multiply_matrix(&mat,&proj_mat,&mat);
3245 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3247 for (i = 0; i < dwCount; i+= 1) {
3248 unsigned int tex_index;
3250 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3251 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3252 /* The position first */
3253 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3254 const float *p = (const float *)(element->data.addr + i * element->stride);
3256 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3258 /* Multiplication with world, view and projection matrix */
3259 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);
3260 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);
3261 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);
3262 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);
3264 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3266 /* WARNING: The following things are taken from d3d7 and were not yet checked
3267 * against d3d8 or d3d9!
3270 /* Clipping conditions: From msdn
3272 * A vertex is clipped if it does not match the following requirements
3276 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3278 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3279 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3284 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3285 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3288 /* "Normal" viewport transformation (not clipped)
3289 * 1) The values are divided by rhw
3290 * 2) The y axis is negative, so multiply it with -1
3291 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3292 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3293 * 4) Multiply x with Width/2 and add Width/2
3294 * 5) The same for the height
3295 * 6) Add the viewpoint X and Y to the 2D coordinates and
3296 * The minimum Z value to z
3297 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3299 * Well, basically it's simply a linear transformation into viewport
3311 z *= vp.max_z - vp.min_z;
3313 x += vp.width / 2 + vp.x;
3314 y += vp.height / 2 + vp.y;
3319 /* That vertex got clipped
3320 * Contrary to OpenGL it is not dropped completely, it just
3321 * undergoes a different calculation.
3323 TRACE("Vertex got clipped\n");
3330 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3331 * outside of the main vertex buffer memory. That needs some more
3336 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3339 ( (float *) dest_ptr)[0] = x;
3340 ( (float *) dest_ptr)[1] = y;
3341 ( (float *) dest_ptr)[2] = z;
3342 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3344 dest_ptr += 3 * sizeof(float);
3346 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3347 dest_ptr += sizeof(float);
3350 if (DestFVF & WINED3DFVF_PSIZE)
3351 dest_ptr += sizeof(DWORD);
3353 if (DestFVF & WINED3DFVF_NORMAL)
3355 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3356 const float *normal = (const float *)(element->data.addr + i * element->stride);
3357 /* AFAIK this should go into the lighting information */
3358 FIXME("Didn't expect the destination to have a normal\n");
3359 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3362 if (DestFVF & WINED3DFVF_DIFFUSE)
3364 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3365 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3366 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3368 static BOOL warned = FALSE;
3371 ERR("No diffuse color in source, but destination has one\n");
3375 *( (DWORD *) dest_ptr) = 0xffffffff;
3376 dest_ptr += sizeof(DWORD);
3380 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3384 if (DestFVF & WINED3DFVF_SPECULAR)
3386 /* What's the color value in the feedback buffer? */
3387 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3388 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3389 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3391 static BOOL warned = FALSE;
3394 ERR("No specular color in source, but destination has one\n");
3398 *( (DWORD *) dest_ptr) = 0xFF000000;
3399 dest_ptr += sizeof(DWORD);
3403 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3407 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3409 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3410 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3411 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3413 ERR("No source texture, but destination requests one\n");
3414 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3418 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3423 wined3d_buffer_unmap(dest);
3427 #undef copy_and_next
3429 /* Do not call while under the GL lock. */
3430 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3431 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3432 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3434 struct wined3d_state *state = &device->stateBlock->state;
3435 struct wined3d_stream_info stream_info;
3436 const struct wined3d_gl_info *gl_info;
3437 BOOL streamWasUP = state->user_stream;
3438 struct wined3d_context *context;
3439 struct wined3d_shader *vs;
3443 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3444 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3445 device, src_start_idx, dst_idx, vertex_count,
3446 dst_buffer, declaration, flags, dst_fvf);
3449 FIXME("Output vertex declaration not implemented yet.\n");
3451 /* Need any context to write to the vbo. */
3452 context = context_acquire(device, NULL);
3453 gl_info = context->gl_info;
3455 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3456 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3457 * restore it afterwards. */
3458 vs = state->vertex_shader;
3459 state->vertex_shader = NULL;
3460 state->user_stream = FALSE;
3461 device_stream_info_from_declaration(device, &stream_info);
3462 state->user_stream = streamWasUP;
3463 state->vertex_shader = vs;
3465 /* We can't convert FROM a VBO, and vertex buffers used to source into
3466 * process_vertices() are unlikely to ever be used for drawing. Release
3467 * VBOs in those buffers and fix up the stream_info structure.
3469 * Also apply the start index. */
3470 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3472 struct wined3d_stream_info_element *e;
3474 if (!(stream_info.use_map & (1 << i)))
3477 e = &stream_info.elements[i];
3478 if (e->data.buffer_object)
3480 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3481 e->data.buffer_object = 0;
3482 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3484 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3485 vb->buffer_object = 0;
3489 e->data.addr += e->stride * src_start_idx;
3492 hr = process_vertices_strided(device, dst_idx, vertex_count,
3493 &stream_info, dst_buffer, flags, dst_fvf);
3495 context_release(context);
3500 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3501 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3503 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3506 TRACE("device %p, stage %u, state %s, value %#x.\n",
3507 device, stage, debug_d3dtexturestate(state), value);
3509 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3511 WARN("Invalid state %#x passed.\n", state);
3515 if (stage >= gl_info->limits.texture_stages)
3517 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3518 stage, gl_info->limits.texture_stages - 1);
3522 old_value = device->updateStateBlock->state.texture_states[stage][state];
3523 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3524 device->updateStateBlock->state.texture_states[stage][state] = value;
3526 if (device->isRecordingState)
3528 TRACE("Recording... not performing anything.\n");
3532 /* Checked after the assignments to allow proper stateblock recording. */
3533 if (old_value == value)
3535 TRACE("Application is setting the old value over, nothing to do.\n");
3539 if (stage > device->stateBlock->state.lowest_disabled_stage
3540 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3541 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3543 /* Colorop change above lowest disabled stage? That won't change
3544 * anything in the GL setup. Changes in other states are important on
3545 * disabled stages too. */
3549 if (state == WINED3D_TSS_COLOR_OP)
3553 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3555 /* Previously enabled stage disabled now. Make sure to dirtify
3556 * all enabled stages above stage, they have to be disabled.
3558 * The current stage is dirtified below. */
3559 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3561 TRACE("Additionally dirtifying stage %u.\n", i);
3562 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3564 device->stateBlock->state.lowest_disabled_stage = stage;
3565 TRACE("New lowest disabled: %u.\n", stage);
3567 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3569 /* Previously disabled stage enabled. Stages above it may need
3570 * enabling. Stage must be lowest_disabled_stage here, if it's
3571 * bigger success is returned above, and stages below the lowest
3572 * disabled stage can't be enabled (because they are enabled
3575 * Again stage stage doesn't need to be dirtified here, it is
3577 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3579 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3581 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3582 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3584 device->stateBlock->state.lowest_disabled_stage = i;
3585 TRACE("New lowest disabled: %u.\n", i);
3589 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3594 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3595 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3597 TRACE("device %p, stage %u, state %s, value %p.\n",
3598 device, stage, debug_d3dtexturestate(state), value);
3600 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3602 WARN("Invalid state %#x passed.\n", state);
3606 *value = device->updateStateBlock->state.texture_states[stage][state];
3607 TRACE("Returning %#x.\n", *value);
3612 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3613 UINT stage, struct wined3d_texture *texture)
3615 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3616 struct wined3d_texture *prev;
3618 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3620 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3621 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3623 /* Windows accepts overflowing this array... we do not. */
3624 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3626 WARN("Ignoring invalid stage %u.\n", stage);
3630 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3632 WARN("Rejecting attempt to set scratch texture.\n");
3633 return WINED3DERR_INVALIDCALL;
3636 device->updateStateBlock->changed.textures |= 1 << stage;
3638 prev = device->updateStateBlock->state.textures[stage];
3639 TRACE("Previous texture %p.\n", prev);
3641 if (texture == prev)
3643 TRACE("App is setting the same texture again, nothing to do.\n");
3647 TRACE("Setting new texture to %p.\n", texture);
3648 device->updateStateBlock->state.textures[stage] = texture;
3650 if (device->isRecordingState)
3652 TRACE("Recording... not performing anything\n");
3654 if (texture) wined3d_texture_incref(texture);
3655 if (prev) wined3d_texture_decref(prev);
3662 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3664 wined3d_texture_incref(texture);
3666 if (!prev || texture->target != prev->target)
3667 device_invalidate_state(device, STATE_PIXELSHADER);
3669 if (!prev && stage < gl_info->limits.texture_stages)
3671 /* The source arguments for color and alpha ops have different
3672 * meanings when a NULL texture is bound, so the COLOR_OP and
3673 * ALPHA_OP have to be dirtified. */
3674 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3675 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3678 if (bind_count == 1)
3679 texture->sampler = stage;
3684 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3686 wined3d_texture_decref(prev);
3688 if (!texture && stage < gl_info->limits.texture_stages)
3690 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3691 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3694 if (bind_count && prev->sampler == stage)
3698 /* Search for other stages the texture is bound to. Shouldn't
3699 * happen if applications bind textures to a single stage only. */
3700 TRACE("Searching for other stages the texture is bound to.\n");
3701 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3703 if (device->updateStateBlock->state.textures[i] == prev)
3705 TRACE("Texture is also bound to stage %u.\n", i);
3713 device_invalidate_state(device, STATE_SAMPLER(stage));
3718 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3719 UINT stage, struct wined3d_texture **texture)
3721 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3723 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3724 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3726 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3728 WARN("Ignoring invalid stage %u.\n", stage);
3729 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3732 *texture = device->stateBlock->state.textures[stage];
3734 wined3d_texture_incref(*texture);
3736 TRACE("Returning %p.\n", *texture);
3741 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3742 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3744 struct wined3d_swapchain *swapchain;
3747 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3748 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3750 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3753 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3757 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3758 wined3d_swapchain_decref(swapchain);
3761 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3768 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3770 TRACE("device %p, caps %p.\n", device, caps);
3772 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3773 device->create_parms.device_type, caps);
3776 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3777 UINT swapchain_idx, struct wined3d_display_mode *mode)
3779 struct wined3d_swapchain *swapchain;
3782 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3786 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3789 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3790 wined3d_swapchain_decref(swapchain);
3795 const struct wined3d_adapter *adapter = device->adapter;
3797 /* Don't read the real display mode, but return the stored mode
3798 * instead. X11 can't change the color depth, and some apps are
3799 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3800 * that GetDisplayMode still returns 24 bpp.
3802 * Also don't relay to the swapchain because with ddraw it's possible
3803 * that there isn't a swapchain at all. */
3804 mode->width = adapter->screen_size.cx;
3805 mode->height = adapter->screen_size.cy;
3806 mode->format_id = adapter->screen_format;
3807 mode->refresh_rate = 0;
3814 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3816 struct wined3d_stateblock *stateblock;
3819 TRACE("device %p.\n", device);
3821 if (device->isRecordingState)
3822 return WINED3DERR_INVALIDCALL;
3824 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3828 wined3d_stateblock_decref(device->updateStateBlock);
3829 device->updateStateBlock = stateblock;
3830 device->isRecordingState = TRUE;
3832 TRACE("Recording stateblock %p.\n", stateblock);
3837 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3838 struct wined3d_stateblock **stateblock)
3840 struct wined3d_stateblock *object = device->updateStateBlock;
3842 TRACE("device %p, stateblock %p.\n", device, stateblock);
3844 if (!device->isRecordingState)
3846 WARN("Not recording.\n");
3848 return WINED3DERR_INVALIDCALL;
3851 stateblock_init_contained_states(object);
3853 *stateblock = object;
3854 device->isRecordingState = FALSE;
3855 device->updateStateBlock = device->stateBlock;
3856 wined3d_stateblock_incref(device->updateStateBlock);
3858 TRACE("Returning stateblock %p.\n", *stateblock);
3863 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3865 /* At the moment we have no need for any functionality at the beginning
3867 TRACE("device %p.\n", device);
3869 if (device->inScene)
3871 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3872 return WINED3DERR_INVALIDCALL;
3874 device->inScene = TRUE;
3878 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3880 struct wined3d_context *context;
3882 TRACE("device %p.\n", device);
3884 if (!device->inScene)
3886 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3887 return WINED3DERR_INVALIDCALL;
3890 context = context_acquire(device, NULL);
3891 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3893 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3895 context_release(context);
3897 device->inScene = FALSE;
3901 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3902 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3906 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3907 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3908 dst_window_override, dirty_region);
3910 for (i = 0; i < device->swapchain_count; ++i)
3912 wined3d_swapchain_present(device->swapchains[i], src_rect,
3913 dst_rect, dst_window_override, dirty_region, 0);
3919 /* Do not call while under the GL lock. */
3920 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3921 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3925 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3926 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3928 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3930 struct wined3d_surface *ds = device->fb.depth_stencil;
3933 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3934 /* TODO: What about depth stencil buffers without stencil bits? */
3935 return WINED3DERR_INVALIDCALL;
3937 else if (flags & WINED3DCLEAR_TARGET)
3939 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3940 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3942 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3948 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3949 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3950 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3955 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3956 enum wined3d_primitive_type primitive_type)
3958 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3960 device->updateStateBlock->changed.primitive_type = TRUE;
3961 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3964 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3965 enum wined3d_primitive_type *primitive_type)
3967 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3969 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3971 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3974 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3976 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3978 if (!device->stateBlock->state.vertex_declaration)
3980 WARN("Called without a valid vertex declaration set.\n");
3981 return WINED3DERR_INVALIDCALL;
3984 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3985 if (device->stateBlock->state.user_stream)
3987 device_invalidate_state(device, STATE_INDEXBUFFER);
3988 device->stateBlock->state.user_stream = FALSE;
3991 if (device->stateBlock->state.load_base_vertex_index)
3993 device->stateBlock->state.load_base_vertex_index = 0;
3994 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3997 /* Account for the loading offset due to index buffers. Instead of
3998 * reloading all sources correct it with the startvertex parameter. */
3999 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
4003 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4005 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4007 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4009 if (!device->stateBlock->state.index_buffer)
4011 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4012 * without an index buffer set. (The first time at least...)
4013 * D3D8 simply dies, but I doubt it can do much harm to return
4014 * D3DERR_INVALIDCALL there as well. */
4015 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4016 return WINED3DERR_INVALIDCALL;
4019 if (!device->stateBlock->state.vertex_declaration)
4021 WARN("Called without a valid vertex declaration set.\n");
4022 return WINED3DERR_INVALIDCALL;
4025 if (device->stateBlock->state.user_stream)
4027 device_invalidate_state(device, STATE_INDEXBUFFER);
4028 device->stateBlock->state.user_stream = FALSE;
4031 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4032 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4034 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4035 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4038 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
4043 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4044 const void *stream_data, UINT stream_stride)
4046 struct wined3d_stream_state *stream;
4047 struct wined3d_buffer *vb;
4049 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4050 device, vertex_count, stream_data, stream_stride);
4052 if (!device->stateBlock->state.vertex_declaration)
4054 WARN("Called without a valid vertex declaration set.\n");
4055 return WINED3DERR_INVALIDCALL;
4058 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4059 stream = &device->stateBlock->state.streams[0];
4060 vb = stream->buffer;
4061 stream->buffer = (struct wined3d_buffer *)stream_data;
4063 wined3d_buffer_decref(vb);
4065 stream->stride = stream_stride;
4066 device->stateBlock->state.user_stream = TRUE;
4067 if (device->stateBlock->state.load_base_vertex_index)
4069 device->stateBlock->state.load_base_vertex_index = 0;
4070 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4073 /* TODO: Only mark dirty if drawing from a different UP address */
4074 device_invalidate_state(device, STATE_STREAMSRC);
4076 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4078 /* MSDN specifies stream zero settings must be set to NULL */
4079 stream->buffer = NULL;
4082 /* stream zero settings set to null at end, as per the msdn. No need to
4083 * mark dirty here, the app has to set the new stream sources or use UP
4088 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4089 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4090 const void *stream_data, UINT stream_stride)
4092 struct wined3d_stream_state *stream;
4093 struct wined3d_buffer *vb, *ib;
4095 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4096 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4098 if (!device->stateBlock->state.vertex_declaration)
4100 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4101 return WINED3DERR_INVALIDCALL;
4104 stream = &device->stateBlock->state.streams[0];
4105 vb = stream->buffer;
4106 stream->buffer = (struct wined3d_buffer *)stream_data;
4108 wined3d_buffer_decref(vb);
4110 stream->stride = stream_stride;
4111 device->stateBlock->state.user_stream = TRUE;
4112 device->stateBlock->state.index_format = index_data_format_id;
4114 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4115 device->stateBlock->state.base_vertex_index = 0;
4116 if (device->stateBlock->state.load_base_vertex_index)
4118 device->stateBlock->state.load_base_vertex_index = 0;
4119 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4121 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4122 device_invalidate_state(device, STATE_STREAMSRC);
4123 device_invalidate_state(device, STATE_INDEXBUFFER);
4125 drawPrimitive(device, index_count, 0, TRUE, index_data);
4127 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4128 stream->buffer = NULL;
4130 ib = device->stateBlock->state.index_buffer;
4133 wined3d_buffer_decref(ib);
4134 device->stateBlock->state.index_buffer = NULL;
4136 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4137 * SetStreamSource to specify a vertex buffer
4143 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4144 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4146 /* Mark the state dirty until we have nicer tracking. It's fine to change
4147 * baseVertexIndex because that call is only called by ddraw which does
4148 * not need that value. */
4149 device_invalidate_state(device, STATE_VDECL);
4150 device_invalidate_state(device, STATE_STREAMSRC);
4151 device_invalidate_state(device, STATE_INDEXBUFFER);
4153 device->stateBlock->state.base_vertex_index = 0;
4154 device->up_strided = strided_data;
4155 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4156 device->up_strided = NULL;
4158 /* Invalidate the states again to make sure the values from the stateblock
4159 * are properly applied in the next regular draw. Note that the application-
4160 * provided strided data has ovwritten pretty much the entire vertex and
4161 * and index stream related states */
4162 device_invalidate_state(device, STATE_VDECL);
4163 device_invalidate_state(device, STATE_STREAMSRC);
4164 device_invalidate_state(device, STATE_INDEXBUFFER);
4168 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4169 UINT index_count, const struct wined3d_strided_data *strided_data,
4170 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4172 enum wined3d_format_id prev_idx_format;
4174 /* Mark the state dirty until we have nicer tracking
4175 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4178 device_invalidate_state(device, STATE_VDECL);
4179 device_invalidate_state(device, STATE_STREAMSRC);
4180 device_invalidate_state(device, STATE_INDEXBUFFER);
4182 prev_idx_format = device->stateBlock->state.index_format;
4183 device->stateBlock->state.index_format = index_data_format_id;
4184 device->stateBlock->state.user_stream = TRUE;
4185 device->stateBlock->state.base_vertex_index = 0;
4186 device->up_strided = strided_data;
4187 drawPrimitive(device, index_count, 0, TRUE, index_data);
4188 device->up_strided = NULL;
4189 device->stateBlock->state.index_format = prev_idx_format;
4191 device_invalidate_state(device, STATE_VDECL);
4192 device_invalidate_state(device, STATE_STREAMSRC);
4193 device_invalidate_state(device, STATE_INDEXBUFFER);
4197 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4198 static HRESULT device_update_volume(struct wined3d_device *device,
4199 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4201 struct wined3d_map_desc src;
4202 struct wined3d_map_desc dst;
4205 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4206 device, src_volume, dst_volume);
4208 /* TODO: Implement direct loading into the gl volume instead of using
4209 * memcpy and dirtification to improve loading performance. */
4210 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4211 if (FAILED(hr)) return hr;
4212 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4215 wined3d_volume_unmap(src_volume);
4219 memcpy(dst.data, src.data, dst_volume->resource.size);
4221 hr = wined3d_volume_unmap(dst_volume);
4223 wined3d_volume_unmap(src_volume);
4225 hr = wined3d_volume_unmap(src_volume);
4230 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4231 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4233 enum wined3d_resource_type type;
4234 unsigned int level_count, i;
4237 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4239 /* Verify that the source and destination textures are non-NULL. */
4240 if (!src_texture || !dst_texture)
4242 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4243 return WINED3DERR_INVALIDCALL;
4246 if (src_texture == dst_texture)
4248 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4249 return WINED3DERR_INVALIDCALL;
4252 /* Verify that the source and destination textures are the same type. */
4253 type = src_texture->resource.type;
4254 if (dst_texture->resource.type != type)
4256 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4257 return WINED3DERR_INVALIDCALL;
4260 /* Check that both textures have the identical numbers of levels. */
4261 level_count = wined3d_texture_get_level_count(src_texture);
4262 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4264 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4265 return WINED3DERR_INVALIDCALL;
4268 /* Make sure that the destination texture is loaded. */
4269 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4271 /* Update every surface level of the texture. */
4274 case WINED3D_RTYPE_TEXTURE:
4276 struct wined3d_surface *src_surface;
4277 struct wined3d_surface *dst_surface;
4279 for (i = 0; i < level_count; ++i)
4281 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4282 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4283 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4286 WARN("Failed to update surface, hr %#x.\n", hr);
4293 case WINED3D_RTYPE_CUBE_TEXTURE:
4295 struct wined3d_surface *src_surface;
4296 struct wined3d_surface *dst_surface;
4298 for (i = 0; i < level_count * 6; ++i)
4300 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4301 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4302 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4305 WARN("Failed to update surface, hr %#x.\n", hr);
4312 case WINED3D_RTYPE_VOLUME_TEXTURE:
4314 for (i = 0; i < level_count; ++i)
4316 hr = device_update_volume(device,
4317 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4318 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4321 WARN("Failed to update volume, hr %#x.\n", hr);
4329 FIXME("Unsupported texture type %#x.\n", type);
4330 return WINED3DERR_INVALIDCALL;
4336 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4337 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4339 struct wined3d_swapchain *swapchain;
4342 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4344 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4345 if (FAILED(hr)) return hr;
4347 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4348 wined3d_swapchain_decref(swapchain);
4353 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4355 const struct wined3d_state *state = &device->stateBlock->state;
4356 struct wined3d_texture *texture;
4359 TRACE("device %p, num_passes %p.\n", device, num_passes);
4361 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4363 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4365 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4366 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4368 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4370 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4371 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4374 texture = state->textures[i];
4375 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4377 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4379 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4382 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4384 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4387 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4388 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4390 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4395 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4396 || state->render_states[WINED3D_RS_STENCILENABLE])
4398 struct wined3d_surface *ds = device->fb.depth_stencil;
4399 struct wined3d_surface *target = device->fb.render_targets[0];
4402 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4404 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4405 return WINED3DERR_CONFLICTINGRENDERSTATE;
4409 /* return a sensible default */
4412 TRACE("returning D3D_OK\n");
4416 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4420 TRACE("device %p, software %#x.\n", device, software);
4424 FIXME("device %p, software %#x stub!\n", device, software);
4428 device->softwareVertexProcessing = software;
4433 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4437 TRACE("device %p.\n", device);
4441 TRACE("device %p stub!\n", device);
4445 return device->softwareVertexProcessing;
4448 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4449 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4451 struct wined3d_swapchain *swapchain;
4454 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4455 device, swapchain_idx, raster_status);
4457 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4460 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4464 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4465 wined3d_swapchain_decref(swapchain);
4468 WARN("Failed to get raster status, hr %#x.\n", hr);
4475 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4479 TRACE("device %p, segments %.8e.\n", device, segments);
4481 if (segments != 0.0f)
4485 FIXME("device %p, segments %.8e stub!\n", device, segments);
4493 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4497 TRACE("device %p.\n", device);
4501 FIXME("device %p stub!\n", device);
4508 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4509 struct wined3d_surface *src_surface, const RECT *src_rect,
4510 struct wined3d_surface *dst_surface, const POINT *dst_point)
4512 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4513 device, src_surface, wine_dbgstr_rect(src_rect),
4514 dst_surface, wine_dbgstr_point(dst_point));
4516 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4518 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4519 src_surface, dst_surface);
4520 return WINED3DERR_INVALIDCALL;
4523 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4526 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4527 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4529 struct wined3d_rect_patch *patch;
4530 GLenum old_primitive_type;
4535 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4536 device, handle, num_segs, rect_patch_info);
4538 if (!(handle || rect_patch_info))
4540 /* TODO: Write a test for the return value, thus the FIXME */
4541 FIXME("Both handle and rect_patch_info are NULL.\n");
4542 return WINED3DERR_INVALIDCALL;
4547 i = PATCHMAP_HASHFUNC(handle);
4549 LIST_FOR_EACH(e, &device->patches[i])
4551 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4552 if (patch->Handle == handle)
4561 TRACE("Patch does not exist. Creating a new one\n");
4562 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4563 patch->Handle = handle;
4564 list_add_head(&device->patches[i], &patch->entry);
4566 TRACE("Found existing patch %p\n", patch);
4571 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4572 * attributes we have to tesselate, read back, and draw. This needs a patch
4573 * management structure instance. Create one.
4575 * A possible improvement is to check if a vertex shader is used, and if not directly
4578 FIXME("Drawing an uncached patch. This is slow\n");
4579 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4582 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4583 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4584 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4587 TRACE("Tesselation density or patch info changed, retesselating\n");
4589 if (rect_patch_info)
4590 patch->rect_patch_info = *rect_patch_info;
4592 patch->numSegs[0] = num_segs[0];
4593 patch->numSegs[1] = num_segs[1];
4594 patch->numSegs[2] = num_segs[2];
4595 patch->numSegs[3] = num_segs[3];
4597 hr = tesselate_rectpatch(device, patch);
4600 WARN("Patch tesselation failed.\n");
4602 /* Do not release the handle to store the params of the patch */
4604 HeapFree(GetProcessHeap(), 0, patch);
4610 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4611 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4612 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4613 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4615 /* Destroy uncached patches */
4618 HeapFree(GetProcessHeap(), 0, patch->mem);
4619 HeapFree(GetProcessHeap(), 0, patch);
4624 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4625 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4627 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4628 device, handle, segment_count, patch_info);
4633 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4635 struct wined3d_rect_patch *patch;
4639 TRACE("device %p, handle %#x.\n", device, handle);
4641 i = PATCHMAP_HASHFUNC(handle);
4642 LIST_FOR_EACH(e, &device->patches[i])
4644 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4645 if (patch->Handle == handle)
4647 TRACE("Deleting patch %p\n", patch);
4648 list_remove(&patch->entry);
4649 HeapFree(GetProcessHeap(), 0, patch->mem);
4650 HeapFree(GetProcessHeap(), 0, patch);
4655 /* TODO: Write a test for the return value */
4656 FIXME("Attempt to destroy nonexistent patch\n");
4657 return WINED3DERR_INVALIDCALL;
4660 /* Do not call while under the GL lock. */
4661 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4662 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4666 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4667 device, surface, wine_dbgstr_rect(rect),
4668 color->r, color->g, color->b, color->a);
4670 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4672 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4673 return WINED3DERR_INVALIDCALL;
4678 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4682 return surface_color_fill(surface, rect, color);
4685 /* Do not call while under the GL lock. */
4686 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4687 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4689 struct wined3d_resource *resource;
4693 resource = rendertarget_view->resource;
4694 if (resource->type != WINED3D_RTYPE_SURFACE)
4696 FIXME("Only supported on surface resources\n");
4700 SetRect(&rect, 0, 0, resource->width, resource->height);
4701 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4702 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4705 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4706 UINT render_target_idx, struct wined3d_surface **render_target)
4708 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4709 device, render_target_idx, render_target);
4711 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4713 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4714 return WINED3DERR_INVALIDCALL;
4717 *render_target = device->fb.render_targets[render_target_idx];
4718 TRACE("Returning render target %p.\n", *render_target);
4720 if (!*render_target)
4721 return WINED3DERR_NOTFOUND;
4723 wined3d_surface_incref(*render_target);
4728 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4729 struct wined3d_surface **depth_stencil)
4731 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4733 *depth_stencil = device->fb.depth_stencil;
4734 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4736 if (!*depth_stencil)
4737 return WINED3DERR_NOTFOUND;
4739 wined3d_surface_incref(*depth_stencil);
4744 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4745 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4747 struct wined3d_surface *prev;
4749 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4750 device, render_target_idx, render_target, set_viewport);
4752 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4754 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4755 return WINED3DERR_INVALIDCALL;
4758 prev = device->fb.render_targets[render_target_idx];
4759 if (render_target == prev)
4761 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4765 /* Render target 0 can't be set to NULL. */
4766 if (!render_target && !render_target_idx)
4768 WARN("Trying to set render target 0 to NULL.\n");
4769 return WINED3DERR_INVALIDCALL;
4772 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4774 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4775 return WINED3DERR_INVALIDCALL;
4779 wined3d_surface_incref(render_target);
4780 device->fb.render_targets[render_target_idx] = render_target;
4781 /* Release after the assignment, to prevent device_resource_released()
4782 * from seeing the surface as still in use. */
4784 wined3d_surface_decref(prev);
4786 /* Render target 0 is special. */
4787 if (!render_target_idx && set_viewport)
4789 /* Set the viewport and scissor rectangles, if requested. Tests show
4790 * that stateblock recording is ignored, the change goes directly
4791 * into the primary stateblock. */
4792 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4793 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4794 device->stateBlock->state.viewport.x = 0;
4795 device->stateBlock->state.viewport.y = 0;
4796 device->stateBlock->state.viewport.max_z = 1.0f;
4797 device->stateBlock->state.viewport.min_z = 0.0f;
4798 device_invalidate_state(device, STATE_VIEWPORT);
4800 device->stateBlock->state.scissor_rect.top = 0;
4801 device->stateBlock->state.scissor_rect.left = 0;
4802 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4803 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4804 device_invalidate_state(device, STATE_SCISSORRECT);
4807 device_invalidate_state(device, STATE_FRAMEBUFFER);
4812 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4814 struct wined3d_surface *prev = device->fb.depth_stencil;
4816 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4817 device, depth_stencil, prev);
4819 if (prev == depth_stencil)
4821 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4827 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4828 || prev->flags & SFLAG_DISCARD)
4830 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4831 prev->resource.width, prev->resource.height);
4832 if (prev == device->onscreen_depth_stencil)
4834 wined3d_surface_decref(device->onscreen_depth_stencil);
4835 device->onscreen_depth_stencil = NULL;
4840 device->fb.depth_stencil = depth_stencil;
4842 wined3d_surface_incref(depth_stencil);
4844 if (!prev != !depth_stencil)
4846 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4847 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4848 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4849 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4850 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4852 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4854 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4857 wined3d_surface_decref(prev);
4859 device_invalidate_state(device, STATE_FRAMEBUFFER);
4864 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4865 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4867 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4868 device, x_hotspot, y_hotspot, cursor_image);
4870 /* some basic validation checks */
4871 if (device->cursorTexture)
4873 struct wined3d_context *context = context_acquire(device, NULL);
4875 glDeleteTextures(1, &device->cursorTexture);
4877 context_release(context);
4878 device->cursorTexture = 0;
4883 struct wined3d_map_desc map_desc;
4885 /* MSDN: Cursor must be A8R8G8B8 */
4886 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4888 WARN("surface %p has an invalid format.\n", cursor_image);
4889 return WINED3DERR_INVALIDCALL;
4892 /* MSDN: Cursor must be smaller than the display mode */
4893 if (cursor_image->resource.width > device->adapter->screen_size.cx
4894 || cursor_image->resource.height > device->adapter->screen_size.cy)
4896 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4897 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4898 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4899 return WINED3DERR_INVALIDCALL;
4902 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4904 /* Do not store the surface's pointer because the application may
4905 * release it after setting the cursor image. Windows doesn't
4906 * addref the set surface, so we can't do this either without
4907 * creating circular refcount dependencies. Copy out the gl texture
4909 device->cursorWidth = cursor_image->resource.width;
4910 device->cursorHeight = cursor_image->resource.height;
4911 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY)))
4913 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4914 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4915 struct wined3d_context *context;
4916 char *mem, *bits = map_desc.data;
4917 GLint intfmt = format->glInternal;
4918 GLint gl_format = format->glFormat;
4919 GLint type = format->glType;
4920 INT height = device->cursorHeight;
4921 INT width = device->cursorWidth;
4922 INT bpp = format->byte_count;
4925 /* Reformat the texture memory (pitch and width can be
4927 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4928 for (i = 0; i < height; ++i)
4929 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4930 wined3d_surface_unmap(cursor_image);
4932 context = context_acquire(device, NULL);
4936 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4938 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4939 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4942 invalidate_active_texture(device, context);
4943 /* Create a new cursor texture */
4944 glGenTextures(1, &device->cursorTexture);
4945 checkGLcall("glGenTextures");
4946 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4947 /* Copy the bitmap memory into the cursor texture */
4948 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4949 checkGLcall("glTexImage2D");
4950 HeapFree(GetProcessHeap(), 0, mem);
4952 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4954 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4955 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4960 context_release(context);
4964 FIXME("A cursor texture was not returned.\n");
4965 device->cursorTexture = 0;
4968 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4970 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4971 ICONINFO cursorInfo;
4975 /* 32-bit user32 cursors ignore the alpha channel if it's all
4976 * zeroes, and use the mask instead. Fill the mask with all ones
4977 * to ensure we still get a fully transparent cursor. */
4978 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4979 memset(maskBits, 0xff, mask_size);
4980 wined3d_surface_map(cursor_image, &map_desc, NULL,
4981 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
4982 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4984 cursorInfo.fIcon = FALSE;
4985 cursorInfo.xHotspot = x_hotspot;
4986 cursorInfo.yHotspot = y_hotspot;
4987 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4989 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4990 1, 32, map_desc.data);
4991 wined3d_surface_unmap(cursor_image);
4992 /* Create our cursor and clean up. */
4993 cursor = CreateIconIndirect(&cursorInfo);
4994 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4995 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4996 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4997 device->hardwareCursor = cursor;
4998 if (device->bCursorVisible) SetCursor( cursor );
4999 HeapFree(GetProcessHeap(), 0, maskBits);
5003 device->xHotSpot = x_hotspot;
5004 device->yHotSpot = y_hotspot;
5008 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5009 int x_screen_space, int y_screen_space, DWORD flags)
5011 TRACE("device %p, x %d, y %d, flags %#x.\n",
5012 device, x_screen_space, y_screen_space, flags);
5014 device->xScreenSpace = x_screen_space;
5015 device->yScreenSpace = y_screen_space;
5017 if (device->hardwareCursor)
5021 GetCursorPos( &pt );
5022 if (x_screen_space == pt.x && y_screen_space == pt.y)
5024 SetCursorPos( x_screen_space, y_screen_space );
5026 /* Switch to the software cursor if position diverges from the hardware one. */
5027 GetCursorPos( &pt );
5028 if (x_screen_space != pt.x || y_screen_space != pt.y)
5030 if (device->bCursorVisible) SetCursor( NULL );
5031 DestroyCursor( device->hardwareCursor );
5032 device->hardwareCursor = 0;
5037 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5039 BOOL oldVisible = device->bCursorVisible;
5041 TRACE("device %p, show %#x.\n", device, show);
5044 * When ShowCursor is first called it should make the cursor appear at the OS's last
5045 * known cursor position.
5047 if (show && !oldVisible)
5051 device->xScreenSpace = pt.x;
5052 device->yScreenSpace = pt.y;
5055 if (device->hardwareCursor)
5057 device->bCursorVisible = show;
5059 SetCursor(device->hardwareCursor);
5065 if (device->cursorTexture)
5066 device->bCursorVisible = show;
5072 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5074 struct wined3d_resource *resource, *cursor;
5076 TRACE("device %p.\n", device);
5078 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5080 TRACE("Checking resource %p for eviction.\n", resource);
5082 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5084 TRACE("Evicting %p.\n", resource);
5085 resource->resource_ops->resource_unload(resource);
5089 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5090 device_invalidate_state(device, STATE_STREAMSRC);
5093 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5094 const struct wined3d_swapchain_desc *swapchain_desc)
5096 struct wined3d_display_mode m;
5100 /* All Windowed modes are supported, as is leaving the current mode */
5101 if (swapchain_desc->windowed)
5103 if (!swapchain_desc->backbuffer_width)
5105 if (!swapchain_desc->backbuffer_height)
5108 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5109 for (i = 0; i < count; ++i)
5111 memset(&m, 0, sizeof(m));
5112 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5114 ERR("Failed to enumerate adapter mode.\n");
5115 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5116 /* Mode found, it is supported. */
5119 /* Mode not found -> not supported */
5123 /* Do not call while under the GL lock. */
5124 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5126 struct wined3d_resource *resource, *cursor;
5127 const struct wined3d_gl_info *gl_info;
5128 struct wined3d_context *context;
5129 struct wined3d_shader *shader;
5131 context = context_acquire(device, NULL);
5132 gl_info = context->gl_info;
5134 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5136 TRACE("Unloading resource %p.\n", resource);
5138 resource->resource_ops->resource_unload(resource);
5141 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5143 device->shader_backend->shader_destroy(shader);
5147 if (device->depth_blt_texture)
5149 glDeleteTextures(1, &device->depth_blt_texture);
5150 device->depth_blt_texture = 0;
5152 if (device->cursorTexture)
5154 glDeleteTextures(1, &device->cursorTexture);
5155 device->cursorTexture = 0;
5159 device->blitter->free_private(device);
5160 device->frag_pipe->free_private(device);
5161 device->shader_backend->shader_free_private(device);
5162 destroy_dummy_textures(device, gl_info);
5164 context_release(context);
5166 while (device->context_count)
5168 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5171 HeapFree(GetProcessHeap(), 0, swapchain->context);
5172 swapchain->context = NULL;
5175 /* Do not call while under the GL lock. */
5176 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5178 struct wined3d_context *context;
5179 struct wined3d_surface *target;
5182 /* Recreate the primary swapchain's context */
5183 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5184 if (!swapchain->context)
5186 ERR("Failed to allocate memory for swapchain context array.\n");
5187 return E_OUTOFMEMORY;
5190 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5191 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5193 WARN("Failed to create context.\n");
5194 HeapFree(GetProcessHeap(), 0, swapchain->context);
5198 swapchain->context[0] = context;
5199 swapchain->num_contexts = 1;
5200 create_dummy_textures(device, context);
5201 context_release(context);
5203 hr = device->shader_backend->shader_alloc_private(device);
5206 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5210 hr = device->frag_pipe->alloc_private(device);
5213 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5214 device->shader_backend->shader_free_private(device);
5218 hr = device->blitter->alloc_private(device);
5221 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5222 device->frag_pipe->free_private(device);
5223 device->shader_backend->shader_free_private(device);
5230 context_acquire(device, NULL);
5231 destroy_dummy_textures(device, context->gl_info);
5232 context_release(context);
5233 context_destroy(device, context);
5234 HeapFree(GetProcessHeap(), 0, swapchain->context);
5235 swapchain->num_contexts = 0;
5239 /* Do not call while under the GL lock. */
5240 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5241 const struct wined3d_swapchain_desc *swapchain_desc,
5242 wined3d_device_reset_cb callback)
5244 struct wined3d_resource *resource, *cursor;
5245 struct wined3d_swapchain *swapchain;
5246 struct wined3d_display_mode mode;
5247 BOOL DisplayModeChanged = FALSE;
5248 BOOL update_desc = FALSE;
5251 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5253 stateblock_unbind_resources(device->stateBlock);
5255 if (device->onscreen_depth_stencil)
5257 wined3d_surface_decref(device->onscreen_depth_stencil);
5258 device->onscreen_depth_stencil = NULL;
5261 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5263 TRACE("Enumerating resource %p.\n", resource);
5264 if (FAILED(hr = callback(resource)))
5268 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5271 ERR("Failed to get the first implicit swapchain\n");
5275 if (!is_display_mode_supported(device, swapchain_desc))
5277 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5278 WARN("Requested mode: %ux%u.\n",
5279 swapchain_desc->backbuffer_width,
5280 swapchain_desc->backbuffer_height);
5281 wined3d_swapchain_decref(swapchain);
5282 return WINED3DERR_INVALIDCALL;
5285 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5286 * on an existing gl context, so there's no real need for recreation.
5288 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5290 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5292 TRACE("New params:\n");
5293 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5294 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5295 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5296 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5297 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5298 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5299 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5300 TRACE("device_window %p\n", swapchain_desc->device_window);
5301 TRACE("windowed %#x\n", swapchain_desc->windowed);
5302 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5303 if (swapchain_desc->enable_auto_depth_stencil)
5304 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5305 TRACE("flags %#x\n", swapchain_desc->flags);
5306 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5307 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5308 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5310 /* No special treatment of these parameters. Just store them */
5311 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5312 swapchain->desc.flags = swapchain_desc->flags;
5313 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5314 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5316 /* What to do about these? */
5317 if (swapchain_desc->backbuffer_count
5318 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5319 FIXME("Cannot change the back buffer count yet.\n");
5321 if (swapchain_desc->device_window
5322 && swapchain_desc->device_window != swapchain->desc.device_window)
5324 TRACE("Changing the device window from %p to %p.\n",
5325 swapchain->desc.device_window, swapchain_desc->device_window);
5326 swapchain->desc.device_window = swapchain_desc->device_window;
5327 swapchain->device_window = swapchain_desc->device_window;
5328 wined3d_swapchain_set_window(swapchain, NULL);
5331 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5335 TRACE("Creating the depth stencil buffer\n");
5337 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5338 swapchain_desc->backbuffer_width,
5339 swapchain_desc->backbuffer_height,
5340 swapchain_desc->auto_depth_stencil_format,
5341 swapchain_desc->multisample_type,
5342 swapchain_desc->multisample_quality,
5344 &device->auto_depth_stencil);
5347 ERR("Failed to create the depth stencil buffer.\n");
5348 wined3d_swapchain_decref(swapchain);
5349 return WINED3DERR_INVALIDCALL;
5353 if (device->onscreen_depth_stencil)
5355 wined3d_surface_decref(device->onscreen_depth_stencil);
5356 device->onscreen_depth_stencil = NULL;
5359 /* Reset the depth stencil */
5360 if (swapchain_desc->enable_auto_depth_stencil)
5361 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5363 wined3d_device_set_depth_stencil(device, NULL);
5365 TRACE("Resetting stateblock\n");
5366 wined3d_stateblock_decref(device->updateStateBlock);
5367 wined3d_stateblock_decref(device->stateBlock);
5369 if (swapchain_desc->windowed)
5371 mode.width = swapchain->orig_width;
5372 mode.height = swapchain->orig_height;
5373 mode.refresh_rate = 0;
5374 mode.format_id = swapchain->desc.backbuffer_format;
5378 mode.width = swapchain_desc->backbuffer_width;
5379 mode.height = swapchain_desc->backbuffer_height;
5380 mode.refresh_rate = swapchain_desc->refresh_rate;
5381 mode.format_id = swapchain_desc->backbuffer_format;
5384 /* Should Width == 800 && Height == 0 set 800x600? */
5385 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5386 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5387 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5389 if (!swapchain_desc->windowed)
5390 DisplayModeChanged = TRUE;
5392 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5393 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5397 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5398 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5400 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5404 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5405 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5407 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5408 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5416 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5417 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5418 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5421 wined3d_swapchain_decref(swapchain);
5425 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5427 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5428 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5429 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5432 wined3d_swapchain_decref(swapchain);
5436 if (device->auto_depth_stencil)
5438 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5439 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5440 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5443 wined3d_swapchain_decref(swapchain);
5449 if (device->d3d_initialized)
5450 delete_opengl_contexts(device, swapchain);
5452 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5453 || DisplayModeChanged)
5455 wined3d_device_set_display_mode(device, 0, &mode);
5457 if (!swapchain_desc->windowed)
5459 if (swapchain->desc.windowed)
5461 HWND focus_window = device->create_parms.focus_window;
5463 focus_window = swapchain_desc->device_window;
5464 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5466 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5467 wined3d_swapchain_decref(swapchain);
5471 /* switch from windowed to fs */
5472 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5473 swapchain_desc->backbuffer_width,
5474 swapchain_desc->backbuffer_height);
5478 /* Fullscreen -> fullscreen mode change */
5479 MoveWindow(swapchain->device_window, 0, 0,
5480 swapchain_desc->backbuffer_width,
5481 swapchain_desc->backbuffer_height,
5485 else if (!swapchain->desc.windowed)
5487 /* Fullscreen -> windowed switch */
5488 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5489 wined3d_device_release_focus_window(device);
5491 swapchain->desc.windowed = swapchain_desc->windowed;
5493 else if (!swapchain_desc->windowed)
5495 DWORD style = device->style;
5496 DWORD exStyle = device->exStyle;
5497 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5498 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5499 * Reset to clear up their mess. Guild Wars also loses the device during that.
5502 device->exStyle = 0;
5503 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5504 swapchain_desc->backbuffer_width,
5505 swapchain_desc->backbuffer_height);
5506 device->style = style;
5507 device->exStyle = exStyle;
5510 /* Note: No parent needed for initial internal stateblock */
5511 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5513 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5515 TRACE("Created stateblock %p.\n", device->stateBlock);
5516 device->updateStateBlock = device->stateBlock;
5517 wined3d_stateblock_incref(device->updateStateBlock);
5519 stateblock_init_default_state(device->stateBlock);
5521 swapchain_update_render_to_fbo(swapchain);
5522 swapchain_update_draw_bindings(swapchain);
5524 if (device->d3d_initialized)
5525 hr = create_primary_opengl_context(device, swapchain);
5526 wined3d_swapchain_decref(swapchain);
5528 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5534 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5536 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5538 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5544 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5545 struct wined3d_device_creation_parameters *parameters)
5547 TRACE("device %p, parameters %p.\n", device, parameters);
5549 *parameters = device->create_parms;
5553 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5554 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5556 struct wined3d_swapchain *swapchain;
5558 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5559 device, swapchain_idx, flags, ramp);
5561 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5563 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5564 wined3d_swapchain_decref(swapchain);
5568 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5569 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5571 struct wined3d_swapchain *swapchain;
5573 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5574 device, swapchain_idx, ramp);
5576 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5578 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5579 wined3d_swapchain_decref(swapchain);
5583 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5585 TRACE("device %p, resource %p.\n", device, resource);
5587 list_add_head(&device->resources, &resource->resource_list_entry);
5590 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5592 TRACE("device %p, resource %p.\n", device, resource);
5594 list_remove(&resource->resource_list_entry);
5597 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5599 enum wined3d_resource_type type = resource->type;
5602 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5604 context_resource_released(device, resource, type);
5608 case WINED3D_RTYPE_SURFACE:
5610 struct wined3d_surface *surface = surface_from_resource(resource);
5612 if (!device->d3d_initialized) break;
5614 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5616 if (device->fb.render_targets[i] == surface)
5618 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5619 device->fb.render_targets[i] = NULL;
5623 if (device->fb.depth_stencil == surface)
5625 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5626 device->fb.depth_stencil = NULL;
5631 case WINED3D_RTYPE_TEXTURE:
5632 case WINED3D_RTYPE_CUBE_TEXTURE:
5633 case WINED3D_RTYPE_VOLUME_TEXTURE:
5634 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5636 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5638 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5640 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5641 texture, device->stateBlock, i);
5642 device->stateBlock->state.textures[i] = NULL;
5645 if (device->updateStateBlock != device->stateBlock
5646 && device->updateStateBlock->state.textures[i] == texture)
5648 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5649 texture, device->updateStateBlock, i);
5650 device->updateStateBlock->state.textures[i] = NULL;
5655 case WINED3D_RTYPE_BUFFER:
5657 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5659 for (i = 0; i < MAX_STREAMS; ++i)
5661 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5663 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5664 buffer, device->stateBlock, i);
5665 device->stateBlock->state.streams[i].buffer = NULL;
5668 if (device->updateStateBlock != device->stateBlock
5669 && device->updateStateBlock->state.streams[i].buffer == buffer)
5671 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5672 buffer, device->updateStateBlock, i);
5673 device->updateStateBlock->state.streams[i].buffer = NULL;
5678 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5680 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5681 buffer, device->stateBlock);
5682 device->stateBlock->state.index_buffer = NULL;
5685 if (device->updateStateBlock != device->stateBlock
5686 && device->updateStateBlock->state.index_buffer == buffer)
5688 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5689 buffer, device->updateStateBlock);
5690 device->updateStateBlock->state.index_buffer = NULL;
5699 /* Remove the resource from the resourceStore */
5700 device_resource_remove(device, resource);
5702 TRACE("Resource released.\n");
5705 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5706 HDC dc, struct wined3d_surface **surface)
5708 struct wined3d_resource *resource;
5710 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5713 return WINED3DERR_INVALIDCALL;
5715 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5717 if (resource->type == WINED3D_RTYPE_SURFACE)
5719 struct wined3d_surface *s = surface_from_resource(resource);
5723 TRACE("Found surface %p for dc %p.\n", s, dc);
5730 return WINED3DERR_INVALIDCALL;
5733 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5734 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5735 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5737 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5738 const struct fragment_pipeline *fragment_pipeline;
5739 struct wined3d_display_mode mode;
5740 struct shader_caps shader_caps;
5741 struct fragment_caps ffp_caps;
5746 device->wined3d = wined3d;
5747 wined3d_incref(device->wined3d);
5748 device->adapter = wined3d->adapter_count ? adapter : NULL;
5749 device->device_parent = device_parent;
5750 list_init(&device->resources);
5751 list_init(&device->shaders);
5752 device->surface_alignment = surface_alignment;
5754 /* Get the initial screen setup for ddraw. */
5755 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5758 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5759 wined3d_decref(device->wined3d);
5762 adapter->screen_size.cx = mode.width;
5763 adapter->screen_size.cy = mode.height;
5764 adapter->screen_format = mode.format_id;
5766 /* Save the creation parameters. */
5767 device->create_parms.adapter_idx = adapter_idx;
5768 device->create_parms.device_type = device_type;
5769 device->create_parms.focus_window = focus_window;
5770 device->create_parms.flags = flags;
5772 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5774 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5775 device->shader_backend = adapter->shader_backend;
5777 if (device->shader_backend)
5779 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5780 device->vshader_version = shader_caps.VertexShaderVersion;
5781 device->pshader_version = shader_caps.PixelShaderVersion;
5782 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5783 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5784 device->vs_clipping = shader_caps.VSClipping;
5786 fragment_pipeline = adapter->fragment_pipe;
5787 device->frag_pipe = fragment_pipeline;
5788 if (fragment_pipeline)
5790 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5791 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5793 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5794 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5797 ERR("Failed to compile state table, hr %#x.\n", hr);
5798 wined3d_decref(device->wined3d);
5802 device->blitter = adapter->blitter;
5804 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5807 WARN("Failed to create stateblock.\n");
5808 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5810 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5812 wined3d_decref(device->wined3d);
5816 TRACE("Created stateblock %p.\n", device->stateBlock);
5817 device->updateStateBlock = device->stateBlock;
5818 wined3d_stateblock_incref(device->updateStateBlock);
5824 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5826 DWORD rep = device->StateTable[state].representative;
5827 struct wined3d_context *context;
5832 for (i = 0; i < device->context_count; ++i)
5834 context = device->contexts[i];
5835 if(isStateDirty(context, rep)) continue;
5837 context->dirtyArray[context->numDirtyEntries++] = rep;
5838 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5839 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5840 context->isStateDirty[idx] |= (1 << shift);
5844 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5846 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5847 *width = context->current_rt->pow2Width;
5848 *height = context->current_rt->pow2Height;
5851 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5853 const struct wined3d_swapchain *swapchain = context->swapchain;
5854 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5855 * current context's drawable, which is the size of the back buffer of the swapchain
5856 * the active context belongs to. */
5857 *width = swapchain->desc.backbuffer_width;
5858 *height = swapchain->desc.backbuffer_height;
5861 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5862 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5864 if (device->filter_messages)
5866 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5867 window, message, wparam, lparam);
5869 return DefWindowProcW(window, message, wparam, lparam);
5871 return DefWindowProcA(window, message, wparam, lparam);
5874 if (message == WM_DESTROY)
5876 TRACE("unregister window %p.\n", window);
5877 wined3d_unregister_window(window);
5879 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5880 ERR("Window %p is not the focus window for device %p.\n", window, device);
5882 else if (message == WM_DISPLAYCHANGE)
5884 device->device_parent->ops->mode_changed(device->device_parent);
5888 return CallWindowProcW(proc, window, message, wparam, lparam);
5890 return CallWindowProcA(proc, window, message, wparam, lparam);