2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
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);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
74 /* allocate one pbuffer per surface */
75 BOOL pbuffer_per_surface = FALSE;
77 /* static function declarations */
78 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
80 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
83 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
85 #define D3DCREATEOBJECTINSTANCE(object, type) { \
86 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
87 D3DMEMCHECK(object, pp##type); \
88 object->lpVtbl = &IWineD3D##type##_Vtbl; \
89 object->wineD3DDevice = This; \
90 object->parent = parent; \
92 *pp##type = (IWineD3D##type *) object; \
95 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
96 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
97 D3DMEMCHECK(object, pp##type); \
98 object->lpVtbl = &IWineD3D##type##_Vtbl; \
99 object->parent = parent; \
101 object->baseShader.device = (IWineD3DDevice*) This; \
102 *pp##type = (IWineD3D##type *) object; \
105 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
106 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
107 D3DMEMCHECK(object, pp##type); \
108 object->lpVtbl = &IWineD3D##type##_Vtbl; \
109 object->resource.wineD3DDevice = This; \
110 object->resource.parent = parent; \
111 object->resource.resourceType = d3dtype; \
112 object->resource.ref = 1; \
113 object->resource.pool = Pool; \
114 object->resource.format = Format; \
115 object->resource.usage = Usage; \
116 object->resource.size = _size; \
117 /* Check that we have enough video ram left */ \
118 if (Pool == WINED3DPOOL_DEFAULT) { \
119 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
120 WARN("Out of 'bogus' video memory\n"); \
121 HeapFree(GetProcessHeap(), 0, object); \
123 return WINED3DERR_OUTOFVIDEOMEMORY; \
125 globalChangeGlRam(_size); \
127 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
128 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
129 FIXME("Out of memory!\n"); \
130 HeapFree(GetProcessHeap(), 0, object); \
132 return WINED3DERR_OUTOFVIDEOMEMORY; \
134 *pp##type = (IWineD3D##type *) object; \
135 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
136 TRACE("(%p) : Created resource %p\n", This, object); \
139 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
140 _basetexture.levels = Levels; \
141 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
142 _basetexture.LOD = 0; \
143 _basetexture.dirty = TRUE; \
146 /**********************************************************
147 * Global variable / Constants follow
148 **********************************************************/
149 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
151 /**********************************************************
152 * Utility functions follow
153 **********************************************************/
154 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
155 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
158 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
162 glMatrixMode(GL_MODELVIEW);
164 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
167 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
168 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
169 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
170 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
171 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
172 checkGLcall("glLightfv");
175 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
176 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
177 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
178 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
179 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
180 checkGLcall("glLightfv");
183 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
184 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
185 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
186 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
187 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
188 checkGLcall("glLightfv");
190 /* Attenuation - Are these right? guessing... */
191 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
192 checkGLcall("glLightf");
193 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
194 checkGLcall("glLightf");
196 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
197 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
199 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
202 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
203 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
204 checkGLcall("glLightf");
206 switch (lightInfo->OriginalParms.Type) {
207 case WINED3DLIGHT_POINT:
209 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
210 checkGLcall("glLightfv");
211 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
212 checkGLcall("glLightf");
216 case WINED3DLIGHT_SPOT:
218 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
219 checkGLcall("glLightfv");
221 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
222 checkGLcall("glLightfv");
223 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
224 checkGLcall("glLightf");
225 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
226 checkGLcall("glLightf");
230 case WINED3DLIGHT_DIRECTIONAL:
232 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
233 checkGLcall("glLightfv");
234 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
235 checkGLcall("glLightf");
236 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
237 checkGLcall("glLightf");
241 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
244 /* Restore the modelview matrix */
248 /**********************************************************
249 * GLSL helper functions follow
250 **********************************************************/
252 /** Detach the GLSL pixel or vertex shader object from the shader program */
253 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
257 if (shaderObj != 0 && programId != 0) {
258 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
259 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
260 checkGLcall("glDetachObjectARB");
264 /** Delete a GLSL shader program */
265 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
270 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
271 GL_EXTCALL(glDeleteObjectARB(obj));
272 checkGLcall("glDeleteObjectARB");
276 /** Delete the list of linked programs this shader is associated with.
277 * Also at this point, check to see if there are any objects left attached
278 * to each GLSL program. If not, delete the GLSL program object.
279 * This will be run when a device is released. */
280 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
282 struct list *ptr = NULL;
283 struct glsl_shader_prog_link *curLink = NULL;
284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
288 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
289 (one pixel shader and one vertex shader at most) */
291 ptr = list_head( &This->glsl_shader_progs );
293 /* First, get the current item,
294 * save the link to the next pointer,
295 * detach and delete shader objects,
296 * then de-allocate the list item's memory */
297 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
298 ptr = list_next( &This->glsl_shader_progs, ptr );
300 /* See if this object is still attached to the program - it may have been detached already */
301 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
302 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
303 for (i = 0; i < numAttached; i++) {
304 detach_glsl_shader(iface, objList[i], curLink->programId);
307 delete_glsl_shader_program(iface, curLink->programId);
309 /* Free the uniform locations */
310 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
311 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
313 /* Free the memory for this list item */
314 HeapFree(GetProcessHeap(), 0, curLink);
318 /**********************************************************
319 * IUnknown parts follows
320 **********************************************************/
322 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
326 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
327 if (IsEqualGUID(riid, &IID_IUnknown)
328 || IsEqualGUID(riid, &IID_IWineD3DBase)
329 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
330 IUnknown_AddRef(iface);
335 return E_NOINTERFACE;
338 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
339 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
340 ULONG refCount = InterlockedIncrement(&This->ref);
342 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
348 ULONG refCount = InterlockedDecrement(&This->ref);
350 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
354 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
357 HeapFree(GetProcessHeap(), 0, This->render_targets);
359 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
361 /* TODO: Clean up all the surfaces and textures! */
362 /* NOTE: You must release the parent if the object was created via a callback
363 ** ***************************/
365 /* Delete any GLSL shader programs that may exist */
366 if (This->vs_selected_mode == SHADER_GLSL ||
367 This->ps_selected_mode == SHADER_GLSL)
368 delete_glsl_shader_list(iface);
370 /* Release the update stateblock */
371 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
372 if(This->updateStateBlock != This->stateBlock)
373 FIXME("(%p) Something's still holding the Update stateblock\n",This);
375 This->updateStateBlock = NULL;
376 { /* because were not doing proper internal refcounts releasing the primary state block
377 causes recursion with the extra checks in ResourceReleased, to avoid this we have
378 to set this->stateBlock = NULL; first */
379 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
380 This->stateBlock = NULL;
382 /* Release the stateblock */
383 if(IWineD3DStateBlock_Release(stateBlock) > 0){
384 FIXME("(%p) Something's still holding the Update stateblock\n",This);
388 if (This->resources != NULL ) {
389 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
390 dumpResources(This->resources);
394 IWineD3D_Release(This->wineD3D);
395 This->wineD3D = NULL;
396 HeapFree(GetProcessHeap(), 0, This);
397 TRACE("Freed device %p\n", This);
403 /**********************************************************
404 * IWineD3DDevice implementation follows
405 **********************************************************/
406 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
408 *pParent = This->parent;
409 IUnknown_AddRef(This->parent);
413 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
414 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
415 GLenum error, glUsage;
416 DWORD vboUsage = object->resource.usage;
417 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
418 WARN("Creating a vbo failed once, not trying again\n");
422 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
425 /* Make sure that the gl error is cleared. Do not use checkGLcall
426 * here because checkGLcall just prints a fixme and continues. However,
427 * if an error during VBO creation occurs we can fall back to non-vbo operation
428 * with full functionality(but performance loss)
430 while(glGetError() != GL_NO_ERROR);
432 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
433 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
434 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
435 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
436 * to check if the rhw and color values are in the correct format.
439 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
440 error = glGetError();
441 if(object->vbo == 0 || error != GL_NO_ERROR) {
442 WARN("Failed to create a VBO with error %d\n", error);
446 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
447 error = glGetError();
448 if(error != GL_NO_ERROR) {
449 WARN("Failed to bind the VBO, error %d\n", error);
453 /* Transformed vertices are horribly inflexible. If the app specifies an
454 * vertex buffer with transformed vertices in default pool without DYNAMIC
455 * usage assume DYNAMIC usage and print a warning. The app will have to update
456 * the vertices regularily for them to be useful
458 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
459 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
460 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
461 vboUsage |= WINED3DUSAGE_DYNAMIC;
464 /* Don't use static, because dx apps tend to update the buffer
465 * quite often even if they specify 0 usage
467 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
468 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
469 TRACE("Gl usage = GL_STREAM_DRAW\n");
470 glUsage = GL_STREAM_DRAW_ARB;
472 case D3DUSAGE_WRITEONLY:
473 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
474 glUsage = GL_DYNAMIC_DRAW_ARB;
476 case D3DUSAGE_DYNAMIC:
477 TRACE("Gl usage = GL_STREAM_COPY\n");
478 glUsage = GL_STREAM_COPY_ARB;
481 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
482 glUsage = GL_DYNAMIC_COPY_ARB;
486 /* Reserve memory for the buffer. The amount of data won't change
487 * so we are safe with calling glBufferData once with a NULL ptr and
488 * calling glBufferSubData on updates
490 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
491 error = glGetError();
492 if(error != GL_NO_ERROR) {
493 WARN("glBufferDataARB failed with error %d\n", error);
501 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
502 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
503 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
505 object->Flags |= VBFLAG_VBOCREATEFAIL;
510 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
511 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
513 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
514 IWineD3DVertexBufferImpl *object;
515 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
516 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
518 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
520 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
521 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
523 if(Size == 0) return WINED3DERR_INVALIDCALL;
525 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
526 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
530 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
531 * drawStridedFast (half-life 2).
533 * Basically converting the vertices in the buffer is quite expensive, and observations
534 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
535 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
537 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
538 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
539 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
540 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
542 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
543 * more. In this call we can convert dx7 buffers too.
545 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
546 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
547 (dxVersion > 7 || !conv) ) {
550 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
551 if(dxVersion == 7 && object->vbo) {
552 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
553 object->resource.allocatedMemory = NULL;
560 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
561 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
562 HANDLE *sharedHandle, IUnknown *parent) {
563 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
564 IWineD3DIndexBufferImpl *object;
565 TRACE("(%p) Creating index buffer\n", This);
567 /* Allocate the storage for the device */
568 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
571 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
572 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
575 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
576 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
577 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
582 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
585 IWineD3DStateBlockImpl *object;
589 D3DCREATEOBJECTINSTANCE(object, StateBlock)
590 object->blockType = Type;
592 /* Special case - Used during initialization to produce a placeholder stateblock
593 so other functions called can update a state block */
594 if (Type == WINED3DSBT_INIT) {
595 /* Don't bother increasing the reference count otherwise a device will never
596 be freed due to circular dependencies */
600 temp_result = allocate_shader_constants(object);
601 if (WINED3D_OK != temp_result)
604 /* Otherwise, might as well set the whole state block to the appropriate values */
605 if (This->stateBlock != NULL)
606 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
608 memset(object->streamFreq, 1, sizeof(object->streamFreq));
610 /* Reset the ref and type after kludging it */
611 object->wineD3DDevice = This;
613 object->blockType = Type;
615 TRACE("Updating changed flags appropriate for type %d\n", Type);
617 if (Type == WINED3DSBT_ALL) {
619 TRACE("ALL => Pretend everything has changed\n");
620 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
622 } else if (Type == WINED3DSBT_PIXELSTATE) {
624 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
625 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
627 object->changed.pixelShader = TRUE;
629 /* Pixel Shader Constants */
630 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
631 object->changed.pixelShaderConstantsF[i] = TRUE;
632 for (i = 0; i < MAX_CONST_B; ++i)
633 object->changed.pixelShaderConstantsB[i] = TRUE;
634 for (i = 0; i < MAX_CONST_I; ++i)
635 object->changed.pixelShaderConstantsI[i] = TRUE;
637 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
638 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
640 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
641 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
642 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
645 for (j = 0 ; j < 16; j++) {
646 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
648 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
652 } else if (Type == WINED3DSBT_VERTEXSTATE) {
654 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
655 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
657 object->changed.vertexShader = TRUE;
659 /* Vertex Shader Constants */
660 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
661 object->changed.vertexShaderConstantsF[i] = TRUE;
662 for (i = 0; i < MAX_CONST_B; ++i)
663 object->changed.vertexShaderConstantsB[i] = TRUE;
664 for (i = 0; i < MAX_CONST_I; ++i)
665 object->changed.vertexShaderConstantsI[i] = TRUE;
667 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
668 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
670 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
671 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
672 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
675 for (j = 0 ; j < 16; j++){
676 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
677 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
681 /* Duplicate light chain */
683 PLIGHTINFOEL *src = NULL;
684 PLIGHTINFOEL *dst = NULL;
685 PLIGHTINFOEL *newEl = NULL;
686 src = This->stateBlock->lights;
687 object->lights = NULL;
691 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
692 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
693 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
695 newEl->changed = TRUE;
696 newEl->enabledChanged = TRUE;
698 object->lights = newEl;
709 FIXME("Unrecognized state block type %d\n", Type);
712 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
717 /* ************************************
719 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
722 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
724 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
726 ******************************** */
728 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
730 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
731 unsigned int pow2Width, pow2Height;
732 unsigned int Size = 1;
733 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
734 TRACE("(%p) Create surface\n",This);
736 /** FIXME: Check ranges on the inputs are valid
739 * [in] Quality level. The valid range is between zero and one less than the level
740 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
741 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
742 * values of paired render targets, depth stencil surfaces, and the MultiSample type
744 *******************************/
749 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
751 * If this flag is set, the contents of the depth stencil buffer will be
752 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
753 * with a different depth surface.
755 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
756 ***************************/
758 if(MultisampleQuality < 0) {
759 FIXME("Invalid multisample level %d\n", MultisampleQuality);
760 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
763 if(MultisampleQuality > 0) {
764 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
765 MultisampleQuality=0;
768 /** FIXME: Check that the format is supported
770 *******************************/
772 /* Non-power2 support */
773 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
777 /* Find the nearest pow2 match */
778 pow2Width = pow2Height = 1;
779 while (pow2Width < Width) pow2Width <<= 1;
780 while (pow2Height < Height) pow2Height <<= 1;
783 if (pow2Width > Width || pow2Height > Height) {
784 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
785 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
786 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
787 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
788 This, Width, Height);
789 return WINED3DERR_NOTAVAILABLE;
793 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
794 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
796 *********************************/
797 if (WINED3DFMT_UNKNOWN == Format) {
799 } else if (Format == WINED3DFMT_DXT1) {
800 /* DXT1 is half byte per pixel */
801 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
803 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
804 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
805 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
807 /* The pitch is a multiple of 4 bytes */
808 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
812 /** Create and initialise the surface resource **/
813 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
814 /* "Standalone" surface */
815 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
817 object->currentDesc.Width = Width;
818 object->currentDesc.Height = Height;
819 object->currentDesc.MultiSampleType = MultiSample;
820 object->currentDesc.MultiSampleQuality = MultisampleQuality;
822 /* Setup some glformat defaults */
823 object->glDescription.glFormat = tableEntry->glFormat;
824 object->glDescription.glFormatInternal = tableEntry->glInternal;
825 object->glDescription.glType = tableEntry->glType;
827 object->glDescription.textureName = 0;
828 object->glDescription.level = Level;
829 object->glDescription.target = GL_TEXTURE_2D;
832 object->pow2Width = pow2Width;
833 object->pow2Height = pow2Height;
836 object->Flags = 0; /* We start without flags set */
837 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
838 object->Flags |= Discard ? SFLAG_DISCARD : 0;
839 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
840 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
843 if (WINED3DFMT_UNKNOWN != Format) {
844 object->bytesPerPixel = tableEntry->bpp;
845 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
846 object->pow2Size *= pow2Height;
848 object->bytesPerPixel = 0;
849 object->pow2Size = 0;
852 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
854 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
856 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
857 * this function is too deep to need to care about things like this.
858 * Levels need to be checked too, and possibly Type since they all affect what can be done.
859 * ****************************************/
861 case WINED3DPOOL_SCRATCH:
863 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE \
864 which are mutually exclusive, setting lockable to true\n");
867 case WINED3DPOOL_SYSTEMMEM:
868 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
869 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
870 case WINED3DPOOL_MANAGED:
871 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
872 Usage of DYNAMIC which are mutually exclusive, not doing \
873 anything just telling you.\n");
875 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
876 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
877 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
878 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
881 FIXME("(%p) Unknown pool %d\n", This, Pool);
885 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
886 FIXME("Trying to create a render target that isn't in the default pool\n");
889 /* mark the texture as dirty so that it gets loaded first time around*/
890 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
891 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
892 This, Width, Height, Format, debug_d3dformat(Format),
893 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
895 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
896 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
897 This->ddraw_primary = (IWineD3DSurface *) object;
899 /* Look at the implementation and set the correct Vtable */
902 /* Nothing to do, it's set already */
906 object->lpVtbl = &IWineGDISurface_Vtbl;
910 /* To be sure to catch this */
911 ERR("Unknown requested surface implementation %d!\n", Impl);
912 IWineD3DSurface_Release((IWineD3DSurface *) object);
913 return WINED3DERR_INVALIDCALL;
916 /* Call the private setup routine */
917 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
921 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
922 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
923 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
924 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
926 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
927 IWineD3DTextureImpl *object;
932 unsigned int pow2Width;
933 unsigned int pow2Height;
936 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
937 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
938 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
940 /* TODO: It should only be possible to create textures for formats
941 that are reported as supported */
942 if (WINED3DFMT_UNKNOWN >= Format) {
943 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
944 return WINED3DERR_INVALIDCALL;
947 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
948 D3DINITIALIZEBASETEXTURE(object->baseTexture);
949 object->width = Width;
950 object->height = Height;
952 /** Non-power2 support **/
953 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
957 /* Find the nearest pow2 match */
958 pow2Width = pow2Height = 1;
959 while (pow2Width < Width) pow2Width <<= 1;
960 while (pow2Height < Height) pow2Height <<= 1;
963 /** FIXME: add support for real non-power-two if it's provided by the video card **/
964 /* Precalculated scaling for 'faked' non power of two texture coords */
965 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
966 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
967 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
969 /* Calculate levels for mip mapping */
971 TRACE("calculating levels %d\n", object->baseTexture.levels);
972 object->baseTexture.levels++;
975 while (tmpW > 1 || tmpH > 1) {
976 tmpW = max(1, tmpW >> 1);
977 tmpH = max(1, tmpH >> 1);
978 object->baseTexture.levels++;
980 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
983 /* Generate all the surfaces */
986 for (i = 0; i < object->baseTexture.levels; i++)
988 /* use the callback to create the texture surface */
989 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
990 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
991 FIXME("Failed to create surface %p\n", object);
993 object->surfaces[i] = NULL;
994 IWineD3DTexture_Release((IWineD3DTexture *)object);
1000 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1001 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1002 /* calculate the next mipmap level */
1003 tmpW = max(1, tmpW >> 1);
1004 tmpH = max(1, tmpH >> 1);
1007 TRACE("(%p) : Created texture %p\n", This, object);
1011 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1012 UINT Width, UINT Height, UINT Depth,
1013 UINT Levels, DWORD Usage,
1014 WINED3DFORMAT Format, WINED3DPOOL Pool,
1015 IWineD3DVolumeTexture **ppVolumeTexture,
1016 HANDLE *pSharedHandle, IUnknown *parent,
1017 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1020 IWineD3DVolumeTextureImpl *object;
1026 /* TODO: It should only be possible to create textures for formats
1027 that are reported as supported */
1028 if (WINED3DFMT_UNKNOWN >= Format) {
1029 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1030 return WINED3DERR_INVALIDCALL;
1033 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1034 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1036 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1037 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1039 object->width = Width;
1040 object->height = Height;
1041 object->depth = Depth;
1043 /* Calculate levels for mip mapping */
1045 object->baseTexture.levels++;
1049 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1050 tmpW = max(1, tmpW >> 1);
1051 tmpH = max(1, tmpH >> 1);
1052 tmpD = max(1, tmpD >> 1);
1053 object->baseTexture.levels++;
1055 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1058 /* Generate all the surfaces */
1063 for (i = 0; i < object->baseTexture.levels; i++)
1065 /* Create the volume */
1066 D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
1067 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1069 /* Set its container to this object */
1070 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1072 /* calcualte the next mipmap level */
1073 tmpW = max(1, tmpW >> 1);
1074 tmpH = max(1, tmpH >> 1);
1075 tmpD = max(1, tmpD >> 1);
1078 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1079 TRACE("(%p) : Created volume texture %p\n", This, object);
1083 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1084 UINT Width, UINT Height, UINT Depth,
1086 WINED3DFORMAT Format, WINED3DPOOL Pool,
1087 IWineD3DVolume** ppVolume,
1088 HANDLE* pSharedHandle, IUnknown *parent) {
1090 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1091 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1092 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1094 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1096 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1097 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1099 object->currentDesc.Width = Width;
1100 object->currentDesc.Height = Height;
1101 object->currentDesc.Depth = Depth;
1102 object->bytesPerPixel = formatDesc->bpp;
1104 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1105 object->lockable = TRUE;
1106 object->locked = FALSE;
1107 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1108 object->dirty = TRUE;
1110 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1113 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1114 UINT Levels, DWORD Usage,
1115 WINED3DFORMAT Format, WINED3DPOOL Pool,
1116 IWineD3DCubeTexture **ppCubeTexture,
1117 HANDLE *pSharedHandle, IUnknown *parent,
1118 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1121 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1125 unsigned int pow2EdgeLength = EdgeLength;
1127 /* TODO: It should only be possible to create textures for formats
1128 that are reported as supported */
1129 if (WINED3DFMT_UNKNOWN >= Format) {
1130 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1131 return WINED3DERR_INVALIDCALL;
1134 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1135 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1137 TRACE("(%p) Create Cube Texture\n", This);
1139 /** Non-power2 support **/
1141 /* Find the nearest pow2 match */
1143 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1145 object->edgeLength = EdgeLength;
1146 /* TODO: support for native non-power 2 */
1147 /* Precalculated scaling for 'faked' non power of two texture coords */
1148 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1150 /* Calculate levels for mip mapping */
1152 object->baseTexture.levels++;
1155 tmpW = max(1, tmpW >> 1);
1156 object->baseTexture.levels++;
1158 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1161 /* Generate all the surfaces */
1163 for (i = 0; i < object->baseTexture.levels; i++) {
1165 /* Create the 6 faces */
1166 for (j = 0; j < 6; j++) {
1168 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1169 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1171 if(hr!= WINED3D_OK) {
1175 for (l = 0; l < j; l++) {
1176 IWineD3DSurface_Release(object->surfaces[j][i]);
1178 for (k = 0; k < i; k++) {
1179 for (l = 0; l < 6; l++) {
1180 IWineD3DSurface_Release(object->surfaces[l][j]);
1184 FIXME("(%p) Failed to create surface\n",object);
1185 HeapFree(GetProcessHeap(),0,object);
1186 *ppCubeTexture = NULL;
1189 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1190 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1192 tmpW = max(1, tmpW >> 1);
1195 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1196 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1200 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1201 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1202 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1204 if (NULL == ppQuery) {
1205 /* Just a check to see if we support this type of query */
1206 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1208 case WINED3DQUERYTYPE_OCCLUSION:
1209 TRACE("(%p) occlusion query\n", This);
1210 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1213 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1215 case WINED3DQUERYTYPE_VCACHE:
1216 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1217 case WINED3DQUERYTYPE_VERTEXSTATS:
1218 case WINED3DQUERYTYPE_EVENT:
1219 case WINED3DQUERYTYPE_TIMESTAMP:
1220 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1221 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1222 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1223 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1224 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1225 case WINED3DQUERYTYPE_PIXELTIMINGS:
1226 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1227 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1229 FIXME("(%p) Unhandled query type %d\n", This, Type);
1234 D3DCREATEOBJECTINSTANCE(object, Query)
1235 object->type = Type;
1236 /* allocated the 'extended' data based on the type of query requested */
1238 case WINED3DQUERYTYPE_OCCLUSION:
1239 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1240 TRACE("(%p) Allocating data for an occlusion query\n", This);
1241 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1242 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1245 case WINED3DQUERYTYPE_VCACHE:
1246 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1247 case WINED3DQUERYTYPE_VERTEXSTATS:
1248 case WINED3DQUERYTYPE_EVENT:
1249 case WINED3DQUERYTYPE_TIMESTAMP:
1250 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1251 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1252 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1253 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1254 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1255 case WINED3DQUERYTYPE_PIXELTIMINGS:
1256 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1257 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1259 object->extendedData = 0;
1260 FIXME("(%p) Unhandled query type %d\n",This , Type);
1262 TRACE("(%p) : Created Query %p\n", This, object);
1266 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1267 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1269 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1270 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1274 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1276 XVisualInfo template;
1277 GLXContext oldContext;
1278 Drawable oldDrawable;
1279 HRESULT hr = WINED3D_OK;
1281 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1283 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1284 * does a device hold a reference to a swap chain giving them a lifetime of the device
1285 * or does the swap chain notify the device of its destruction.
1286 *******************************/
1288 /* Check the params */
1289 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1290 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1291 return WINED3DERR_INVALIDCALL;
1292 } else if (*pPresentationParameters->BackBufferCount > 1) {
1293 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1296 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1298 /*********************
1299 * Lookup the window Handle and the relating X window handle
1300 ********************/
1302 /* Setup hwnd we are using, plus which display this equates to */
1303 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1304 if (!object->win_handle) {
1305 object->win_handle = This->createParms.hFocusWindow;
1308 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1309 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1310 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1311 return WINED3DERR_NOTAVAILABLE;
1313 hDc = GetDC(object->win_handle);
1314 object->display = get_display(hDc);
1315 ReleaseDC(object->win_handle, hDc);
1316 TRACE("Using a display of %p %p\n", object->display, hDc);
1318 if (NULL == object->display || NULL == hDc) {
1319 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1320 return WINED3DERR_NOTAVAILABLE;
1323 if (object->win == 0) {
1324 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1325 return WINED3DERR_NOTAVAILABLE;
1328 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1329 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1332 * Create an opengl context for the display visual
1333 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1334 * use different properties after that point in time. FIXME: How to handle when requested format
1335 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1336 * it chooses is identical to the one already being used!
1337 **********************************/
1339 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1342 /* Create a new context for this swapchain */
1343 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1344 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1345 (or the best possible if none is requested) */
1346 TRACE("Found x visual ID : %ld\n", template.visualid);
1348 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1349 if (NULL == object->visInfo) {
1350 ERR("cannot really get XVisual\n");
1352 return WINED3DERR_NOTAVAILABLE;
1355 /* Write out some debug info about the visual/s */
1356 TRACE("Using x visual ID : %ld\n", template.visualid);
1357 TRACE(" visual info: %p\n", object->visInfo);
1358 TRACE(" num items : %d\n", num);
1359 for (n = 0;n < num; n++) {
1360 TRACE("=====item=====: %d\n", n + 1);
1361 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1362 TRACE(" screen : %d\n", object->visInfo[n].screen);
1363 TRACE(" depth : %u\n", object->visInfo[n].depth);
1364 TRACE(" class : %d\n", object->visInfo[n].class);
1365 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1366 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1367 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1368 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1369 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1370 /* log some extra glx info */
1371 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1372 TRACE(" gl_aux_buffers : %d\n", value);
1373 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1374 TRACE(" gl_buffer_size : %d\n", value);
1375 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1376 TRACE(" gl_red_size : %d\n", value);
1377 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1378 TRACE(" gl_green_size : %d\n", value);
1379 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1380 TRACE(" gl_blue_size : %d\n", value);
1381 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1382 TRACE(" gl_alpha_size : %d\n", value);
1383 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1384 TRACE(" gl_depth_size : %d\n", value);
1385 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1386 TRACE(" gl_stencil_size : %d\n", value);
1388 /* Now choose a similar visual ID*/
1390 #ifdef USE_CONTEXT_MANAGER
1392 /** TODO: use a context mamager **/
1396 IWineD3DSwapChain *implSwapChain;
1397 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1398 /* The first time around we create the context that is shared with all other swapchains and render targets */
1399 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1400 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1403 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1404 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1405 /* and create a new context with the implicit swapchains context as the shared context */
1406 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1407 IWineD3DSwapChain_Release(implSwapChain);
1412 XFree(object->visInfo);
1413 object->visInfo = NULL;
1417 if (!object->glCtx) {
1418 ERR("Failed to create GLX context\n");
1419 return WINED3DERR_NOTAVAILABLE;
1421 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1422 object->win_handle, object->glCtx, object->win, object->visInfo);
1425 /*********************
1426 * Windowed / Fullscreen
1427 *******************/
1430 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1431 * so we should really check to see if there is a fullscreen swapchain already
1432 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1433 **************************************/
1435 if (!*(pPresentationParameters->Windowed)) {
1442 /* Get info on the current display setup */
1444 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1447 /* Change the display settings */
1448 memset(&devmode, 0, sizeof(DEVMODEW));
1449 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1450 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1451 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1452 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1453 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1454 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1456 /* Make popup window */
1457 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1458 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1459 *(pPresentationParameters->BackBufferWidth),
1460 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1462 /* For GetDisplayMode */
1463 This->ddraw_width = devmode.dmPelsWidth;
1464 This->ddraw_height = devmode.dmPelsHeight;
1465 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1467 /* And finally clip mouse to our screen */
1468 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1469 ClipCursor(&clip_rc);
1473 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1474 * then the corresponding dimension of the client area of the hDeviceWindow
1475 * (or the focus window, if hDeviceWindow is NULL) is taken.
1476 **********************/
1478 if (*(pPresentationParameters->Windowed) &&
1479 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1480 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1483 GetClientRect(object->win_handle, &Rect);
1485 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1486 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1487 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1489 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1490 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1491 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1495 /*********************
1496 * finish off parameter initialization
1497 *******************/
1499 /* Put the correct figures in the presentation parameters */
1500 TRACE("Copying across presentation parameters\n");
1501 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1502 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1503 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1504 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1505 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1506 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1507 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1508 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1509 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1510 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1511 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1512 object->presentParms.Flags = *(pPresentationParameters->Flags);
1513 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1514 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1517 /*********************
1518 * Create the back, front and stencil buffers
1519 *******************/
1521 TRACE("calling rendertarget CB\n");
1522 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1524 object->presentParms.BackBufferWidth,
1525 object->presentParms.BackBufferHeight,
1526 object->presentParms.BackBufferFormat,
1527 object->presentParms.MultiSampleType,
1528 object->presentParms.MultiSampleQuality,
1529 TRUE /* Lockable */,
1530 &object->frontBuffer,
1531 NULL /* pShared (always null)*/);
1532 if (object->frontBuffer != NULL)
1533 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1535 if(object->presentParms.BackBufferCount > 0) {
1538 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1539 if(!object->backBuffer) {
1540 ERR("Out of memory\n");
1542 if (object->frontBuffer) {
1543 IUnknown *bufferParent;
1544 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1545 IUnknown_Release(bufferParent); /* once for the get parent */
1546 if (IUnknown_Release(bufferParent) > 0) {
1547 FIXME("(%p) Something's still holding the front buffer\n",This);
1550 HeapFree(GetProcessHeap(), 0, object);
1551 return E_OUTOFMEMORY;
1554 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1555 TRACE("calling rendertarget CB\n");
1556 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1558 object->presentParms.BackBufferWidth,
1559 object->presentParms.BackBufferHeight,
1560 object->presentParms.BackBufferFormat,
1561 object->presentParms.MultiSampleType,
1562 object->presentParms.MultiSampleQuality,
1563 TRUE /* Lockable */,
1564 &object->backBuffer[i],
1565 NULL /* pShared (always null)*/);
1566 if(hr == WINED3D_OK && object->backBuffer[i]) {
1567 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1573 object->backBuffer = NULL;
1576 if (object->backBuffer != NULL) {
1578 glDrawBuffer(GL_BACK);
1579 checkGLcall("glDrawBuffer(GL_BACK)");
1582 /* Single buffering - draw to front buffer */
1584 glDrawBuffer(GL_FRONT);
1585 checkGLcall("glDrawBuffer(GL_FRONT)");
1589 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1590 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1591 TRACE("Creating depth stencil buffer\n");
1592 if (This->depthStencilBuffer == NULL ) {
1593 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1595 object->presentParms.BackBufferWidth,
1596 object->presentParms.BackBufferHeight,
1597 object->presentParms.AutoDepthStencilFormat,
1598 object->presentParms.MultiSampleType,
1599 object->presentParms.MultiSampleQuality,
1600 FALSE /* FIXME: Discard */,
1601 &This->depthStencilBuffer,
1602 NULL /* pShared (always null)*/ );
1603 if (This->depthStencilBuffer != NULL)
1604 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1607 /** TODO: A check on width, height and multisample types
1608 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1609 ****************************/
1610 object->wantsDepthStencilBuffer = TRUE;
1612 object->wantsDepthStencilBuffer = FALSE;
1615 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1618 /*********************
1619 * init the default renderTarget management
1620 *******************/
1621 object->drawable = object->win;
1622 object->render_ctx = object->glCtx;
1624 if (hr == WINED3D_OK) {
1625 /*********************
1626 * Setup some defaults and clear down the buffers
1627 *******************/
1629 /** save current context and drawable **/
1630 oldContext = glXGetCurrentContext();
1631 oldDrawable = glXGetCurrentDrawable();
1633 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1634 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1635 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1637 checkGLcall("glXMakeCurrent");
1639 TRACE("Setting up the screen\n");
1640 /* Clear the screen */
1641 glClearColor(1.0, 0.0, 0.0, 0.0);
1642 checkGLcall("glClearColor");
1645 glClearStencil(0xffff);
1647 checkGLcall("glClear");
1649 glColor3f(1.0, 1.0, 1.0);
1650 checkGLcall("glColor3f");
1652 glEnable(GL_LIGHTING);
1653 checkGLcall("glEnable");
1655 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1656 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1658 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1659 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1661 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1662 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1664 /* switch back to the original context (if there was one)*/
1665 if (This->swapchains) {
1666 /** TODO: restore the context and drawable **/
1667 glXMakeCurrent(object->display, oldDrawable, oldContext);
1670 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1671 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1672 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1673 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1674 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1678 TRACE("Set swapchain to %p\n", object);
1679 } else { /* something went wrong so clean up */
1680 IUnknown* bufferParent;
1681 if (object->frontBuffer) {
1683 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1684 IUnknown_Release(bufferParent); /* once for the get parent */
1685 if (IUnknown_Release(bufferParent) > 0) {
1686 FIXME("(%p) Something's still holding the front buffer\n",This);
1689 if (object->backBuffer) {
1691 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1692 if(object->backBuffer[i]) {
1693 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1694 IUnknown_Release(bufferParent); /* once for the get parent */
1695 if (IUnknown_Release(bufferParent) > 0) {
1696 FIXME("(%p) Something's still holding the back buffer\n",This);
1700 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1701 object->backBuffer = NULL;
1703 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1704 /* Clean up the context */
1705 /* check that we are the current context first (we shouldn't be though!) */
1706 if (object->glCtx != 0) {
1707 if(glXGetCurrentContext() == object->glCtx) {
1708 glXMakeCurrent(object->display, None, NULL);
1710 glXDestroyContext(object->display, object->glCtx);
1712 HeapFree(GetProcessHeap(), 0, object);
1719 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1720 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1722 TRACE("(%p)\n", This);
1724 return This->NumberOfSwapChains;
1727 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1729 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1731 if(iSwapChain < This->NumberOfSwapChains) {
1732 *pSwapChain = This->swapchains[iSwapChain];
1733 IWineD3DSwapChain_AddRef(*pSwapChain);
1734 TRACE("(%p) returning %p\n", This, *pSwapChain);
1737 TRACE("Swapchain out of range\n");
1739 return WINED3DERR_INVALIDCALL;
1744 * Vertex Declaration
1746 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748 IWineD3DVertexDeclarationImpl *object = NULL;
1749 HRESULT hr = WINED3D_OK;
1750 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1751 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1754 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1759 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1760 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1762 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1763 HRESULT hr = WINED3D_OK;
1764 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1765 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1767 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1769 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1770 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1771 if (pDeclaration != NULL) {
1772 IWineD3DVertexDeclaration *vertexDeclaration;
1773 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1774 if (WINED3D_OK == hr) {
1775 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1776 object->vertexDeclaration = vertexDeclaration;
1778 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1779 IWineD3DVertexShader_Release(*ppVertexShader);
1780 return WINED3DERR_INVALIDCALL;
1784 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1786 if (WINED3D_OK != hr) {
1787 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1788 IWineD3DVertexShader_Release(*ppVertexShader);
1789 return WINED3DERR_INVALIDCALL;
1792 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1793 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1804 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1805 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1806 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1807 HRESULT hr = WINED3D_OK;
1809 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1810 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1811 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1812 if (WINED3D_OK == hr) {
1813 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1815 WARN("(%p) : Failed to create pixel shader\n", This);
1821 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1822 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1823 IWineD3DPaletteImpl *object;
1825 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1827 /* Create the new object */
1828 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1830 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1831 return E_OUTOFMEMORY;
1834 object->lpVtbl = &IWineD3DPalette_Vtbl;
1836 object->Flags = Flags;
1837 object->parent = Parent;
1838 object->wineD3DDevice = This;
1839 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1841 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1844 HeapFree( GetProcessHeap(), 0, object);
1845 return E_OUTOFMEMORY;
1848 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1850 IWineD3DPalette_Release((IWineD3DPalette *) object);
1854 *Palette = (IWineD3DPalette *) object;
1859 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1860 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1861 IWineD3DSwapChainImpl *swapchain;
1864 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1865 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1867 /* TODO: Test if OpenGL is compiled in and loaded */
1869 /* Initialize the texture unit mapping to a 1:1 mapping */
1870 for(state = 0; state < MAX_SAMPLERS; state++) {
1871 This->texUnitMap[state] = state;
1873 This->oneToOneTexUnitMap = TRUE;
1875 /* Setup the implicit swapchain */
1876 TRACE("Creating implicit swapchain\n");
1877 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
1878 WARN("Failed to create implicit swapchain\n");
1879 return WINED3DERR_INVALIDCALL;
1882 This->NumberOfSwapChains = 1;
1883 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1884 if(!This->swapchains) {
1885 ERR("Out of memory!\n");
1886 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1887 return E_OUTOFMEMORY;
1889 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1891 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1892 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1893 This->render_targets[0] = swapchain->backBuffer[0];
1896 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1897 This->render_targets[0] = swapchain->frontBuffer;
1899 IWineD3DSurface_AddRef(This->render_targets[0]);
1900 /* Depth Stencil support */
1901 This->stencilBufferTarget = This->depthStencilBuffer;
1902 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1903 set_depth_stencil_fbo(iface, This->depthStencilBuffer);
1905 if (NULL != This->stencilBufferTarget) {
1906 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1909 /* Set up some starting GL setup */
1912 * Initialize openGL extension related variables
1913 * with Default values
1916 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
1917 /* Setup all the devices defaults */
1918 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1920 IWineD3DImpl_CheckGraphicsMemory();
1924 /* Initialize our list of GLSL programs */
1925 list_init(&This->glsl_shader_progs);
1927 { /* Set a default viewport */
1931 vp.Width = *(pPresentationParameters->BackBufferWidth);
1932 vp.Height = *(pPresentationParameters->BackBufferHeight);
1935 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1938 /* Initialize the current view state */
1939 This->view_ident = 1;
1940 This->last_was_rhw = 0;
1941 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1942 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1944 /* Clear the screen */
1945 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
1947 /* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
1948 * This might create a problem in 2 situations:
1949 * ->The D3D default value is 0, but the opengl default value is something else
1950 * ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
1952 for(state = 0; state <= STATE_HIGHEST; state++) {
1953 IWineD3DDeviceImpl_MarkStateDirty(This, state);
1956 This->d3d_initialized = TRUE;
1960 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1961 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1964 TRACE("(%p)\n", This);
1966 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1968 /* Delete the mouse cursor texture */
1969 if(This->cursorTexture) {
1971 glDeleteTextures(1, &This->cursorTexture);
1973 This->cursorTexture = 0;
1976 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
1977 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1980 /* Release the buffers (with sanity checks)*/
1981 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1982 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1983 if(This->depthStencilBuffer != This->stencilBufferTarget)
1984 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1986 This->stencilBufferTarget = NULL;
1988 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1989 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1990 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1992 TRACE("Setting rendertarget to NULL\n");
1993 This->render_targets[0] = NULL;
1995 if (This->depthStencilBuffer) {
1996 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1997 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1999 This->depthStencilBuffer = NULL;
2002 for(i=0; i < This->NumberOfSwapChains; i++) {
2003 TRACE("Releasing the implicit swapchain %d\n", i);
2004 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2005 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2009 HeapFree(GetProcessHeap(), 0, This->swapchains);
2010 This->swapchains = NULL;
2011 This->NumberOfSwapChains = 0;
2013 This->d3d_initialized = FALSE;
2017 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2019 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2021 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2022 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2023 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2026 This->ddraw_fullscreen = fullscreen;
2029 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2030 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2034 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2036 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2038 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2039 /* Ignore some modes if a description was passed */
2040 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2041 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2042 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2044 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2046 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2053 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2057 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2060 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2062 /* Resize the screen even without a window:
2063 * The app could have unset it with SetCooperativeLevel, but not called
2064 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2065 * but we don't have any hwnd
2068 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2069 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2070 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2071 devmode.dmPelsWidth = pMode->Width;
2072 devmode.dmPelsHeight = pMode->Height;
2074 devmode.dmDisplayFrequency = pMode->RefreshRate;
2075 if (pMode->RefreshRate != 0) {
2076 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2079 /* Only change the mode if necessary */
2080 if( (This->ddraw_width == pMode->Width) &&
2081 (This->ddraw_height == pMode->Height) &&
2082 (This->ddraw_format == pMode->Format) &&
2083 (pMode->RefreshRate == 0) ) {
2087 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2088 if (ret != DISP_CHANGE_SUCCESSFUL) {
2089 if(devmode.dmDisplayFrequency != 0) {
2090 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2091 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2092 devmode.dmDisplayFrequency = 0;
2093 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2095 if(ret != DISP_CHANGE_SUCCESSFUL) {
2096 return DDERR_INVALIDMODE;
2100 /* Store the new values */
2101 This->ddraw_width = pMode->Width;
2102 This->ddraw_height = pMode->Height;
2103 This->ddraw_format = pMode->Format;
2105 /* Only do this with a window of course */
2106 if(This->ddraw_window)
2107 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2109 /* And finally clip mouse to our screen */
2110 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2111 ClipCursor(&clip_rc);
2116 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2117 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2118 *ppD3D= This->wineD3D;
2119 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2120 IWineD3D_AddRef(*ppD3D);
2124 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2125 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2126 * into the video ram as possible and seeing how many fit
2127 * you can also get the correct initial value from nvidia and ATI's driver via X
2128 * texture memory is video memory + AGP memory
2129 *******************/
2130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2131 static BOOL showfixmes = TRUE;
2133 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2134 (wined3d_settings.emulated_textureram/(1024*1024)),
2135 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2138 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2139 (wined3d_settings.emulated_textureram/(1024*1024)),
2140 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2141 /* return simulated texture memory left */
2142 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2150 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2151 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2153 /* Update the current state block */
2154 This->updateStateBlock->changed.fvf = TRUE;
2155 This->updateStateBlock->set.fvf = TRUE;
2157 if(This->updateStateBlock->fvf == fvf) {
2158 TRACE("Application is setting the old fvf over, nothing to do\n");
2162 This->updateStateBlock->fvf = fvf;
2163 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2164 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2169 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2171 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2172 *pfvf = This->stateBlock->fvf;
2177 * Get / Set Stream Source
2179 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2180 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2181 IWineD3DVertexBuffer *oldSrc;
2183 /**TODO: instance and index data, see
2184 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2186 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2189 /* D3d9 only, but shouldn't hurt d3d8 */
2192 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2194 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2195 FIXME("stream index data not supported\n");
2197 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2198 FIXME("stream instance data not supported\n");
2202 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2204 if (StreamNumber >= MAX_STREAMS) {
2205 WARN("Stream out of range %d\n", StreamNumber);
2206 return WINED3DERR_INVALIDCALL;
2209 oldSrc = This->stateBlock->streamSource[StreamNumber];
2210 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2212 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2213 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2215 if(oldSrc == pStreamData &&
2216 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2217 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes &&
2218 This->updateStateBlock->streamFlags[StreamNumber] == streamFlags) {
2219 TRACE("Application is setting the old values over, nothing to do\n");
2223 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2225 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2226 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2228 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2230 /* Handle recording of state blocks */
2231 if (This->isRecordingState) {
2232 TRACE("Recording... not performing anything\n");
2236 /* Same stream object: no action */
2237 if (oldSrc == pStreamData)
2240 /* Need to do a getParent and pass the reffs up */
2241 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2242 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2243 so for now, just count internally */
2244 if (pStreamData != NULL) {
2245 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2246 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2247 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2249 vbImpl->stream = StreamNumber;
2250 vbImpl->Flags |= VBFLAG_STREAM;
2251 IWineD3DVertexBuffer_AddRef(pStreamData);
2253 if (oldSrc != NULL) {
2254 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2255 IWineD3DVertexBuffer_Release(oldSrc);
2258 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2263 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2267 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2268 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2271 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2273 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2274 FIXME("stream index data not supported\n");
2276 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2277 FIXME("stream instance data not supported\n");
2281 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2283 if (StreamNumber >= MAX_STREAMS) {
2284 WARN("Stream out of range %d\n", StreamNumber);
2285 return WINED3DERR_INVALIDCALL;
2287 *pStream = This->stateBlock->streamSource[StreamNumber];
2288 *pStride = This->stateBlock->streamStride[StreamNumber];
2290 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2293 if (*pStream != NULL) {
2294 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2299 /*Should be quite easy, just an extension of vertexdata
2301 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2303 The divider is a bit odd though
2305 VertexOffset = StartVertex / Divider * StreamStride +
2306 VertexIndex / Divider * StreamStride + StreamOffset
2309 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2310 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2312 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2313 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2315 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2316 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2317 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2319 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2320 FIXME("Stream indexing not fully supported\n");
2326 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2329 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2330 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2332 TRACE("(%p) : returning %d\n", This, *Divider);
2338 * Get / Set & Multiply Transform
2340 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2341 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2343 /* Most of this routine, comments included copied from ddraw tree initially: */
2344 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2346 /* Handle recording of state blocks */
2347 if (This->isRecordingState) {
2348 TRACE("Recording... not performing anything\n");
2349 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2350 This->updateStateBlock->set.transform[d3dts] = TRUE;
2351 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2356 * If the new matrix is the same as the current one,
2357 * we cut off any further processing. this seems to be a reasonable
2358 * optimization because as was noticed, some apps (warcraft3 for example)
2359 * tend towards setting the same matrix repeatedly for some reason.
2361 * From here on we assume that the new matrix is different, wherever it matters.
2363 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2364 TRACE("The app is setting the same matrix over again\n");
2367 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2371 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2372 where ViewMat = Camera space, WorldMat = world space.
2374 In OpenGL, camera and world space is combined into GL_MODELVIEW
2375 matrix. The Projection matrix stay projection matrix.
2378 /* Capture the times we can just ignore the change for now */
2379 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2380 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2381 /* Handled by the state manager */
2384 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2388 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2389 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2390 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2391 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2395 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2396 WINED3DMATRIX *mat = NULL;
2399 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2400 * below means it will be recorded in a state block change, but it
2401 * works regardless where it is recorded.
2402 * If this is found to be wrong, change to StateBlock.
2404 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2405 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2407 if (State < HIGHEST_TRANSFORMSTATE)
2409 mat = &This->updateStateBlock->transforms[State];
2411 FIXME("Unhandled transform state!!\n");
2414 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2416 /* Apply change via set transform - will reapply to eg. lights this way */
2417 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2423 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2424 you can reference any indexes you want as long as that number max are enabled at any
2425 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2426 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2427 but when recording, just build a chain pretty much of commands to be replayed. */
2429 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2431 PLIGHTINFOEL *object, *temp;
2433 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2434 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2436 /* If recording state block, just add to end of lights chain */
2437 if (This->isRecordingState) {
2438 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2439 if (NULL == object) {
2440 return WINED3DERR_OUTOFVIDEOMEMORY;
2442 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2443 object->OriginalIndex = Index;
2444 object->glIndex = -1;
2445 object->changed = TRUE;
2447 /* Add to the END of the chain of lights changes to be replayed */
2448 if (This->updateStateBlock->lights == NULL) {
2449 This->updateStateBlock->lights = object;
2451 temp = This->updateStateBlock->lights;
2452 while (temp->next != NULL) temp=temp->next;
2453 temp->next = object;
2455 TRACE("Recording... not performing anything more\n");
2459 /* Ok, not recording any longer so do real work */
2460 object = This->stateBlock->lights;
2461 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2463 /* If we didn't find it in the list of lights, time to add it */
2464 if (object == NULL) {
2465 PLIGHTINFOEL *insertAt,*prevPos;
2467 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2468 if (NULL == object) {
2469 return WINED3DERR_OUTOFVIDEOMEMORY;
2471 object->OriginalIndex = Index;
2472 object->glIndex = -1;
2474 /* Add it to the front of list with the idea that lights will be changed as needed
2475 BUT after any lights currently assigned GL indexes */
2476 insertAt = This->stateBlock->lights;
2478 while (insertAt != NULL && insertAt->glIndex != -1) {
2480 insertAt = insertAt->next;
2483 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2484 This->stateBlock->lights = object;
2485 } else if (insertAt == NULL) { /* End of list */
2486 prevPos->next = object;
2487 object->prev = prevPos;
2488 } else { /* Middle of chain */
2489 if (prevPos == NULL) {
2490 This->stateBlock->lights = object;
2492 prevPos->next = object;
2494 object->prev = prevPos;
2495 object->next = insertAt;
2496 insertAt->prev = object;
2500 /* Initialize the object */
2501 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2502 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2503 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2504 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2505 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2506 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2507 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2509 /* Save away the information */
2510 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2512 switch (pLight->Type) {
2513 case WINED3DLIGHT_POINT:
2515 object->lightPosn[0] = pLight->Position.x;
2516 object->lightPosn[1] = pLight->Position.y;
2517 object->lightPosn[2] = pLight->Position.z;
2518 object->lightPosn[3] = 1.0f;
2519 object->cutoff = 180.0f;
2523 case WINED3DLIGHT_DIRECTIONAL:
2525 object->lightPosn[0] = -pLight->Direction.x;
2526 object->lightPosn[1] = -pLight->Direction.y;
2527 object->lightPosn[2] = -pLight->Direction.z;
2528 object->lightPosn[3] = 0.0;
2529 object->exponent = 0.0f;
2530 object->cutoff = 180.0f;
2533 case WINED3DLIGHT_SPOT:
2535 object->lightPosn[0] = pLight->Position.x;
2536 object->lightPosn[1] = pLight->Position.y;
2537 object->lightPosn[2] = pLight->Position.z;
2538 object->lightPosn[3] = 1.0;
2541 object->lightDirn[0] = pLight->Direction.x;
2542 object->lightDirn[1] = pLight->Direction.y;
2543 object->lightDirn[2] = pLight->Direction.z;
2544 object->lightDirn[3] = 1.0;
2547 * opengl-ish and d3d-ish spot lights use too different models for the
2548 * light "intensity" as a function of the angle towards the main light direction,
2549 * so we only can approximate very roughly.
2550 * however spot lights are rather rarely used in games (if ever used at all).
2551 * furthermore if still used, probably nobody pays attention to such details.
2553 if (pLight->Falloff == 0) {
2556 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2558 if (rho < 0.0001) rho = 0.0001f;
2559 object->exponent = -0.3/log(cos(rho/2));
2560 if (object->exponent > 128.0) {
2561 object->exponent = 128.0;
2563 object->cutoff = pLight->Phi*90/M_PI;
2569 FIXME("Unrecognized light type %d\n", pLight->Type);
2572 /* Update the live definitions if the light is currently assigned a glIndex */
2573 if (object->glIndex != -1) {
2574 setup_light(iface, object->glIndex, object);
2579 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2580 PLIGHTINFOEL *lightInfo = NULL;
2581 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2582 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2584 /* Locate the light in the live lights */
2585 lightInfo = This->stateBlock->lights;
2586 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2588 if (lightInfo == NULL) {
2589 TRACE("Light information requested but light not defined\n");
2590 return WINED3DERR_INVALIDCALL;
2593 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2598 * Get / Set Light Enable
2599 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2601 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2602 PLIGHTINFOEL *lightInfo = NULL;
2603 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2604 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2606 /* Tests show true = 128...not clear why */
2608 Enable = Enable? 128: 0;
2610 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2611 if (This->isRecordingState) {
2612 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2613 if (NULL == lightInfo) {
2614 return WINED3DERR_OUTOFVIDEOMEMORY;
2616 lightInfo->OriginalIndex = Index;
2617 lightInfo->glIndex = -1;
2618 lightInfo->enabledChanged = TRUE;
2619 lightInfo->lightEnabled = Enable;
2621 /* Add to the END of the chain of lights changes to be replayed */
2622 if (This->updateStateBlock->lights == NULL) {
2623 This->updateStateBlock->lights = lightInfo;
2625 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2626 while (temp->next != NULL) temp=temp->next;
2627 temp->next = lightInfo;
2629 TRACE("Recording... not performing anything more\n");
2633 /* Not recording... So, locate the light in the live lights */
2634 lightInfo = This->stateBlock->lights;
2635 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2637 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2638 if (lightInfo == NULL) {
2640 TRACE("Light enabled requested but light not defined, so defining one!\n");
2641 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2643 /* Search for it again! Should be fairly quick as near head of list */
2644 lightInfo = This->stateBlock->lights;
2645 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2646 if (lightInfo == NULL) {
2647 FIXME("Adding default lights has failed dismally\n");
2648 return WINED3DERR_INVALIDCALL;
2652 /* OK, we now have a light... */
2655 /* If we are disabling it, check it was enabled, and
2656 still only do something if it has assigned a glIndex (which it should have!) */
2657 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2658 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2660 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2661 checkGLcall("glDisable GL_LIGHT0+Index");
2664 TRACE("Nothing to do as light was not enabled\n");
2666 lightInfo->lightEnabled = Enable;
2669 /* We are enabling it. If it is enabled, it's really simple */
2670 if (lightInfo->lightEnabled) {
2672 TRACE("Nothing to do as light was enabled\n");
2674 /* If it already has a glIndex, it's still simple */
2675 } else if (lightInfo->glIndex != -1) {
2676 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2677 lightInfo->lightEnabled = Enable;
2679 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2680 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2683 /* Otherwise got to find space - lights are ordered gl indexes first */
2685 PLIGHTINFOEL *bsf = NULL;
2686 PLIGHTINFOEL *pos = This->stateBlock->lights;
2687 PLIGHTINFOEL *prev = NULL;
2691 /* Try to minimize changes as much as possible */
2692 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2694 /* Try to remember which index can be replaced if necessary */
2695 if (bsf==NULL && !pos->lightEnabled) {
2696 /* Found a light we can replace, save as best replacement */
2700 /* Step to next space */
2706 /* If we have too many active lights, fail the call */
2707 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2708 FIXME("Program requests too many concurrent lights\n");
2709 return WINED3DERR_INVALIDCALL;
2711 /* If we have allocated all lights, but not all are enabled,
2712 reuse one which is not enabled */
2713 } else if (Index == This->maxConcurrentLights) {
2714 /* use bsf - Simply swap the new light and the BSF one */
2715 PLIGHTINFOEL *bsfNext = bsf->next;
2716 PLIGHTINFOEL *bsfPrev = bsf->prev;
2719 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2720 if (bsf->prev != NULL) {
2721 bsf->prev->next = lightInfo;
2723 This->stateBlock->lights = lightInfo;
2726 /* If not side by side, lots of chains to update */
2727 if (bsf->next != lightInfo) {
2728 lightInfo->prev->next = bsf;
2729 bsf->next->prev = lightInfo;
2730 bsf->next = lightInfo->next;
2731 bsf->prev = lightInfo->prev;
2732 lightInfo->next = bsfNext;
2733 lightInfo->prev = bsfPrev;
2737 bsf->prev = lightInfo;
2738 bsf->next = lightInfo->next;
2739 lightInfo->next = bsf;
2740 lightInfo->prev = bsfPrev;
2745 glIndex = bsf->glIndex;
2747 lightInfo->glIndex = glIndex;
2748 lightInfo->lightEnabled = Enable;
2750 /* Finally set up the light in gl itself */
2751 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
2753 setup_light(iface, glIndex, lightInfo);
2754 glEnable(GL_LIGHT0 + glIndex);
2755 checkGLcall("glEnable GL_LIGHT0 new setup");
2758 /* If we reached the end of the allocated lights, with space in the
2759 gl lights, setup a new light */
2760 } else if (pos->glIndex == -1) {
2762 /* We reached the end of the allocated gl lights, so already
2763 know the index of the next one! */
2765 lightInfo->glIndex = glIndex;
2766 lightInfo->lightEnabled = Enable;
2768 /* In an ideal world, it's already in the right place */
2769 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2770 /* No need to move it */
2772 /* Remove this light from the list */
2773 lightInfo->prev->next = lightInfo->next;
2774 if (lightInfo->next != NULL) {
2775 lightInfo->next->prev = lightInfo->prev;
2778 /* Add in at appropriate place (inbetween prev and pos) */
2779 lightInfo->prev = prev;
2780 lightInfo->next = pos;
2782 This->stateBlock->lights = lightInfo;
2784 prev->next = lightInfo;
2787 pos->prev = lightInfo;
2791 /* Finally set up the light in gl itself */
2792 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
2794 setup_light(iface, glIndex, lightInfo);
2795 glEnable(GL_LIGHT0 + glIndex);
2796 checkGLcall("glEnable GL_LIGHT0 new setup");
2805 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2807 PLIGHTINFOEL *lightInfo = NULL;
2808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2809 TRACE("(%p) : for idx(%d)\n", This, Index);
2811 /* Locate the light in the live lights */
2812 lightInfo = This->stateBlock->lights;
2813 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2815 if (lightInfo == NULL) {
2816 TRACE("Light enabled state requested but light not defined\n");
2817 return WINED3DERR_INVALIDCALL;
2819 *pEnable = lightInfo->lightEnabled;
2824 * Get / Set Clip Planes
2826 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2828 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2830 /* Validate Index */
2831 if (Index >= GL_LIMITS(clipplanes)) {
2832 TRACE("Application has requested clipplane this device doesn't support\n");
2833 return WINED3DERR_INVALIDCALL;
2836 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2837 This->updateStateBlock->set.clipplane[Index] = TRUE;
2838 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2839 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2840 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2841 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2843 /* Handle recording of state blocks */
2844 if (This->isRecordingState) {
2845 TRACE("Recording... not performing anything\n");
2853 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2854 glMatrixMode(GL_MODELVIEW);
2856 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2858 TRACE("Clipplane [%f,%f,%f,%f]\n",
2859 This->updateStateBlock->clipplane[Index][0],
2860 This->updateStateBlock->clipplane[Index][1],
2861 This->updateStateBlock->clipplane[Index][2],
2862 This->updateStateBlock->clipplane[Index][3]);
2863 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2864 checkGLcall("glClipPlane");
2872 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2874 TRACE("(%p) : for idx %d\n", This, Index);
2876 /* Validate Index */
2877 if (Index >= GL_LIMITS(clipplanes)) {
2878 TRACE("Application has requested clipplane this device doesn't support\n");
2879 return WINED3DERR_INVALIDCALL;
2882 pPlane[0] = This->stateBlock->clipplane[Index][0];
2883 pPlane[1] = This->stateBlock->clipplane[Index][1];
2884 pPlane[2] = This->stateBlock->clipplane[Index][2];
2885 pPlane[3] = This->stateBlock->clipplane[Index][3];
2890 * Get / Set Clip Plane Status
2891 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2893 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2895 FIXME("(%p) : stub\n", This);
2896 if (NULL == pClipStatus) {
2897 return WINED3DERR_INVALIDCALL;
2899 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2900 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2904 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2905 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2906 FIXME("(%p) : stub\n", This);
2907 if (NULL == pClipStatus) {
2908 return WINED3DERR_INVALIDCALL;
2910 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2911 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2916 * Get / Set Material
2918 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2919 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2921 This->updateStateBlock->changed.material = TRUE;
2922 This->updateStateBlock->set.material = TRUE;
2923 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2925 /* Handle recording of state blocks */
2926 if (This->isRecordingState) {
2927 TRACE("Recording... not performing anything\n");
2932 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2933 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2934 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2935 pMaterial->Ambient.b, pMaterial->Ambient.a);
2936 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2937 pMaterial->Specular.b, pMaterial->Specular.a);
2938 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2939 pMaterial->Emissive.b, pMaterial->Emissive.a);
2940 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2942 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2943 checkGLcall("glMaterialfv(GL_AMBIENT)");
2944 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2945 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2947 /* Only change material color if specular is enabled, otherwise it is set to black */
2948 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2949 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2950 checkGLcall("glMaterialfv(GL_SPECULAR");
2952 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2953 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2954 checkGLcall("glMaterialfv(GL_SPECULAR");
2956 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2957 checkGLcall("glMaterialfv(GL_EMISSION)");
2958 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2959 checkGLcall("glMaterialf(GL_SHININESS");
2965 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2966 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2967 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2968 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2969 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2970 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2971 pMaterial->Ambient.b, pMaterial->Ambient.a);
2972 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2973 pMaterial->Specular.b, pMaterial->Specular.a);
2974 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2975 pMaterial->Emissive.b, pMaterial->Emissive.a);
2976 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2984 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2985 UINT BaseVertexIndex) {
2986 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2987 IWineD3DIndexBuffer *oldIdxs;
2988 UINT oldBaseIndex = This->updateStateBlock->baseVertexIndex;
2990 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2991 oldIdxs = This->updateStateBlock->pIndexData;
2993 This->updateStateBlock->changed.indices = TRUE;
2994 This->updateStateBlock->set.indices = TRUE;
2995 This->updateStateBlock->pIndexData = pIndexData;
2996 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2998 /* Handle recording of state blocks */
2999 if (This->isRecordingState) {
3000 TRACE("Recording... not performing anything\n");
3004 if (NULL != pIndexData) {
3005 IWineD3DIndexBuffer_AddRef(pIndexData);
3007 if (NULL != oldIdxs) {
3008 IWineD3DIndexBuffer_Release(oldIdxs);
3011 /* So far only the base vertex index is tracked */
3012 if(BaseVertexIndex != oldBaseIndex) {
3013 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3018 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3021 *ppIndexData = This->stateBlock->pIndexData;
3023 /* up ref count on ppindexdata */
3025 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3026 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3027 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3029 TRACE("(%p) No index data set\n", This);
3031 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3036 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3037 static HRESULT WINAPI IWineD3DDeviceImpl_SetBasevertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
3038 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3039 TRACE("(%p)->(%d)\n", This, BaseIndex);
3041 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3042 TRACE("Application is setting the old value over, nothing to do\n");
3046 This->updateStateBlock->baseVertexIndex = BaseIndex;
3048 if (This->isRecordingState) {
3049 TRACE("Recording... not performing anything\n");
3052 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3057 * Get / Set Viewports
3059 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3060 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3062 TRACE("(%p)\n", This);
3063 This->updateStateBlock->changed.viewport = TRUE;
3064 This->updateStateBlock->set.viewport = TRUE;
3065 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3067 /* Handle recording of state blocks */
3068 if (This->isRecordingState) {
3069 TRACE("Recording... not performing anything\n");
3073 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3074 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3081 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3083 TRACE("(%p)\n", This);
3084 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3089 * Get / Set Render States
3090 * TODO: Verify against dx9 definitions
3092 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3094 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3095 DWORD oldValue = This->stateBlock->renderState[State];
3097 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3099 This->updateStateBlock->changed.renderState[State] = TRUE;
3100 This->updateStateBlock->set.renderState[State] = TRUE;
3101 This->updateStateBlock->renderState[State] = Value;
3103 /* Handle recording of state blocks */
3104 if (This->isRecordingState) {
3105 TRACE("Recording... not performing anything\n");
3109 /* Compared here and not before the assignment to allow proper stateblock recording */
3110 if(Value == oldValue) {
3111 TRACE("Application is setting the old value over, nothing to do\n");
3113 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3119 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3121 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3122 *pValue = This->stateBlock->renderState[State];
3127 * Get / Set Sampler States
3128 * TODO: Verify against dx9 definitions
3131 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3133 DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
3136 * SetSampler is designed to allow for more than the standard up to 8 textures
3137 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3138 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3140 * http://developer.nvidia.com/object/General_FAQ.html#t6
3142 * There are two new settings for GForce
3144 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3145 * and the texture one:
3146 * GL_MAX_TEXTURE_COORDS_ARB.
3147 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3149 /** NOTE: States are applied in IWineD3DBaseTextre ApplyStateChanges the sampler state handler**/
3150 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3151 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
3152 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
3153 return WINED3DERR_INVALIDCALL;
3156 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
3157 debug_d3dsamplerstate(Type), Type, Value);
3158 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3159 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3160 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3162 /* Handle recording of state blocks */
3163 if (This->isRecordingState) {
3164 TRACE("Recording... not performing anything\n");
3168 if(oldValue == Value) {
3169 TRACE("Application is setting the old value over, nothing to do\n");
3173 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3178 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3180 /** TODO: check that sampler is in range **/
3181 *Value = This->stateBlock->samplerState[Sampler][Type];
3182 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
3187 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3188 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3192 GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
3193 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3194 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3196 winHeight = windowRect.bottom - windowRect.top;
3197 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
3198 pRect->right - pRect->left, pRect->bottom - pRect->top);
3200 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3201 checkGLcall("glScissor");
3207 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3208 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3209 GLint scissorBox[4];
3212 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3213 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3214 pRect->left = scissorBox[0];
3215 pRect->top = scissorBox[1];
3216 pRect->right = scissorBox[0] + scissorBox[2];
3217 pRect->bottom = scissorBox[1] + scissorBox[3];
3218 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3223 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3224 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3225 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3227 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3229 This->updateStateBlock->vertexDecl = pDecl;
3230 This->updateStateBlock->changed.vertexDecl = TRUE;
3231 This->updateStateBlock->set.vertexDecl = TRUE;
3233 if (This->isRecordingState) {
3234 TRACE("Recording... not performing anything\n");
3236 } else if(pDecl == oldDecl) {
3237 /* Checked after the assignment to allow proper stateblock recording */
3238 TRACE("Application is setting the old declaration over, nothing to do\n");
3242 if (NULL != pDecl) {
3243 IWineD3DVertexDeclaration_AddRef(pDecl);
3245 if (NULL != oldDecl) {
3246 IWineD3DVertexDeclaration_Release(oldDecl);
3248 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3252 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3253 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3255 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3257 *ppDecl = This->stateBlock->vertexDecl;
3258 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3262 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3264 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3266 This->updateStateBlock->vertexShader = pShader;
3267 This->updateStateBlock->changed.vertexShader = TRUE;
3268 This->updateStateBlock->set.vertexShader = TRUE;
3270 if (This->isRecordingState) {
3271 TRACE("Recording... not performing anything\n");
3273 } else if(oldShader == pShader) {
3274 /* Checked here to allow proper stateblock recording */
3275 TRACE("App is setting the old shader over, nothing to do\n");
3279 if (NULL != pShader) {
3280 IWineD3DVertexShader_AddRef(pShader);
3282 if (NULL != oldShader) {
3283 IWineD3DVertexShader_Release(oldShader);
3286 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3288 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3293 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3294 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3296 if (NULL == ppShader) {
3297 return WINED3DERR_INVALIDCALL;
3299 *ppShader = This->stateBlock->vertexShader;
3300 if( NULL != *ppShader)
3301 IWineD3DVertexShader_AddRef(*ppShader);
3303 TRACE("(%p) : returning %p\n", This, *ppShader);
3307 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3308 IWineD3DDevice *iface,
3310 CONST BOOL *srcData,
3313 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3314 int i, cnt = min(count, MAX_CONST_B - start);
3316 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3317 iface, srcData, start, count);
3319 if (srcData == NULL || cnt < 0)
3320 return WINED3DERR_INVALIDCALL;
3322 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3323 for (i = 0; i < cnt; i++)
3324 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3326 for (i = start; i < cnt + start; ++i) {
3327 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3328 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3331 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3336 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3337 IWineD3DDevice *iface,
3342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3343 int cnt = min(count, MAX_CONST_B - start);
3345 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3346 iface, dstData, start, count);
3348 if (dstData == NULL || cnt < 0)
3349 return WINED3DERR_INVALIDCALL;
3351 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3355 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3356 IWineD3DDevice *iface,
3361 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3362 int i, cnt = min(count, MAX_CONST_I - start);
3364 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3365 iface, srcData, start, count);
3367 if (srcData == NULL || cnt < 0)
3368 return WINED3DERR_INVALIDCALL;
3370 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3371 for (i = 0; i < cnt; i++)
3372 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3373 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3375 for (i = start; i < cnt + start; ++i) {
3376 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3377 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3380 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3385 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3386 IWineD3DDevice *iface,
3391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3392 int cnt = min(count, MAX_CONST_I - start);
3394 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3395 iface, dstData, start, count);
3397 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3398 return WINED3DERR_INVALIDCALL;
3400 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3404 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3405 IWineD3DDevice *iface,
3407 CONST float *srcData,
3410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3411 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3413 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3414 iface, srcData, start, count);
3416 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
3417 return WINED3DERR_INVALIDCALL;
3419 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3420 for (i = 0; i < cnt; i++)
3421 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3422 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3424 for (i = start; i < cnt + start; ++i) {
3425 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3426 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3428 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3429 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3431 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3434 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3439 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3440 IWineD3DDevice *iface,
3445 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3446 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3448 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3449 iface, dstData, start, count);
3451 if (dstData == NULL || cnt < 0)
3452 return WINED3DERR_INVALIDCALL;
3454 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3458 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3460 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3461 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3465 static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3467 /* This code can assume that GL_NV_register_combiners are supported, otherwise
3468 * it is never called.
3471 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3472 * that would be really messy and require shader recompilation
3473 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3474 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3475 * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
3476 * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
3478 if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3479 if(This->oneToOneTexUnitMap) {
3480 TRACE("Not touching 1:1 map\n");
3483 TRACE("Restoring 1:1 texture unit mapping\n");
3484 /* Restore a 1:1 mapping */
3485 for(i = 0; i < MAX_SAMPLERS; i++) {
3486 if(This->texUnitMap[i] != i) {
3487 This->texUnitMap[i] = i;
3488 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3489 markTextureStagesDirty(This, i);
3492 This->oneToOneTexUnitMap = TRUE;
3495 /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
3496 * First, see if we can succeed at all
3499 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3500 if(This->stateBlock->textures[i] == NULL) tex++;
3503 if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
3504 FIXME("Too many bound textures to support the combiner settings\n");
3508 /* Now work out the mapping */
3510 This->oneToOneTexUnitMap = FALSE;
3511 WARN("Non 1:1 mapping UNTESTED!\n");
3512 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3513 /* Skip NULL textures */
3514 if (!This->stateBlock->textures[i]) {
3515 /* Map to -1, so the check below doesn't fail if a non-NULL
3516 * texture is set on this stage */
3517 TRACE("Mapping texture stage %d to -1\n", i);
3518 This->texUnitMap[i] = -1;
3523 TRACE("Mapping texture stage %d to unit %d\n", i, tex);
3524 if(This->texUnitMap[i] != tex) {
3525 This->texUnitMap[i] = tex;
3526 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3527 markTextureStagesDirty(This, i);
3535 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3536 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3537 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3538 This->updateStateBlock->pixelShader = pShader;
3539 This->updateStateBlock->changed.pixelShader = TRUE;
3540 This->updateStateBlock->set.pixelShader = TRUE;
3542 /* Handle recording of state blocks */
3543 if (This->isRecordingState) {
3544 TRACE("Recording... not performing anything\n");
3547 if (NULL != pShader) {
3548 IWineD3DPixelShader_AddRef(pShader);
3550 if (NULL != oldShader) {
3551 IWineD3DPixelShader_Release(oldShader);
3554 if (This->isRecordingState) {
3555 TRACE("Recording... not performing anything\n");
3559 if(pShader == oldShader) {
3560 TRACE("App is setting the old pixel shader over, nothing to do\n");
3564 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3565 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3567 /* Rebuild the texture unit mapping if nvrc's are supported */
3568 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3569 IWineD3DDeviceImpl_FindTexUnitMap(This);
3575 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3576 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3578 if (NULL == ppShader) {
3579 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3580 return WINED3DERR_INVALIDCALL;
3583 *ppShader = This->stateBlock->pixelShader;
3584 if (NULL != *ppShader) {
3585 IWineD3DPixelShader_AddRef(*ppShader);
3587 TRACE("(%p) : returning %p\n", This, *ppShader);
3591 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3592 IWineD3DDevice *iface,
3594 CONST BOOL *srcData,
3597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3598 int i, cnt = min(count, MAX_CONST_B - start);
3600 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3601 iface, srcData, start, count);
3603 if (srcData == NULL || cnt < 0)
3604 return WINED3DERR_INVALIDCALL;
3606 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3607 for (i = 0; i < cnt; i++)
3608 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3610 for (i = start; i < cnt + start; ++i) {
3611 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3612 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3615 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3620 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3621 IWineD3DDevice *iface,
3626 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3627 int cnt = min(count, MAX_CONST_B - start);
3629 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3630 iface, dstData, start, count);
3632 if (dstData == NULL || cnt < 0)
3633 return WINED3DERR_INVALIDCALL;
3635 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3639 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3640 IWineD3DDevice *iface,
3645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3646 int i, cnt = min(count, MAX_CONST_I - start);
3648 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3649 iface, srcData, start, count);
3651 if (srcData == NULL || cnt < 0)
3652 return WINED3DERR_INVALIDCALL;
3654 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3655 for (i = 0; i < cnt; i++)
3656 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3657 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3659 for (i = start; i < cnt + start; ++i) {
3660 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3661 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3664 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3669 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3670 IWineD3DDevice *iface,
3675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3676 int cnt = min(count, MAX_CONST_I - start);
3678 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3679 iface, dstData, start, count);
3681 if (dstData == NULL || cnt < 0)
3682 return WINED3DERR_INVALIDCALL;
3684 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3688 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3689 IWineD3DDevice *iface,
3691 CONST float *srcData,
3694 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3695 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3697 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3698 iface, srcData, start, count);
3700 if (srcData == NULL || cnt < 0)
3701 return WINED3DERR_INVALIDCALL;
3703 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3704 for (i = 0; i < cnt; i++)
3705 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3706 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3708 for (i = start; i < cnt + start; ++i) {
3709 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3710 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3712 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3713 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3715 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3718 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3723 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3724 IWineD3DDevice *iface,
3729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3730 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3732 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3733 iface, dstData, start, count);
3735 if (dstData == NULL || cnt < 0)
3736 return WINED3DERR_INVALIDCALL;
3738 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3742 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3744 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3745 char *dest_ptr, *dest_conv = NULL;
3747 DWORD DestFVF = dest->fvf;
3749 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3753 if (SrcFVF & WINED3DFVF_NORMAL) {
3754 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3757 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
3758 ERR("Source has no position mask\n");
3759 return WINED3DERR_INVALIDCALL;
3762 /* We might access VBOs from this code, so hold the lock */
3765 if (dest->resource.allocatedMemory == NULL) {
3766 /* This may happen if we do direct locking into a vbo. Unlikely,
3767 * but theoretically possible(ddraw processvertices test)
3769 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3770 if(!dest->resource.allocatedMemory) {
3772 ERR("Out of memory\n");
3773 return E_OUTOFMEMORY;
3777 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3778 checkGLcall("glBindBufferARB");
3779 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3781 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3783 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3784 checkGLcall("glUnmapBufferARB");
3788 /* Get a pointer into the destination vbo(create one if none exists) and
3789 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3791 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3796 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3797 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
3799 ERR("glMapBuffer failed\n");
3800 /* Continue without storing converted vertices */
3805 * a) WINED3DRS_CLIPPING is enabled
3806 * b) WINED3DVOP_CLIP is passed
3808 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3809 static BOOL warned = FALSE;
3811 * The clipping code is not quite correct. Some things need
3812 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3813 * so disable clipping for now.
3814 * (The graphics in Half-Life are broken, and my processvertices
3815 * test crashes with IDirect3DDevice3)
3821 FIXME("Clipping is broken and disabled for now\n");
3823 } else doClip = FALSE;
3824 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3826 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3829 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3832 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3833 WINED3DTS_PROJECTION,
3835 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3836 WINED3DTS_WORLDMATRIX(0),
3839 TRACE("View mat:\n");
3840 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); \
3841 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); \
3842 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); \
3843 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); \
3845 TRACE("Proj mat:\n");
3846 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); \
3847 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); \
3848 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); \
3849 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); \
3851 TRACE("World mat:\n");
3852 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); \
3853 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); \
3854 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); \
3855 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); \
3857 /* Get the viewport */
3858 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3859 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3860 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3862 multiply_matrix(&mat,&view_mat,&world_mat);
3863 multiply_matrix(&mat,&proj_mat,&mat);
3865 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3867 for (i = 0; i < dwCount; i+= 1) {
3868 unsigned int tex_index;
3870 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3871 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3872 /* The position first */
3874 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3876 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3878 /* Multiplication with world, view and projection matrix */
3879 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
3880 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
3881 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
3882 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
3884 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3886 /* WARNING: The following things are taken from d3d7 and were not yet checked
3887 * against d3d8 or d3d9!
3890 /* Clipping conditions: From
3891 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3893 * A vertex is clipped if it does not match the following requirements
3897 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3899 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3900 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3905 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3906 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3909 /* "Normal" viewport transformation (not clipped)
3910 * 1) The values are divided by rhw
3911 * 2) The y axis is negative, so multiply it with -1
3912 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3913 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3914 * 4) Multiply x with Width/2 and add Width/2
3915 * 5) The same for the height
3916 * 6) Add the viewpoint X and Y to the 2D coordinates and
3917 * The minimum Z value to z
3918 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3920 * Well, basically it's simply a linear transformation into viewport
3932 z *= vp.MaxZ - vp.MinZ;
3934 x += vp.Width / 2 + vp.X;
3935 y += vp.Height / 2 + vp.Y;
3940 /* That vertex got clipped
3941 * Contrary to OpenGL it is not dropped completely, it just
3942 * undergoes a different calculation.
3944 TRACE("Vertex got clipped\n");
3951 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3952 * outside of the main vertex buffer memory. That needs some more
3957 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3960 ( (float *) dest_ptr)[0] = x;
3961 ( (float *) dest_ptr)[1] = y;
3962 ( (float *) dest_ptr)[2] = z;
3963 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3965 dest_ptr += 3 * sizeof(float);
3967 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3968 dest_ptr += sizeof(float);
3973 ( (float *) dest_conv)[0] = x * w;
3974 ( (float *) dest_conv)[1] = y * w;
3975 ( (float *) dest_conv)[2] = z * w;
3976 ( (float *) dest_conv)[3] = w;
3978 dest_conv += 3 * sizeof(float);
3980 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3981 dest_conv += sizeof(float);
3985 if (DestFVF & WINED3DFVF_PSIZE) {
3986 dest_ptr += sizeof(DWORD);
3987 if(dest_conv) dest_conv += sizeof(DWORD);
3989 if (DestFVF & WINED3DFVF_NORMAL) {
3991 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3992 /* AFAIK this should go into the lighting information */
3993 FIXME("Didn't expect the destination to have a normal\n");
3994 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3996 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4000 if (DestFVF & WINED3DFVF_DIFFUSE) {
4002 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4004 static BOOL warned = FALSE;
4007 ERR("No diffuse color in source, but destination has one\n");
4011 *( (DWORD *) dest_ptr) = 0xffffffff;
4012 dest_ptr += sizeof(DWORD);
4015 *( (DWORD *) dest_conv) = 0xffffffff;
4016 dest_conv += sizeof(DWORD);
4020 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4022 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4023 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4024 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4025 dest_conv += sizeof(DWORD);
4030 if (DestFVF & WINED3DFVF_SPECULAR) {
4031 /* What's the color value in the feedback buffer? */
4033 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4035 static BOOL warned = FALSE;
4038 ERR("No specular color in source, but destination has one\n");
4042 *( (DWORD *) dest_ptr) = 0xFF000000;
4043 dest_ptr += sizeof(DWORD);
4046 *( (DWORD *) dest_conv) = 0xFF000000;
4047 dest_conv += sizeof(DWORD);
4051 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4053 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4054 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4055 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4056 dest_conv += sizeof(DWORD);
4061 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4063 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4064 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4066 ERR("No source texture, but destination requests one\n");
4067 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4068 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4071 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4073 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4080 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4081 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
4088 #undef copy_and_next
4090 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4092 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4093 WineDirect3DVertexStridedData strided;
4094 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4097 WARN("NULL source vertex buffer\n");
4098 return WINED3DERR_INVALIDCALL;
4100 /* We don't need the source vbo because this buffer is only used as
4101 * a source for ProcessVertices. Avoid wasting resources by converting the
4102 * buffer and loading the VBO
4105 TRACE("Releasing the source vbo, it won't be needed\n");
4107 if(!SrcImpl->resource.allocatedMemory) {
4108 /* Rescue the data from the buffer */
4110 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
4111 if(!SrcImpl->resource.allocatedMemory) {
4112 ERR("Out of memory\n");
4113 return E_OUTOFMEMORY;
4117 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
4118 checkGLcall("glBindBufferARB");
4120 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4122 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
4125 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4126 checkGLcall("glUnmapBufferARB");
4131 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
4132 checkGLcall("glBindBufferARB");
4133 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
4134 checkGLcall("glDeleteBuffersARB");
4140 memset(&strided, 0, sizeof(strided));
4141 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
4143 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4147 * Get / Set Texture Stage States
4148 * TODO: Verify against dx9 definitions
4150 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4151 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4152 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4154 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4156 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4158 /* Reject invalid texture units */
4159 if (Stage >= GL_LIMITS(texture_stages)) {
4160 TRACE("Attempt to access invalid texture rejected\n");
4161 return WINED3DERR_INVALIDCALL;
4164 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4165 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4166 This->updateStateBlock->textureState[Stage][Type] = Value;
4168 if (This->isRecordingState) {
4169 TRACE("Recording... not performing anything\n");
4173 /* Checked after the assignments to allow proper stateblock recording */
4174 if(oldValue == Value) {
4175 TRACE("App is setting the old value over, nothing to do\n");
4179 if(Stage > This->stateBlock->lowest_disabled_stage &&
4180 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4181 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4182 * Changes in other states are important on disabled stages too
4187 if(Type == WINED3DTSS_COLOROP) {
4190 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4191 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4192 * they have to be disabled
4194 * The current stage is dirtified below.
4196 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4197 TRACE("Additionally dirtifying stage %d\n", i);
4198 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4200 This->stateBlock->lowest_disabled_stage = Stage;
4201 TRACE("New lowest disabled: %d\n", Stage);
4202 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4203 /* Previously disabled stage enabled. Stages above it may need enabling
4204 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4205 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4207 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4210 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4211 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4214 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4215 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4217 This->stateBlock->lowest_disabled_stage = i;
4218 TRACE("New lowest disabled: %d\n", i);
4220 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4221 /* TODO: Built a stage -> texture unit mapping for register combiners */
4225 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4227 /* Rebuild the stage -> gl texture unit mapping if register combiners are supported
4228 * If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
4229 * will call FindTexUnitMap too.
4231 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4232 IWineD3DDeviceImpl_FindTexUnitMap(This);
4237 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4239 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4240 *pValue = This->updateStateBlock->textureState[Stage][Type];
4247 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4249 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4250 IWineD3DBaseTexture *oldTexture;
4252 oldTexture = This->updateStateBlock->textures[Stage];
4253 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4255 #if 0 /* TODO: check so vertex textures */
4256 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4257 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4262 /* Reject invalid texture units */
4263 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
4264 WARN("Attempt to access invalid texture rejected\n");
4265 return WINED3DERR_INVALIDCALL;
4268 if(pTexture != NULL) {
4269 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4271 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4272 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4273 return WINED3DERR_INVALIDCALL;
4275 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4278 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4279 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4281 This->updateStateBlock->set.textures[Stage] = TRUE;
4282 This->updateStateBlock->changed.textures[Stage] = TRUE;
4283 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4284 This->updateStateBlock->textures[Stage] = pTexture;
4286 /* Handle recording of state blocks */
4287 if (This->isRecordingState) {
4288 TRACE("Recording... not performing anything\n");
4292 if(oldTexture == pTexture) {
4293 TRACE("App is setting the same texture again, nothing to do\n");
4297 /** NOTE: MSDN says that setTexture increases the reference count,
4298 * and the the application nust set the texture back to null (or have a leaky application),
4299 * This means we should pass the refcount up to the parent
4300 *******************************/
4301 if (NULL != This->updateStateBlock->textures[Stage]) {
4302 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4303 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4305 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4306 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4307 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4308 * so the COLOROP and ALPHAOP have to be dirtified.
4310 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4311 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4313 if(bindCount == 1) {
4314 new->baseTexture.sampler = Stage;
4316 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4320 if (NULL != oldTexture) {
4321 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4322 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4324 IWineD3DBaseTexture_Release(oldTexture);
4325 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4326 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4327 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4330 if(bindCount && old->baseTexture.sampler == Stage) {
4332 /* Have to do a search for the other sampler(s) where the texture is bound to
4333 * Shouldn't happen as long as apps bind a texture only to one stage
4335 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4336 for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
4337 if(This->updateStateBlock->textures[i] == oldTexture) {
4338 old->baseTexture.sampler = i;
4345 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4347 /* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
4348 * pixel shader is used
4350 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4351 IWineD3DDeviceImpl_FindTexUnitMap(This);
4357 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4358 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4359 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4361 /* Reject invalid texture units */
4362 if (Stage >= GL_LIMITS(sampler_stages)) {
4363 TRACE("Attempt to access invalid texture rejected\n");
4364 return WINED3DERR_INVALIDCALL;
4366 *ppTexture=This->stateBlock->textures[Stage];
4368 IWineD3DBaseTexture_AddRef(*ppTexture);
4376 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4377 IWineD3DSurface **ppBackBuffer) {
4378 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4379 IWineD3DSwapChain *swapChain;
4382 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4384 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4385 if (hr == WINED3D_OK) {
4386 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4387 IWineD3DSwapChain_Release(swapChain);
4389 *ppBackBuffer = NULL;
4394 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4395 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4396 WARN("(%p) : stub, calling idirect3d for now\n", This);
4397 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4400 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4401 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4402 IWineD3DSwapChain *swapChain;
4405 if(iSwapChain > 0) {
4406 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4407 if (hr == WINED3D_OK) {
4408 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4409 IWineD3DSwapChain_Release(swapChain);
4411 FIXME("(%p) Error getting display mode\n", This);
4414 /* Don't read the real display mode,
4415 but return the stored mode instead. X11 can't change the color
4416 depth, and some apps are pretty angry if they SetDisplayMode from
4417 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4419 Also don't relay to the swapchain because with ddraw it's possible
4420 that there isn't a swapchain at all */
4421 pMode->Width = This->ddraw_width;
4422 pMode->Height = This->ddraw_height;
4423 pMode->Format = This->ddraw_format;
4424 pMode->RefreshRate = 0;
4431 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4432 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4433 TRACE("(%p)->(%p)\n", This, hWnd);
4435 This->ddraw_window = hWnd;
4439 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4441 TRACE("(%p)->(%p)\n", This, hWnd);
4443 *hWnd = This->ddraw_window;
4448 * Stateblock related functions
4451 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4452 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4453 IWineD3DStateBlockImpl *object;
4454 HRESULT temp_result;
4456 TRACE("(%p)\n", This);
4458 if (This->isRecordingState) {
4459 return WINED3DERR_INVALIDCALL;
4462 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4463 if (NULL == object ) {
4464 FIXME("(%p)Error allocating memory for stateblock\n", This);
4465 return E_OUTOFMEMORY;
4467 TRACE("(%p) created object %p\n", This, object);
4468 object->wineD3DDevice= This;
4469 /** FIXME: object->parent = parent; **/
4470 object->parent = NULL;
4471 object->blockType = WINED3DSBT_ALL;
4473 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4475 temp_result = allocate_shader_constants(object);
4476 if (WINED3D_OK != temp_result)
4479 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4480 This->updateStateBlock = object;
4481 This->isRecordingState = TRUE;
4483 TRACE("(%p) recording stateblock %p\n",This , object);
4487 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4488 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4490 if (!This->isRecordingState) {
4491 FIXME("(%p) not recording! returning error\n", This);
4492 *ppStateBlock = NULL;
4493 return WINED3DERR_INVALIDCALL;
4496 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4497 This->isRecordingState = FALSE;
4498 This->updateStateBlock = This->stateBlock;
4499 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4500 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4501 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4506 * Scene related functions
4508 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4509 /* At the moment we have no need for any functionality at the beginning
4511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4512 TRACE("(%p) : stub\n", This);
4516 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4517 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4518 TRACE("(%p)\n", This);
4520 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4522 checkGLcall("glFlush");
4524 TRACE("End Scene\n");
4525 /* If we're using FBOs this isn't needed */
4526 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_targets[0] != NULL) {
4528 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4529 IUnknown *targetContainer = NULL;
4530 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4531 || WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DDevice, (void **)&targetContainer)) {
4532 TRACE("(%p) : Texture rendertarget %p\n", This ,This->render_targets[0]);
4533 /** always dirtify for now. we must find a better way to see that surface have been modified
4534 (Modifications should will only occur via draw-primitive, but we do need better locking
4535 switching to render-to-texture should remove the overhead though.
4537 IWineD3DSurface_SetPBufferState(This->render_targets[0], TRUE /* inPBuffer */, FALSE /* inTexture */);
4538 IWineD3DSurface_AddDirtyRect(This->render_targets[0], NULL);
4539 IWineD3DSurface_PreLoad(This->render_targets[0]);
4540 IWineD3DSurface_SetPBufferState(This->render_targets[0], FALSE /* inPBuffer */, FALSE /* inTexture */);
4541 IUnknown_Release(targetContainer);
4544 This->sceneEnded = TRUE;
4549 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4550 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4551 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4552 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4553 IWineD3DSwapChain *swapChain = NULL;
4555 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4557 TRACE("(%p) Presenting the frame\n", This);
4559 for(i = 0 ; i < swapchains ; i ++) {
4561 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4562 TRACE("presentinng chain %d, %p\n", i, swapChain);
4563 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4564 IWineD3DSwapChain_Release(swapChain);
4570 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4571 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4572 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4574 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
4575 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
4576 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4577 GLbitfield glMask = 0;
4578 GLboolean old_ztest;
4579 GLfloat old_z_clear_value;
4580 GLint old_stencil_clear_value;
4581 GLfloat old_color_clear_value[4];
4583 CONST WINED3DRECT* curRect;
4585 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
4586 Count, pRects, Flags, Z, Stencil);
4590 glEnable(GL_SCISSOR_TEST);
4591 checkGLcall("glEnable GL_SCISSOR_TEST");
4593 if (Count > 0 && pRects) {
4599 /* Only set the values up once, as they are not changing */
4600 if (Flags & WINED3DCLEAR_STENCIL) {
4601 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4602 glClearStencil(Stencil);
4603 checkGLcall("glClearStencil");
4604 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4605 glStencilMask(0xFFFFFFFF);
4608 if (Flags & WINED3DCLEAR_ZBUFFER) {
4609 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4610 glDepthMask(GL_TRUE);
4611 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4613 checkGLcall("glClearDepth");
4614 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4617 if (Flags & WINED3DCLEAR_TARGET) {
4618 TRACE("Clearing screen with glClear to color %x\n", Color);
4619 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4620 glClearColor(D3DCOLOR_R(Color),
4624 checkGLcall("glClearColor");
4626 /* Clear ALL colors! */
4627 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4628 glMask = glMask | GL_COLOR_BUFFER_BIT;
4631 /* Now process each rect in turn */
4632 for (i = 0; i < Count || i == 0; i++) {
4635 /* Note gl uses lower left, width/height */
4636 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4637 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4638 curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4639 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4640 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4641 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4642 checkGLcall("glScissor");
4644 glScissor(This->stateBlock->viewport.X,
4645 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4646 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4647 This->stateBlock->viewport.Width,
4648 This->stateBlock->viewport.Height);
4649 checkGLcall("glScissor");
4652 /* Clear the selected rectangle (or full screen) */
4654 checkGLcall("glClear");
4656 /* Step to the next rectangle */
4657 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
4660 /* Restore the old values (why..?) */
4661 if (Flags & WINED3DCLEAR_STENCIL) {
4662 glClearStencil(old_stencil_clear_value);
4663 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4665 if (Flags & WINED3DCLEAR_ZBUFFER) {
4666 glDepthMask(old_ztest);
4667 glClearDepth(old_z_clear_value);
4669 if (Flags & WINED3DCLEAR_TARGET) {
4670 glClearColor(old_color_clear_value[0],
4671 old_color_clear_value[1],
4672 old_color_clear_value[2],
4673 old_color_clear_value[3]);
4674 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4675 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4676 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4677 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4680 glDisable(GL_SCISSOR_TEST);
4681 checkGLcall("glDisable");
4690 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4691 UINT PrimitiveCount) {
4693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4694 This->stateBlock->streamIsUP = FALSE;
4696 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4697 debug_d3dprimitivetype(PrimitiveType),
4698 StartVertex, PrimitiveCount);
4700 if(StartVertex - This->stateBlock->baseVertexIndex < 0) ERR("Drawing negative\n");
4701 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4702 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex - This->stateBlock->baseVertexIndex, 0/* NumVertices */, -1 /* indxStart */,
4703 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4707 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4708 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4709 WINED3DPRIMITIVETYPE PrimitiveType,
4710 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4712 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4714 IWineD3DIndexBuffer *pIB;
4715 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4717 pIB = This->stateBlock->pIndexData;
4718 This->stateBlock->streamIsUP = FALSE;
4720 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4721 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4722 minIndex, NumVertices, startIndex, primCount);
4724 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4725 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4731 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4732 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4737 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4738 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4739 UINT VertexStreamZeroStride) {
4740 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4742 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4743 debug_d3dprimitivetype(PrimitiveType),
4744 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4746 /* release the stream source */
4747 if (This->stateBlock->streamSource[0] != NULL) {
4748 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4751 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4752 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4753 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4754 This->stateBlock->streamIsUP = TRUE;
4756 /* TODO: Only mark dirty if drawing from a different UP address */
4757 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4759 drawPrimitive(iface, PrimitiveType, PrimitiveCount, -This->stateBlock->baseVertexIndex /* start vertex */, 0 /* NumVertices */,
4760 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4762 /* MSDN specifies stream zero settings must be set to NULL */
4763 This->stateBlock->streamStride[0] = 0;
4764 This->stateBlock->streamSource[0] = NULL;
4766 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4767 * the new stream sources or use UP drawing again
4772 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4773 UINT MinVertexIndex, UINT NumVertices,
4774 UINT PrimitiveCount, CONST void* pIndexData,
4775 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4776 UINT VertexStreamZeroStride) {
4778 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4780 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4781 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4782 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4783 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4785 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4791 /* release the stream and index data */
4792 if (This->stateBlock->streamSource[0] != NULL) {
4793 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4795 if (This->stateBlock->pIndexData) {
4796 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
4799 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4800 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4801 This->stateBlock->streamIsUP = TRUE;
4802 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4804 /* Mark the state dirty until we have nicer tracking */
4805 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4806 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4807 This->stateBlock->baseVertexIndex = 0;
4809 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4811 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4812 This->stateBlock->streamSource[0] = NULL;
4813 This->stateBlock->streamStride[0] = 0;
4814 This->stateBlock->pIndexData = NULL;
4819 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4820 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4822 /* Mark the state dirty until we have nicer tracking
4823 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4826 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4827 This->stateBlock->baseVertexIndex = 0;
4828 This->up_strided = DrawPrimStrideData;
4829 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4830 This->up_strided = NULL;
4833 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4834 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4835 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4836 HRESULT hr = WINED3D_OK;
4837 WINED3DRESOURCETYPE sourceType;
4838 WINED3DRESOURCETYPE destinationType;
4841 /* TODO: think about moving the code into IWineD3DBaseTexture */
4843 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4845 /* verify that the source and destination textures aren't NULL */
4846 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4847 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4848 This, pSourceTexture, pDestinationTexture);
4849 hr = WINED3DERR_INVALIDCALL;
4852 if (pSourceTexture == pDestinationTexture) {
4853 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4854 This, pSourceTexture, pDestinationTexture);
4855 hr = WINED3DERR_INVALIDCALL;
4857 /* Verify that the source and destination textures are the same type */
4858 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4859 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4861 if (sourceType != destinationType) {
4862 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4864 hr = WINED3DERR_INVALIDCALL;
4867 /* check that both textures have the identical numbers of levels */
4868 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4869 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4870 hr = WINED3DERR_INVALIDCALL;
4873 if (WINED3D_OK == hr) {
4875 /* Make sure that the destination texture is loaded */
4876 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4878 /* Update every surface level of the texture */
4879 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4881 switch (sourceType) {
4882 case WINED3DRTYPE_TEXTURE:
4884 IWineD3DSurface *srcSurface;
4885 IWineD3DSurface *destSurface;
4887 for (i = 0 ; i < levels ; ++i) {
4888 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4889 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4890 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4891 IWineD3DSurface_Release(srcSurface);
4892 IWineD3DSurface_Release(destSurface);
4893 if (WINED3D_OK != hr) {
4894 WARN("(%p) : Call to update surface failed\n", This);
4900 case WINED3DRTYPE_CUBETEXTURE:
4902 IWineD3DSurface *srcSurface;
4903 IWineD3DSurface *destSurface;
4904 WINED3DCUBEMAP_FACES faceType;
4906 for (i = 0 ; i < levels ; ++i) {
4907 /* Update each cube face */
4908 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4909 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4910 if (WINED3D_OK != hr) {
4911 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4913 TRACE("Got srcSurface %p\n", srcSurface);
4915 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4916 if (WINED3D_OK != hr) {
4917 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4919 TRACE("Got desrSurface %p\n", destSurface);
4921 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4922 IWineD3DSurface_Release(srcSurface);
4923 IWineD3DSurface_Release(destSurface);
4924 if (WINED3D_OK != hr) {
4925 WARN("(%p) : Call to update surface failed\n", This);
4932 #if 0 /* TODO: Add support for volume textures */
4933 case WINED3DRTYPE_VOLUMETEXTURE:
4935 IWineD3DVolume srcVolume = NULL;
4936 IWineD3DSurface destVolume = NULL;
4938 for (i = 0 ; i < levels ; ++i) {
4939 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4940 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4941 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4942 IWineD3DVolume_Release(srcSurface);
4943 IWineD3DVolume_Release(destSurface);
4944 if (WINED3D_OK != hr) {
4945 WARN("(%p) : Call to update volume failed\n", This);
4953 FIXME("(%p) : Unsupported source and destination type\n", This);
4954 hr = WINED3DERR_INVALIDCALL;
4961 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
4962 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
4963 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
4964 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4966 TRACE("(%p) : stub\n", This);
4969 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
4970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4971 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
4972 * NOTE It may be best to move the code into surface to occomplish this
4973 ****************************************/
4975 WINED3DSURFACE_DESC surfaceDesc;
4976 unsigned int surfaceWidth, surfaceHeight;
4977 glDescriptor *targetGlDescription = NULL;
4978 glDescriptor *surfaceGlDescription = NULL;
4979 IWineD3DSwapChainImpl *container = NULL;
4981 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
4982 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
4983 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
4985 surfaceDesc.Width = &surfaceWidth;
4986 surfaceDesc.Height = &surfaceHeight;
4987 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
4988 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
4990 /* Ok, I may need to setup some kind of active swapchain reference on the device */
4991 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
4993 /* TODO: opengl Context switching for swapchains etc... */
4994 if (NULL != container || pRenderTarget == This->render_targets[0] || pRenderTarget == This->depthStencilBuffer) {
4995 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
4996 glReadBuffer(GL_BACK);
4997 vcheckGLcall("glReadBuffer(GL_BACK)");
4998 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->render_targets[0])) {
4999 glReadBuffer(GL_FRONT);
5000 vcheckGLcall("glReadBuffer(GL_FRONT)");
5001 } else if (pRenderTarget == This->depthStencilBuffer) {
5002 FIXME("Reading of depthstencil not yet supported\n");
5009 surfaceGlDescription->glFormat,
5010 surfaceGlDescription->glType,
5011 (void *)IWineD3DSurface_GetData(pSurface));
5012 vcheckGLcall("glReadPixels(...)");
5013 if(NULL != container ){
5014 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5017 IWineD3DBaseTexture *container;
5018 GLenum textureDimensions = GL_TEXTURE_2D;
5020 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5021 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5022 IWineD3DBaseTexture_Release(container);
5024 /* TODO: 2D -> Cube surface coppies etc.. */
5025 if (surfaceGlDescription->target != textureDimensions) {
5026 FIXME("(%p) : Texture dimension mismatch\n", This);
5028 glEnable(textureDimensions);
5029 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5030 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5031 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5032 vcheckGLcall("glBindTexture");
5033 glGetTexImage(surfaceGlDescription->target,
5034 surfaceGlDescription->level,
5035 surfaceGlDescription->glFormat,
5036 surfaceGlDescription->glType,
5037 (void *)IWineD3DSurface_GetData(pSurface));
5038 glDisable(textureDimensions);
5039 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5046 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5047 IWineD3DSwapChain *swapChain;
5049 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5050 if(hr == WINED3D_OK) {
5051 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5052 IWineD3DSwapChain_Release(swapChain);
5057 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5059 /* return a sensible default */
5061 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5062 FIXME("(%p) : stub\n", This);
5066 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5067 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5069 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5070 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5071 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5072 return WINED3DERR_INVALIDCALL;
5074 for (j = 0; j < 256; ++j) {
5075 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5076 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5077 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5078 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5080 TRACE("(%p) : returning\n", This);
5084 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5085 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5087 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5088 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5089 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5090 return WINED3DERR_INVALIDCALL;
5092 for (j = 0; j < 256; ++j) {
5093 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5094 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5095 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5096 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5098 TRACE("(%p) : returning\n", This);
5102 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5104 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5105 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5106 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5107 return WINED3DERR_INVALIDCALL;
5109 /*TODO: stateblocks */
5110 This->currentPalette = PaletteNumber;
5111 TRACE("(%p) : returning\n", This);
5115 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5116 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5117 if (PaletteNumber == NULL) {
5118 WARN("(%p) : returning Invalid Call\n", This);
5119 return WINED3DERR_INVALIDCALL;
5121 /*TODO: stateblocks */
5122 *PaletteNumber = This->currentPalette;
5123 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5127 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5129 static BOOL showFixmes = TRUE;
5131 FIXME("(%p) : stub\n", This);
5135 This->softwareVertexProcessing = bSoftware;
5140 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5141 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5142 static BOOL showFixmes = TRUE;
5144 FIXME("(%p) : stub\n", This);
5147 return This->softwareVertexProcessing;
5151 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5153 IWineD3DSwapChain *swapChain;
5156 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5158 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5159 if(hr == WINED3D_OK){
5160 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5161 IWineD3DSwapChain_Release(swapChain);
5163 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5169 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5171 static BOOL showfixmes = TRUE;
5172 if(nSegments != 0.0f) {
5174 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5181 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5182 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5183 static BOOL showfixmes = TRUE;
5185 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5191 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5193 /** TODO: remove casts to IWineD3DSurfaceImpl
5194 * NOTE: move code to surface to accomplish this
5195 ****************************************/
5196 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5197 int srcWidth, srcHeight;
5198 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5199 WINED3DFORMAT destFormat, srcFormat;
5201 int destLeft, destTop;
5202 WINED3DPOOL srcPool, destPool;
5204 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5205 glDescriptor *glDescription = NULL;
5206 GLenum textureDimensions = GL_TEXTURE_2D;
5207 IWineD3DBaseTexture *baseTexture;
5209 WINED3DSURFACE_DESC winedesc;
5211 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5212 memset(&winedesc, 0, sizeof(winedesc));
5213 winedesc.Width = &srcSurfaceWidth;
5214 winedesc.Height = &srcSurfaceHeight;
5215 winedesc.Pool = &srcPool;
5216 winedesc.Format = &srcFormat;
5218 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5220 winedesc.Width = &destSurfaceWidth;
5221 winedesc.Height = &destSurfaceHeight;
5222 winedesc.Pool = &destPool;
5223 winedesc.Format = &destFormat;
5224 winedesc.Size = &destSize;
5226 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5228 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5229 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5230 return WINED3DERR_INVALIDCALL;
5233 if (destFormat == WINED3DFMT_UNKNOWN) {
5234 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5235 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5237 /* Get the update surface description */
5238 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5241 /* Make sure the surface is loaded and up to date */
5242 IWineD3DSurface_PreLoad(pDestinationSurface);
5244 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5248 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5249 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5250 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5251 destLeft = pDestPoint ? pDestPoint->x : 0;
5252 destTop = pDestPoint ? pDestPoint->y : 0;
5255 /* This function doesn't support compressed textures
5256 the pitch is just bytesPerPixel * width */
5257 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5258 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5259 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5260 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5262 /* TODO DXT formats */
5264 if(pSourceRect != NULL && pSourceRect->top != 0){
5265 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5267 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5269 ,glDescription->level
5274 ,glDescription->glFormat
5275 ,glDescription->glType
5276 ,IWineD3DSurface_GetData(pSourceSurface)
5280 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5282 /* need to lock the surface to get the data */
5283 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5286 /* TODO: Cube and volume support */
5288 /* not a whole row so we have to do it a line at a time */
5291 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5292 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5294 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5296 glTexSubImage2D(glDescription->target
5297 ,glDescription->level
5302 ,glDescription->glFormat
5303 ,glDescription->glType
5304 ,data /* could be quicker using */
5309 } else { /* Full width, so just write out the whole texture */
5311 if (WINED3DFMT_DXT1 == destFormat ||
5312 WINED3DFMT_DXT2 == destFormat ||
5313 WINED3DFMT_DXT3 == destFormat ||
5314 WINED3DFMT_DXT4 == destFormat ||
5315 WINED3DFMT_DXT5 == destFormat) {
5316 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5317 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5318 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5319 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5320 } if (destFormat != srcFormat) {
5321 FIXME("Updating mixed format compressed texture is not curretly support\n");
5323 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5324 glDescription->level,
5325 glDescription->glFormatInternal,
5330 IWineD3DSurface_GetData(pSourceSurface));
5333 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5338 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5340 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5341 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5342 data returned by GetData non-power2 width/height with hardware non-power2
5343 pow2Width/height are set to surface width height, repacking isn't needed so it
5344 doesn't matter which function gets called. */
5345 glTexSubImage2D(glDescription->target
5346 ,glDescription->level
5351 ,glDescription->glFormat
5352 ,glDescription->glType
5353 ,IWineD3DSurface_GetData(pSourceSurface)
5357 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5358 glTexSubImage2D(glDescription->target
5359 ,glDescription->level
5362 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5363 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5364 ,glDescription->glFormat
5365 ,glDescription->glType
5366 ,IWineD3DSurface_GetData(pSourceSurface)
5372 checkGLcall("glTexSubImage2D");
5373 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
5375 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5376 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5377 * surface bigger than it needs to be hmm.. */
5378 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5379 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5380 IWineD3DBaseTexture_Release(baseTexture);
5383 glDisable(textureDimensions); /* This needs to be managed better.... */
5389 /* Implementation details at http://developer.nvidia.com/attach/6494
5391 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5392 hmm.. no longer supported use
5393 OpenGL evaluators or tessellate surfaces within your application.
5396 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5397 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5399 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5400 FIXME("(%p) : Stub\n", This);
5405 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5406 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5408 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5409 FIXME("(%p) : Stub\n", This);
5413 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5414 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5415 TRACE("(%p) Handle(%d)\n", This, Handle);
5416 FIXME("(%p) : Stub\n", This);
5420 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5422 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5424 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
5426 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5427 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5428 return WINED3DERR_INVALIDCALL;
5431 /* Just forward this to the DirectDraw blitting engine */
5432 memset(&BltFx, 0, sizeof(BltFx));
5433 BltFx.dwSize = sizeof(BltFx);
5434 BltFx.u5.dwFillColor = color;
5435 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
5438 /* rendertarget and deptth stencil functions */
5439 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5442 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5443 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5444 return WINED3DERR_INVALIDCALL;
5447 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5448 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5449 /* Note inc ref on returned surface */
5450 if(*ppRenderTarget != NULL)
5451 IWineD3DSurface_AddRef(*ppRenderTarget);
5455 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5457 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5458 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5459 IWineD3DSwapChainImpl *Swapchain;
5462 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5464 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5465 if(hr != WINED3D_OK) {
5466 ERR("Can't get the swapchain\n");
5470 /* Make sure to release the swapchain */
5471 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5473 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5474 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5475 return WINED3DERR_INVALIDCALL;
5477 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5478 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5479 return WINED3DERR_INVALIDCALL;
5482 if(Swapchain->frontBuffer != Front) {
5483 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5485 if(Swapchain->frontBuffer)
5486 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5487 Swapchain->frontBuffer = Front;
5489 if(Swapchain->frontBuffer) {
5490 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5494 if(Back && !Swapchain->backBuffer) {
5495 /* We need memory for the back buffer array - only one back buffer this way */
5496 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5497 if(!Swapchain->backBuffer) {
5498 ERR("Out of memory\n");
5499 return E_OUTOFMEMORY;
5503 if(Swapchain->backBuffer[0] != Back) {
5504 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5506 if(!Swapchain->backBuffer[0]) {
5507 /* GL was told to draw to the front buffer at creation,
5510 glDrawBuffer(GL_BACK);
5511 checkGLcall("glDrawBuffer(GL_BACK)");
5512 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5513 Swapchain->presentParms.BackBufferCount = 1;
5515 /* That makes problems - disable for now */
5516 /* glDrawBuffer(GL_FRONT); */
5517 checkGLcall("glDrawBuffer(GL_FRONT)");
5518 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5519 Swapchain->presentParms.BackBufferCount = 0;
5523 if(Swapchain->backBuffer[0])
5524 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5525 Swapchain->backBuffer[0] = Back;
5527 if(Swapchain->backBuffer[0]) {
5528 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5530 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5538 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5540 *ppZStencilSurface = This->depthStencilBuffer;
5541 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5543 if(*ppZStencilSurface != NULL) {
5544 /* Note inc ref on returned surface */
5545 IWineD3DSurface_AddRef(*ppZStencilSurface);
5550 static void bind_fbo(IWineD3DDevice *iface) {
5551 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5554 GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
5555 checkGLcall("glGenFramebuffersEXT()");
5557 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
5558 checkGLcall("glBindFramebuffer()");
5561 /* TODO: Handle stencil attachments */
5562 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5563 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5564 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5566 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5570 if (depth_stencil_impl) {
5571 GLenum texttarget, target;
5572 GLint old_binding = 0;
5574 IWineD3DSurface_PreLoad(depth_stencil);
5575 texttarget = depth_stencil_impl->glDescription.target;
5576 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5578 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5579 glBindTexture(target, depth_stencil_impl->glDescription.textureName);
5580 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5581 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5582 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5583 glBindTexture(target, old_binding);
5585 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5586 checkGLcall("glFramebufferTexture2DEXT()");
5588 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5589 checkGLcall("glFramebufferTexture2DEXT()");
5592 if (!This->render_offscreen) {
5593 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5594 checkGLcall("glBindFramebuffer()");
5598 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5599 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5600 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5602 if (idx >= GL_LIMITS(buffers)) {
5603 ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
5609 GLenum texttarget, target;
5610 GLint old_binding = 0;
5612 IWineD3DSurface_PreLoad(render_target);
5613 texttarget = rtimpl->glDescription.target;
5614 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5616 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5617 glBindTexture(target, rtimpl->glDescription.textureName);
5618 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5619 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5620 glBindTexture(target, old_binding);
5622 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
5623 checkGLcall("glFramebufferTexture2DEXT()");
5625 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5627 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5628 checkGLcall("glFramebufferTexture2DEXT()");
5630 This->draw_buffers[idx] = GL_NONE;
5633 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5634 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5635 checkGLcall("glDrawBuffers()");
5638 if (!This->render_offscreen) {
5639 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5640 checkGLcall("glBindFramebuffer()");
5644 /* internal static helper functions */
5645 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5646 IWineD3DSurface *RenderSurface);
5648 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5650 HRESULT hr = WINED3D_OK;
5651 WINED3DVIEWPORT viewport;
5653 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5655 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5656 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5657 return WINED3DERR_INVALIDCALL;
5660 /* MSDN says that null disables the render target
5661 but a device must always be associated with a render target
5662 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5664 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5667 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5668 FIXME("Trying to set render target 0 to NULL\n");
5669 return WINED3DERR_INVALIDCALL;
5671 /* TODO: replace Impl* usage with interface usage */
5672 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5673 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5674 return WINED3DERR_INVALIDCALL;
5676 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5677 * builds, but I think wine counts as a 'debug' build for now.
5678 ******************************/
5679 /* If we are trying to set what we already have, don't bother */
5680 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5681 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5683 /* Otherwise, set the render target up */
5685 if (!This->sceneEnded) {
5686 IWineD3DDevice_EndScene(iface);
5688 TRACE("clearing renderer\n");
5689 /* IWineD3DDeviceImpl_CleanRender(iface); */
5690 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5691 depending on the renter target implementation being used.
5692 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5693 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5694 stencil buffer and incure an extra memory overhead */
5695 if (RenderTargetIndex == 0) {
5696 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5701 /* Replace the render target */
5702 if (This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5703 This->render_targets[RenderTargetIndex] = pRenderTarget;
5704 if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5706 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5707 set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
5711 if (SUCCEEDED(hr)) {
5712 /* Finally, reset the viewport as the MSDN states. */
5713 /* TODO: Replace impl usage */
5714 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5715 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5718 viewport.MaxZ = 1.0f;
5719 viewport.MinZ = 0.0f;
5720 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5722 FIXME("Unknown error setting the render target\n");
5724 This->sceneEnded = FALSE;
5728 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5730 HRESULT hr = WINED3D_OK;
5731 IWineD3DSurface *tmp;
5733 TRACE("(%p) Swapping z-buffer\n",This);
5735 if (pNewZStencil == This->stencilBufferTarget) {
5736 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5738 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5739 * depending on the renter target implementation being used.
5740 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5741 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5742 * stencil buffer and incure an extra memory overhead
5743 ******************************************************/
5746 tmp = This->stencilBufferTarget;
5747 This->stencilBufferTarget = pNewZStencil;
5748 /* should we be calling the parent or the wined3d surface? */
5749 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5750 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5752 /** TODO: glEnable/glDisable on depth/stencil depending on
5753 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5754 **********************************************************/
5755 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5756 set_depth_stencil_fbo(iface, pNewZStencil);
5764 #ifdef GL_VERSION_1_3
5765 /* Internal functions not in DirectX */
5766 /** TODO: move this off to the opengl context manager
5767 *(the swapchain doesn't need to know anything about offscreen rendering!)
5768 ****************************************************/
5770 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5772 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5774 TRACE("(%p), %p\n", This, swapchain);
5776 if (swapchain->win != swapchain->drawable) {
5777 /* Set everything back the way it ws */
5778 swapchain->render_ctx = swapchain->glCtx;
5779 swapchain->drawable = swapchain->win;
5784 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5785 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5786 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5789 unsigned int height;
5790 WINED3DFORMAT format;
5791 WINED3DSURFACE_DESC surfaceDesc;
5792 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5793 surfaceDesc.Width = &width;
5794 surfaceDesc.Height = &height;
5795 surfaceDesc.Format = &format;
5796 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5798 /* I need a get width/height function (and should do something with the format) */
5799 for (i = 0; i < CONTEXT_CACHE; ++i) {
5800 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5801 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5802 the pSurface can be set to 0 allowing it to be reused from cache **/
5803 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5804 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5805 *context = &This->contextCache[i];
5808 if (This->contextCache[i].Width == 0) {
5809 This->contextCache[i].pSurface = pSurface;
5810 This->contextCache[i].Width = width;
5811 This->contextCache[i].Height = height;
5812 *context = &This->contextCache[i];
5816 if (i == CONTEXT_CACHE) {
5817 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5818 glContext *dropContext = 0;
5819 for (i = 0; i < CONTEXT_CACHE; i++) {
5820 if (This->contextCache[i].usedcount < minUsage) {
5821 dropContext = &This->contextCache[i];
5822 minUsage = This->contextCache[i].usedcount;
5825 /* clean up the context (this doesn't work for ATI at the moment */
5827 glXDestroyContext(swapchain->display, dropContext->context);
5828 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5831 dropContext->Width = 0;
5832 dropContext->pSurface = pSurface;
5833 *context = dropContext;
5835 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5836 for (i = 0; i < CONTEXT_CACHE; i++) {
5837 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5841 if (*context != NULL)
5844 return E_OUTOFMEMORY;
5848 /* Reapply the device stateblock */
5849 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
5852 IWineD3DStateBlockImpl *oldUpdateStateBlock;
5855 /* Disable recording */
5856 oldUpdateStateBlock = This->updateStateBlock;
5857 oldRecording= This->isRecordingState;
5858 This->isRecordingState = FALSE;
5859 This->updateStateBlock = This->stateBlock;
5861 /* Reapply the state block */
5862 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
5864 /* Temporaryily mark all render states dirty to force reapplication
5865 * until the context management for is integrated with the state management
5866 * The same for the pixel shader, vertex declaration and vertex shader
5867 * Sampler states and texture stage states are marked
5868 * dirty my StateBlock::Apply already.
5870 for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
5871 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
5873 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
5874 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5875 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
5877 /* Restore recording */
5878 This->isRecordingState = oldRecording;
5879 This->updateStateBlock = oldUpdateStateBlock;
5882 /* Set offscreen rendering. When rendering offscreen the surface will be
5883 * rendered upside down to compensate for the fact that D3D texture coordinates
5884 * are flipped compared to GL texture coordinates. The cullmode is affected by
5885 * this, so it must be updated. To update the cullmode stateblock recording has
5886 * to be temporarily disabled. The new state management code will hopefully
5887 * make this unnecessary */
5888 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
5891 IWineD3DStateBlockImpl *oldUpdateStateBlock;
5893 /* Nothing to update, return. */
5894 if (This->render_offscreen == isTexture) return;
5896 /* Disable recording */
5897 oldUpdateStateBlock = This->updateStateBlock;
5898 oldRecording= This->isRecordingState;
5899 This->isRecordingState = FALSE;
5900 This->updateStateBlock = This->stateBlock;
5902 This->render_offscreen = isTexture;
5903 if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
5904 This->depth_copy_state = WINED3D_DCS_COPY;
5906 This->last_was_rhw = FALSE;
5907 /* Viewport state will reapply the projection matrix for now */
5908 IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
5910 /* Restore recording */
5911 This->isRecordingState = oldRecording;
5912 This->updateStateBlock = oldUpdateStateBlock;
5915 /* Returns an array of compatible FBconfig(s).
5916 * The array must be freed with XFree. Requires ENTER_GL() */
5918 static GLXFBConfig* device_find_fbconfigs(
5919 IWineD3DDeviceImpl* This,
5920 IWineD3DSwapChainImpl* implicitSwapchainImpl,
5921 IWineD3DSurface* RenderSurface) {
5923 GLXFBConfig* cfgs = NULL;
5928 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
5929 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
5930 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
5933 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
5934 it StencilSurface != NULL && zBufferTarget == NULL switch it on
5937 #define PUSH1(att) attribs[nAttribs++] = (att);
5938 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
5940 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
5942 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
5943 PUSH2(GLX_X_RENDERABLE, TRUE);
5944 PUSH2(GLX_DOUBLEBUFFER, TRUE);
5945 TRACE("calling makeglcfg\n");
5946 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
5948 TRACE("calling chooseFGConfig\n");
5949 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
5950 DefaultScreen(implicitSwapchainImpl->display),
5953 /* OK we didn't find the exact config, so use any reasonable match */
5954 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
5956 static BOOL show_message = TRUE;
5958 ERR("Failed to find exact match, finding alternative but you may "
5959 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
5960 show_message = FALSE;
5963 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
5964 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
5965 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
5966 PUSH2(GLX_DOUBLEBUFFER, FALSE);
5967 TRACE("calling makeglcfg\n");
5968 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
5970 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
5971 DefaultScreen(implicitSwapchainImpl->display),
5976 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
5977 BackBufferFormat, debug_d3dformat(BackBufferFormat),
5978 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
5982 for (i = 0; i < nCfgs; ++i) {
5983 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
5984 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
5985 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
5987 if (NULL != This->renderTarget) {
5989 vcheckGLcall("glFlush");
5990 /** This is only useful if the old render target was a swapchain,
5991 * we need to supercede this with a function that displays
5992 * the current buffer on the screen. This is easy to do in glx1.3 but
5993 * we need to do copy-write pixels in glx 1.2.
5994 ************************************************/
5995 glXSwapBuffers(implicitSwapChainImpl->display,
5996 implicitSwapChainImpl->drawable);
5997 printf("Hit Enter to get next frame ...\n");
6008 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6009 * the functionality needs splitting up so that we don't do more than we should do.
6010 * this only seems to impact performance a little.
6011 ******************************/
6012 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6013 IWineD3DSurface *RenderSurface) {
6016 * Currently only active for GLX >= 1.3
6017 * for others versions we'll have to use GLXPixmaps
6019 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6020 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6021 * so only check OpenGL version
6022 * ..........................
6023 * I don't believe that it is a problem with NVidia headers,
6024 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6025 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6027 * Your application will report GLX version 1.2 on glXQueryVersion.
6028 * However, it is safe to call the GLX 1.3 functions as described below.
6030 #if defined(GL_VERSION_1_3)
6032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6033 GLXFBConfig* cfgs = NULL;
6034 IWineD3DSwapChain *currentSwapchain;
6035 IWineD3DSwapChainImpl *currentSwapchainImpl;
6036 IWineD3DSwapChain *implicitSwapchain;
6037 IWineD3DSwapChainImpl *implicitSwapchainImpl;
6038 IWineD3DSwapChain *renderSurfaceSwapchain;
6039 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
6041 /* Obtain a reference to the device implicit swapchain,
6042 * the swapchain of the current render target,
6043 * and the swapchain of the new render target.
6044 * Fallback to device implicit swapchain if the current render target doesn't have one */
6045 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
6046 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
6047 IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
6048 if (currentSwapchain == NULL)
6049 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
6051 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
6052 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
6053 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
6058 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6059 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
6060 **********************************************************************/
6061 if (renderSurfaceSwapchain != NULL) {
6063 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6064 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
6065 TRACE("making swapchain active\n");
6066 if (RenderSurface != This->render_targets[0]) {
6067 BOOL backbuf = FALSE;
6070 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
6071 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
6079 /* This could be flagged so that some operations work directly with the front buffer */
6080 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6082 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
6083 renderSurfaceSwapchainImpl->win,
6084 renderSurfaceSwapchainImpl->glCtx) == False) {
6086 TRACE("Error in setting current context: context %p drawable %ld !\n",
6087 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
6089 checkGLcall("glXMakeContextCurrent");
6091 /* Clean up the old context */
6092 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6094 /* Reapply the stateblock, and set the device not to render to texture */
6095 device_reapply_stateblock(This);
6096 device_render_to_texture(This, FALSE);
6099 /* Offscreen rendering: PBuffers (currently disabled).
6100 * Also note that this path is never reached if FBOs are supported */
6101 } else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
6102 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
6104 /** ********************************************************************
6105 * This is a quickly hacked out implementation of offscreen textures.
6106 * It will work in most cases but there may be problems if the client
6107 * modifies the texture directly, or expects the contents of the rendertarget
6110 * There are some real speed vs compatibility issues here:
6111 * we should really use a new context for every texture, but that eats ram.
6112 * we should also be restoring the texture to the pbuffer but that eats CPU
6113 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6114 * but if this means reusing the display backbuffer then we need to make sure that
6115 * states are correctly preserved.
6116 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6117 * and gain a good performance increase at the cost of compatibility.
6118 * I would suggest that, when this is the case, a user configurable flag be made
6119 * available, allowing the user to choose the best emulated experience for them.
6120 *********************************************************************/
6122 XVisualInfo *visinfo;
6123 glContext *newContext;
6125 /* Here were using a shared context model */
6126 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6127 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6130 /* If the context doesn't exist then create a new one */
6131 /* TODO: This should really be part of findGlContext */
6132 if (NULL == newContext->context) {
6137 TRACE("making new buffer\n");
6138 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
6139 attribs[nAttribs++] = newContext->Width;
6140 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
6141 attribs[nAttribs++] = newContext->Height;
6142 attribs[nAttribs++] = None;
6144 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
6146 /** ****************************************
6147 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6149 * In future releases, we may provide the calls glXCreateNewContext,
6150 * glXQueryDrawable and glXMakeContextCurrent.
6151 * so until then we have to use glXGetVisualFromFBConfig &co..
6152 ********************************************/
6154 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
6156 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6158 newContext->context = glXCreateContext(
6159 implicitSwapchainImpl->display, visinfo,
6160 implicitSwapchainImpl->glCtx, GL_TRUE);
6165 if (NULL == newContext || NULL == newContext->context) {
6166 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6168 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6169 if (glXMakeCurrent(implicitSwapchainImpl->display,
6170 newContext->drawable, newContext->context) == False) {
6172 TRACE("Error in setting current context: context %p drawable %ld\n",
6173 newContext->context, newContext->drawable);
6175 checkGLcall("glXMakeContextCurrent");
6177 /* Clean up the old context */
6178 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6180 /* Reapply stateblock, and set device to render to a texture */
6181 device_reapply_stateblock(This);
6182 device_render_to_texture(This, TRUE);
6184 /* Set the current context of the swapchain to the new context */
6185 implicitSwapchainImpl->drawable = newContext->drawable;
6186 implicitSwapchainImpl->render_ctx = newContext->context;
6189 /* Same context, but update render_offscreen and cull mode */
6190 device_render_to_texture(This, TRUE);
6193 if (cfgs != NULL) XFree(cfgs);
6194 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
6195 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
6196 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
6202 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6203 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6205 /* TODO: the use of Impl is deprecated. */
6206 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6208 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6210 /* some basic validation checks */
6211 if(This->cursorTexture) {
6213 glDeleteTextures(1, &This->cursorTexture);
6215 This->cursorTexture = 0;
6219 /* MSDN: Cursor must be A8R8G8B8 */
6220 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6221 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6222 return WINED3DERR_INVALIDCALL;
6225 /* MSDN: Cursor must be smaller than the display mode */
6226 if(pSur->currentDesc.Width > This->ddraw_width ||
6227 pSur->currentDesc.Height > This->ddraw_height) {
6228 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6229 return WINED3DERR_INVALIDCALL;
6232 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6233 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
6234 * Texture and Blitting code to draw the cursor
6236 pSur->Flags |= SFLAG_FORCELOAD;
6237 IWineD3DSurface_PreLoad(pCursorBitmap);
6238 pSur->Flags &= ~SFLAG_FORCELOAD;
6239 /* Do not store the surface's pointer because the application may release
6240 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
6241 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
6243 This->cursorTexture = pSur->glDescription.textureName;
6244 This->cursorWidth = pSur->currentDesc.Width;
6245 This->cursorHeight = pSur->currentDesc.Height;
6246 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
6249 This->xHotSpot = XHotSpot;
6250 This->yHotSpot = YHotSpot;
6254 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6256 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6258 This->xScreenSpace = XScreenSpace;
6259 This->yScreenSpace = YScreenSpace;
6265 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6267 BOOL oldVisible = This->bCursorVisible;
6268 TRACE("(%p) : visible(%d)\n", This, bShow);
6270 if(This->cursorTexture)
6271 This->bCursorVisible = bShow;
6276 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6277 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6278 TRACE("(%p) : state (%u)\n", This, This->state);
6279 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6280 switch (This->state) {
6283 case WINED3DERR_DEVICELOST:
6285 ResourceList *resourceList = This->resources;
6286 while (NULL != resourceList) {
6287 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6288 return WINED3DERR_DEVICENOTRESET;
6289 resourceList = resourceList->next;
6291 return WINED3DERR_DEVICELOST;
6293 case WINED3DERR_DRIVERINTERNALERROR:
6294 return WINED3DERR_DRIVERINTERNALERROR;
6298 return WINED3DERR_DRIVERINTERNALERROR;
6302 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6303 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6304 /** FIXME: Resource tracking needs to be done,
6305 * The closes we can do to this is set the priorities of all managed textures low
6306 * and then reset them.
6307 ***********************************************************/
6308 FIXME("(%p) : stub\n", This);
6312 void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6313 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6314 if(surface->Flags & SFLAG_DIBSECTION) {
6315 /* Release the DC */
6316 SelectObject(surface->hDC, surface->dib.holdbitmap);
6317 DeleteDC(surface->hDC);
6318 /* Release the DIB section */
6319 DeleteObject(surface->dib.DIBsection);
6320 surface->dib.bitmap_data = NULL;
6321 surface->resource.allocatedMemory = NULL;
6322 surface->Flags &= ~SFLAG_DIBSECTION;
6324 surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
6325 surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
6326 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
6327 surface->pow2Width = *pPresentationParameters->BackBufferWidth;
6328 surface->pow2Height = *pPresentationParameters->BackBufferHeight;
6330 surface->pow2Width = surface->pow2Height = 1;
6331 while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6332 while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6334 if(surface->glDescription.textureName) {
6336 glDeleteTextures(1, &surface->glDescription.textureName);
6338 surface->glDescription.textureName = 0;
6340 if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
6341 surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
6342 surface->Flags |= SFLAG_NONPOW2;
6344 surface->Flags &= ~SFLAG_NONPOW2;
6346 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6347 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6350 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6352 IWineD3DSwapChainImpl *swapchain;
6354 BOOL DisplayModeChanged = FALSE;
6355 WINED3DDISPLAYMODE mode;
6356 TRACE("(%p)\n", This);
6358 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6360 ERR("Failed to get the first implicit swapchain\n");
6364 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6365 * on an existing gl context, so there's no real need for recreation.
6367 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6369 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6371 TRACE("New params:\n");
6372 TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
6373 TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
6374 TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
6375 TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
6376 TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
6377 TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
6378 TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
6379 TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
6380 TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
6381 TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6382 TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
6383 TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
6384 TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
6386 /* No special treatment of these parameters. Just store them */
6387 swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
6388 swapchain->presentParms.Flags = *pPresentationParameters->Flags;
6389 swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
6390 swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
6392 /* What to do about these? */
6393 if(*pPresentationParameters->BackBufferCount != 0 &&
6394 *pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6395 ERR("Cannot change the back buffer count yet\n");
6397 if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6398 *pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6399 ERR("Cannot change the back buffer format yet\n");
6401 if(*pPresentationParameters->hDeviceWindow != NULL &&
6402 *pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6403 ERR("Cannot change the device window yet\n");
6405 if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6406 ERR("What do do about a changed auto depth stencil parameter?\n");
6409 if(*pPresentationParameters->Windowed) {
6410 mode.Width = swapchain->orig_width;
6411 mode.Height = swapchain->orig_height;
6412 mode.RefreshRate = 0;
6413 mode.Format = swapchain->presentParms.BackBufferFormat;
6415 mode.Width = *pPresentationParameters->BackBufferWidth;
6416 mode.Height = *pPresentationParameters->BackBufferHeight;
6417 mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
6418 mode.Format = swapchain->presentParms.BackBufferFormat;
6421 /* Should Width == 800 && Height == 0 set 800x600? */
6422 if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
6423 (*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6424 *pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6431 vp.Width = *pPresentationParameters->BackBufferWidth;
6432 vp.Height = *pPresentationParameters->BackBufferHeight;
6436 if(!*pPresentationParameters->Windowed) {
6437 DisplayModeChanged = TRUE;
6439 swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
6440 swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
6442 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6443 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6444 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6447 /* Now set the new viewport */
6448 IWineD3DDevice_SetViewport(iface, &vp);
6451 if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6452 (swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
6453 DisplayModeChanged) {
6454 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6457 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6461 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6462 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6463 /** FIXME: always true at the moment **/
6464 if(!bEnableDialogs) {
6465 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6471 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6472 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6473 TRACE("(%p) : pParameters %p\n", This, pParameters);
6475 *pParameters = This->createParms;
6479 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6480 IWineD3DSwapChain *swapchain;
6481 HRESULT hrc = WINED3D_OK;
6483 TRACE("Relaying to swapchain\n");
6485 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6486 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6487 IWineD3DSwapChain_Release(swapchain);
6492 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6493 IWineD3DSwapChain *swapchain;
6494 HRESULT hrc = WINED3D_OK;
6496 TRACE("Relaying to swapchain\n");
6498 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6499 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6500 IWineD3DSwapChain_Release(swapchain);
6506 /** ********************************************************
6507 * Notification functions
6508 ** ********************************************************/
6509 /** This function must be called in the release of a resource when ref == 0,
6510 * the contents of resource must still be correct,
6511 * any handels to other resource held by the caller must be closed
6512 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6513 *****************************************************/
6514 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6515 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6516 ResourceList* resourceList;
6518 TRACE("(%p) : resource %p\n", This, resource);
6520 EnterCriticalSection(&resourceStoreCriticalSection);
6522 /* add a new texture to the frot of the linked list */
6523 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6524 resourceList->resource = resource;
6526 /* Get the old head */
6527 resourceList->next = This->resources;
6529 This->resources = resourceList;
6530 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6533 LeaveCriticalSection(&resourceStoreCriticalSection);
6538 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6540 ResourceList* resourceList = NULL;
6541 ResourceList* previousResourceList = NULL;
6543 TRACE("(%p) : resource %p\n", This, resource);
6546 EnterCriticalSection(&resourceStoreCriticalSection);
6548 resourceList = This->resources;
6550 while (resourceList != NULL) {
6551 if(resourceList->resource == resource) break;
6552 previousResourceList = resourceList;
6553 resourceList = resourceList->next;
6556 if (resourceList == NULL) {
6557 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6559 LeaveCriticalSection(&resourceStoreCriticalSection);
6563 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6565 /* make sure we don't leave a hole in the list */
6566 if (previousResourceList != NULL) {
6567 previousResourceList->next = resourceList->next;
6569 This->resources = resourceList->next;
6573 LeaveCriticalSection(&resourceStoreCriticalSection);
6579 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6583 TRACE("(%p) : resource %p\n", This, resource);
6584 switch(IWineD3DResource_GetType(resource)){
6585 case WINED3DRTYPE_SURFACE:
6586 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6588 case WINED3DRTYPE_TEXTURE:
6589 case WINED3DRTYPE_CUBETEXTURE:
6590 case WINED3DRTYPE_VOLUMETEXTURE:
6591 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6592 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6593 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6594 This->stateBlock->textures[counter] = NULL;
6596 if (This->updateStateBlock != This->stateBlock ){
6597 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6598 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6599 This->updateStateBlock->textures[counter] = NULL;
6604 case WINED3DRTYPE_VOLUME:
6605 /* TODO: nothing really? */
6607 case WINED3DRTYPE_VERTEXBUFFER:
6608 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6611 TRACE("Cleaning up stream pointers\n");
6613 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6614 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6615 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6617 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6618 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6619 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6620 This->updateStateBlock->streamSource[streamNumber] = 0;
6621 /* Set changed flag? */
6624 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6625 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6626 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6627 This->stateBlock->streamSource[streamNumber] = 0;
6630 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6631 else { /* This shouldn't happen */
6632 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6639 case WINED3DRTYPE_INDEXBUFFER:
6640 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6641 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6642 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6643 This->updateStateBlock->pIndexData = NULL;
6646 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6647 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6648 This->stateBlock->pIndexData = NULL;
6654 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6659 /* Remove the resoruce from the resourceStore */
6660 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6662 TRACE("Resource released\n");
6666 /**********************************************************
6667 * IWineD3DDevice VTbl follows
6668 **********************************************************/
6670 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6672 /*** IUnknown methods ***/
6673 IWineD3DDeviceImpl_QueryInterface,
6674 IWineD3DDeviceImpl_AddRef,
6675 IWineD3DDeviceImpl_Release,
6676 /*** IWineD3DDevice methods ***/
6677 IWineD3DDeviceImpl_GetParent,
6678 /*** Creation methods**/
6679 IWineD3DDeviceImpl_CreateVertexBuffer,
6680 IWineD3DDeviceImpl_CreateIndexBuffer,
6681 IWineD3DDeviceImpl_CreateStateBlock,
6682 IWineD3DDeviceImpl_CreateSurface,
6683 IWineD3DDeviceImpl_CreateTexture,
6684 IWineD3DDeviceImpl_CreateVolumeTexture,
6685 IWineD3DDeviceImpl_CreateVolume,
6686 IWineD3DDeviceImpl_CreateCubeTexture,
6687 IWineD3DDeviceImpl_CreateQuery,
6688 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6689 IWineD3DDeviceImpl_CreateVertexDeclaration,
6690 IWineD3DDeviceImpl_CreateVertexShader,
6691 IWineD3DDeviceImpl_CreatePixelShader,
6692 IWineD3DDeviceImpl_CreatePalette,
6693 /*** Odd functions **/
6694 IWineD3DDeviceImpl_Init3D,
6695 IWineD3DDeviceImpl_Uninit3D,
6696 IWineD3DDeviceImpl_SetFullscreen,
6697 IWineD3DDeviceImpl_EnumDisplayModes,
6698 IWineD3DDeviceImpl_EvictManagedResources,
6699 IWineD3DDeviceImpl_GetAvailableTextureMem,
6700 IWineD3DDeviceImpl_GetBackBuffer,
6701 IWineD3DDeviceImpl_GetCreationParameters,
6702 IWineD3DDeviceImpl_GetDeviceCaps,
6703 IWineD3DDeviceImpl_GetDirect3D,
6704 IWineD3DDeviceImpl_GetDisplayMode,
6705 IWineD3DDeviceImpl_SetDisplayMode,
6706 IWineD3DDeviceImpl_GetHWND,
6707 IWineD3DDeviceImpl_SetHWND,
6708 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6709 IWineD3DDeviceImpl_GetRasterStatus,
6710 IWineD3DDeviceImpl_GetSwapChain,
6711 IWineD3DDeviceImpl_Reset,
6712 IWineD3DDeviceImpl_SetDialogBoxMode,
6713 IWineD3DDeviceImpl_SetCursorProperties,
6714 IWineD3DDeviceImpl_SetCursorPosition,
6715 IWineD3DDeviceImpl_ShowCursor,
6716 IWineD3DDeviceImpl_TestCooperativeLevel,
6717 /*** Getters and setters **/
6718 IWineD3DDeviceImpl_SetClipPlane,
6719 IWineD3DDeviceImpl_GetClipPlane,
6720 IWineD3DDeviceImpl_SetClipStatus,
6721 IWineD3DDeviceImpl_GetClipStatus,
6722 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6723 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6724 IWineD3DDeviceImpl_SetDepthStencilSurface,
6725 IWineD3DDeviceImpl_GetDepthStencilSurface,
6726 IWineD3DDeviceImpl_SetFVF,
6727 IWineD3DDeviceImpl_GetFVF,
6728 IWineD3DDeviceImpl_SetGammaRamp,
6729 IWineD3DDeviceImpl_GetGammaRamp,
6730 IWineD3DDeviceImpl_SetIndices,
6731 IWineD3DDeviceImpl_GetIndices,
6732 IWineD3DDeviceImpl_SetBasevertexIndex,
6733 IWineD3DDeviceImpl_SetLight,
6734 IWineD3DDeviceImpl_GetLight,
6735 IWineD3DDeviceImpl_SetLightEnable,
6736 IWineD3DDeviceImpl_GetLightEnable,
6737 IWineD3DDeviceImpl_SetMaterial,
6738 IWineD3DDeviceImpl_GetMaterial,
6739 IWineD3DDeviceImpl_SetNPatchMode,
6740 IWineD3DDeviceImpl_GetNPatchMode,
6741 IWineD3DDeviceImpl_SetPaletteEntries,
6742 IWineD3DDeviceImpl_GetPaletteEntries,
6743 IWineD3DDeviceImpl_SetPixelShader,
6744 IWineD3DDeviceImpl_GetPixelShader,
6745 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6746 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6747 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6748 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6749 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6750 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6751 IWineD3DDeviceImpl_SetRenderState,
6752 IWineD3DDeviceImpl_GetRenderState,
6753 IWineD3DDeviceImpl_SetRenderTarget,
6754 IWineD3DDeviceImpl_GetRenderTarget,
6755 IWineD3DDeviceImpl_SetFrontBackBuffers,
6756 IWineD3DDeviceImpl_SetSamplerState,
6757 IWineD3DDeviceImpl_GetSamplerState,
6758 IWineD3DDeviceImpl_SetScissorRect,
6759 IWineD3DDeviceImpl_GetScissorRect,
6760 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6761 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6762 IWineD3DDeviceImpl_SetStreamSource,
6763 IWineD3DDeviceImpl_GetStreamSource,
6764 IWineD3DDeviceImpl_SetStreamSourceFreq,
6765 IWineD3DDeviceImpl_GetStreamSourceFreq,
6766 IWineD3DDeviceImpl_SetTexture,
6767 IWineD3DDeviceImpl_GetTexture,
6768 IWineD3DDeviceImpl_SetTextureStageState,
6769 IWineD3DDeviceImpl_GetTextureStageState,
6770 IWineD3DDeviceImpl_SetTransform,
6771 IWineD3DDeviceImpl_GetTransform,
6772 IWineD3DDeviceImpl_SetVertexDeclaration,
6773 IWineD3DDeviceImpl_GetVertexDeclaration,
6774 IWineD3DDeviceImpl_SetVertexShader,
6775 IWineD3DDeviceImpl_GetVertexShader,
6776 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6777 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6778 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6779 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6780 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6781 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6782 IWineD3DDeviceImpl_SetViewport,
6783 IWineD3DDeviceImpl_GetViewport,
6784 IWineD3DDeviceImpl_MultiplyTransform,
6785 IWineD3DDeviceImpl_ValidateDevice,
6786 IWineD3DDeviceImpl_ProcessVertices,
6787 /*** State block ***/
6788 IWineD3DDeviceImpl_BeginStateBlock,
6789 IWineD3DDeviceImpl_EndStateBlock,
6790 /*** Scene management ***/
6791 IWineD3DDeviceImpl_BeginScene,
6792 IWineD3DDeviceImpl_EndScene,
6793 IWineD3DDeviceImpl_Present,
6794 IWineD3DDeviceImpl_Clear,
6796 IWineD3DDeviceImpl_DrawPrimitive,
6797 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6798 IWineD3DDeviceImpl_DrawPrimitiveUP,
6799 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6800 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6801 IWineD3DDeviceImpl_DrawRectPatch,
6802 IWineD3DDeviceImpl_DrawTriPatch,
6803 IWineD3DDeviceImpl_DeletePatch,
6804 IWineD3DDeviceImpl_ColorFill,
6805 IWineD3DDeviceImpl_UpdateTexture,
6806 IWineD3DDeviceImpl_UpdateSurface,
6807 IWineD3DDeviceImpl_StretchRect,
6808 IWineD3DDeviceImpl_GetRenderTargetData,
6809 IWineD3DDeviceImpl_GetFrontBufferData,
6810 /*** object tracking ***/
6811 IWineD3DDeviceImpl_ResourceReleased
6815 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6816 WINED3DRS_ALPHABLENDENABLE ,
6817 WINED3DRS_ALPHAFUNC ,
6818 WINED3DRS_ALPHAREF ,
6819 WINED3DRS_ALPHATESTENABLE ,
6821 WINED3DRS_COLORWRITEENABLE ,
6822 WINED3DRS_DESTBLEND ,
6823 WINED3DRS_DITHERENABLE ,
6824 WINED3DRS_FILLMODE ,
6825 WINED3DRS_FOGDENSITY ,
6827 WINED3DRS_FOGSTART ,
6828 WINED3DRS_LASTPIXEL ,
6829 WINED3DRS_SHADEMODE ,
6830 WINED3DRS_SRCBLEND ,
6831 WINED3DRS_STENCILENABLE ,
6832 WINED3DRS_STENCILFAIL ,
6833 WINED3DRS_STENCILFUNC ,
6834 WINED3DRS_STENCILMASK ,
6835 WINED3DRS_STENCILPASS ,
6836 WINED3DRS_STENCILREF ,
6837 WINED3DRS_STENCILWRITEMASK ,
6838 WINED3DRS_STENCILZFAIL ,
6839 WINED3DRS_TEXTUREFACTOR ,
6850 WINED3DRS_ZWRITEENABLE
6853 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6854 WINED3DTSS_ADDRESSW ,
6855 WINED3DTSS_ALPHAARG0 ,
6856 WINED3DTSS_ALPHAARG1 ,
6857 WINED3DTSS_ALPHAARG2 ,
6858 WINED3DTSS_ALPHAOP ,
6859 WINED3DTSS_BUMPENVLOFFSET ,
6860 WINED3DTSS_BUMPENVLSCALE ,
6861 WINED3DTSS_BUMPENVMAT00 ,
6862 WINED3DTSS_BUMPENVMAT01 ,
6863 WINED3DTSS_BUMPENVMAT10 ,
6864 WINED3DTSS_BUMPENVMAT11 ,
6865 WINED3DTSS_COLORARG0 ,
6866 WINED3DTSS_COLORARG1 ,
6867 WINED3DTSS_COLORARG2 ,
6868 WINED3DTSS_COLOROP ,
6869 WINED3DTSS_RESULTARG ,
6870 WINED3DTSS_TEXCOORDINDEX ,
6871 WINED3DTSS_TEXTURETRANSFORMFLAGS
6874 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6875 WINED3DSAMP_ADDRESSU ,
6876 WINED3DSAMP_ADDRESSV ,
6877 WINED3DSAMP_ADDRESSW ,
6878 WINED3DSAMP_BORDERCOLOR ,
6879 WINED3DSAMP_MAGFILTER ,
6880 WINED3DSAMP_MINFILTER ,
6881 WINED3DSAMP_MIPFILTER ,
6882 WINED3DSAMP_MIPMAPLODBIAS ,
6883 WINED3DSAMP_MAXMIPLEVEL ,
6884 WINED3DSAMP_MAXANISOTROPY ,
6885 WINED3DSAMP_SRGBTEXTURE ,
6886 WINED3DSAMP_ELEMENTINDEX
6889 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6891 WINED3DRS_AMBIENTMATERIALSOURCE ,
6892 WINED3DRS_CLIPPING ,
6893 WINED3DRS_CLIPPLANEENABLE ,
6894 WINED3DRS_COLORVERTEX ,
6895 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6896 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6897 WINED3DRS_FOGDENSITY ,
6899 WINED3DRS_FOGSTART ,
6900 WINED3DRS_FOGTABLEMODE ,
6901 WINED3DRS_FOGVERTEXMODE ,
6902 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6903 WINED3DRS_LIGHTING ,
6904 WINED3DRS_LOCALVIEWER ,
6905 WINED3DRS_MULTISAMPLEANTIALIAS ,
6906 WINED3DRS_MULTISAMPLEMASK ,
6907 WINED3DRS_NORMALIZENORMALS ,
6908 WINED3DRS_PATCHEDGESTYLE ,
6909 WINED3DRS_POINTSCALE_A ,
6910 WINED3DRS_POINTSCALE_B ,
6911 WINED3DRS_POINTSCALE_C ,
6912 WINED3DRS_POINTSCALEENABLE ,
6913 WINED3DRS_POINTSIZE ,
6914 WINED3DRS_POINTSIZE_MAX ,
6915 WINED3DRS_POINTSIZE_MIN ,
6916 WINED3DRS_POINTSPRITEENABLE ,
6917 WINED3DRS_RANGEFOGENABLE ,
6918 WINED3DRS_SPECULARMATERIALSOURCE ,
6919 WINED3DRS_TWEENFACTOR ,
6920 WINED3DRS_VERTEXBLEND
6923 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6924 WINED3DTSS_TEXCOORDINDEX ,
6925 WINED3DTSS_TEXTURETRANSFORMFLAGS
6928 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6929 WINED3DSAMP_DMAPOFFSET
6932 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6933 DWORD rep = StateTable[state].representative;
6937 if(!rep || isStateDirty(This, rep)) return;
6939 This->dirtyArray[This->numDirtyEntries++] = rep;
6942 This->isStateDirty[idx] |= (1 << shift);