2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
42 WINED3D_LIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
70 switch(primitive_type)
72 case WINED3D_PT_POINTLIST:
75 case WINED3D_PT_LINELIST:
78 case WINED3D_PT_LINESTRIP:
81 case WINED3D_PT_TRIANGLELIST:
84 case WINED3D_PT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3D_PT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3D_PT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3D_PT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
113 return WINED3D_PT_POINTLIST;
116 return WINED3D_PT_LINELIST;
119 return WINED3D_PT_LINESTRIP;
122 return WINED3D_PT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3D_PT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3D_PT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3D_PT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3D_PT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
179 const struct wined3d_state *state = &device->stateBlock->state;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
185 stream_info->use_map = 0;
186 stream_info->swizzle_map = 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info->position_transformed = declaration->position_transformed;
190 use_vshader = state->vertex_shader && !declaration->position_transformed;
192 /* Translate the declaration into strided data. */
193 for (i = 0; i < declaration->element_count; ++i)
195 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
196 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
197 struct wined3d_buffer *buffer = stream->buffer;
198 struct wined3d_bo_address data;
203 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
204 element, i + 1, declaration->element_count);
206 if (!buffer) continue;
208 data.buffer_object = 0;
211 stride = stream->stride;
212 if (state->user_stream)
214 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
215 data.buffer_object = 0;
216 data.addr = (BYTE *)buffer;
220 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
221 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state->load_base_vertex_index < 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state->load_base_vertex_index);
232 data.buffer_object = 0;
233 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
234 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data.addr += element->offset;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
246 if (element->output_slot == ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used = vshader_get_input(state->vertex_shader,
252 element->usage, element->usage_idx, &idx);
256 idx = element->output_slot;
262 if (!element->ffp_valid)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
270 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader ? "shader": "fixed function", idx,
279 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
280 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
282 data.addr += stream->offset;
284 stream_info->elements[idx].format = element->format;
285 stream_info->elements[idx].data = data;
286 stream_info->elements[idx].stride = stride;
287 stream_info->elements[idx].stream_idx = element->input_slot;
289 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
290 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
292 stream_info->swizzle_map |= 1 << idx;
294 stream_info->use_map |= 1 << idx;
298 device->num_buffer_queries = 0;
299 if (!state->user_stream)
301 WORD map = stream_info->use_map;
302 stream_info->all_vbo = 1;
304 /* PreLoad all the vertex buffers. */
305 for (i = 0; map; map >>= 1, ++i)
307 struct wined3d_stream_info_element *element;
308 struct wined3d_buffer *buffer;
310 if (!(map & 1)) continue;
312 element = &stream_info->elements[i];
313 buffer = state->streams[element->stream_idx].buffer;
314 wined3d_buffer_preload(buffer);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer->buffer_object != element->data.buffer_object)
319 element->data.buffer_object = 0;
320 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
321 + (ptrdiff_t)element->data.addr;
324 if (!buffer->buffer_object)
325 stream_info->all_vbo = 0;
328 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
333 stream_info->all_vbo = 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
338 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
340 e->data.addr = strided->data;
341 e->data.buffer_object = 0;
342 e->format = wined3d_get_format(gl_info, strided->format);
343 e->stride = strided->stride;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
348 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
352 memset(stream_info, 0, sizeof(*stream_info));
354 if (strided->position.data)
355 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
356 if (strided->normal.data)
357 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
358 if (strided->diffuse.data)
359 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
360 if (strided->specular.data)
361 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
363 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
365 if (strided->tex_coords[i].data)
366 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
367 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
370 stream_info->position_transformed = strided->position_transformed;
372 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
374 if (!stream_info->elements[i].format) continue;
376 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
379 stream_info->swizzle_map |= 1 << i;
381 stream_info->use_map |= 1 << i;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
408 struct wined3d_stream_info *stream_info = &device->strided_streams;
409 const struct wined3d_state *state = &device->stateBlock->state;
410 DWORD prev_all_vbo = stream_info->all_vbo;
412 if (device->up_strided)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
417 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device, stream_info);
425 if (state->vertex_shader && !stream_info->position_transformed)
427 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device->useDrawStridedSlow = TRUE;
434 device->useDrawStridedSlow = FALSE;
439 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
440 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
441 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
443 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
445 device->useDrawStridedSlow = TRUE;
449 device->useDrawStridedSlow = FALSE;
453 if (prev_all_vbo != stream_info->all_vbo)
454 device_invalidate_state(device, STATE_INDEXBUFFER);
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
459 struct wined3d_texture *texture;
460 enum WINED3DSRGB srgb;
462 if (!(texture = state->textures[idx])) return;
463 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
464 texture->texture_ops->texture_preload(texture, srgb);
467 void device_preload_textures(const struct wined3d_device *device)
469 const struct wined3d_state *state = &device->stateBlock->state;
474 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
476 if (state->vertex_shader->reg_maps.sampler_type[i])
477 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
485 if (state->pixel_shader->reg_maps.sampler_type[i])
486 device_preload_texture(state, i);
491 WORD ffu_map = device->fixed_function_usage_map;
493 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
496 device_preload_texture(state, i);
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
503 struct wined3d_context **new_array;
505 TRACE("Adding context %p.\n", context);
507 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
508 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
509 sizeof(*new_array) * (device->context_count + 1));
513 ERR("Failed to grow the context array.\n");
517 new_array[device->context_count++] = context;
518 device->contexts = new_array;
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
524 struct wined3d_context **new_array;
528 TRACE("Removing context %p.\n", context);
530 for (i = 0; i < device->context_count; ++i)
532 if (device->contexts[i] == context)
541 ERR("Context %p doesn't exist in context array.\n", context);
545 if (!--device->context_count)
547 HeapFree(GetProcessHeap(), 0, device->contexts);
548 device->contexts = NULL;
552 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
553 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device->contexts = new_array;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device *device,
565 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
567 if (device->onscreen_depth_stencil)
569 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
571 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
572 device->onscreen_depth_stencil->ds_current_size.cx,
573 device->onscreen_depth_stencil->ds_current_size.cy);
574 wined3d_surface_decref(device->onscreen_depth_stencil);
576 device->onscreen_depth_stencil = depth_stencil;
577 wined3d_surface_incref(device->onscreen_depth_stencil);
580 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
582 /* partial draw rect */
583 if (draw_rect->left || draw_rect->top
584 || draw_rect->right < target->resource.width
585 || draw_rect->bottom < target->resource.height)
588 /* partial clear rect */
589 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
590 || clear_rect->right < target->resource.width
591 || clear_rect->bottom < target->resource.height))
597 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
598 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
600 RECT current_rect, r;
602 if (ds->flags & location)
603 SetRect(¤t_rect, 0, 0,
604 ds->ds_current_size.cx,
605 ds->ds_current_size.cy);
607 SetRectEmpty(¤t_rect);
609 IntersectRect(&r, draw_rect, ¤t_rect);
610 if (EqualRect(&r, draw_rect))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
617 if (EqualRect(&r, ¤t_rect))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect = *draw_rect;
628 IntersectRect(&r, draw_rect, clear_rect);
629 if (EqualRect(&r, draw_rect))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect = *draw_rect;
638 surface_load_ds_location(ds, context, location);
639 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
644 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
645 float depth, DWORD stencil)
647 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
648 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
649 const struct wined3d_gl_info *gl_info;
650 UINT drawable_width, drawable_height;
651 struct wined3d_context *context;
652 GLbitfield clear_mask = 0;
653 BOOL render_offscreen;
657 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659 * for the cleared parts, and the untouched parts.
661 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664 * checking all this if the dest surface is in the drawable anyway. */
665 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
667 for (i = 0; i < rt_count; ++i)
669 struct wined3d_surface *rt = fb->render_targets[i];
671 surface_load_location(rt, rt->draw_binding, NULL);
675 context = context_acquire(device, target);
678 context_release(context);
679 WARN("Invalid context, skipping clear.\n");
682 gl_info = context->gl_info;
686 render_offscreen = context->render_offscreen;
687 target->get_drawable_size(context, &drawable_width, &drawable_height);
691 render_offscreen = TRUE;
692 drawable_width = fb->depth_stencil->pow2Width;
693 drawable_height = fb->depth_stencil->pow2Height;
696 if (flags & WINED3DCLEAR_ZBUFFER)
698 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
700 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
701 device_switch_onscreen_ds(device, context, fb->depth_stencil);
702 prepare_ds_clear(fb->depth_stencil, context, location,
703 draw_rect, rect_count, clear_rect, &ds_rect);
706 if (!context_apply_clear_state(context, device, rt_count, fb))
708 context_release(context);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags & WINED3DCLEAR_STENCIL)
718 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
720 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
723 gl_info->gl_ops.gl.p_glStencilMask(~0U);
724 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
725 gl_info->gl_ops.gl.p_glClearStencil(stencil);
726 checkGLcall("glClearStencil");
727 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
730 if (flags & WINED3DCLEAR_ZBUFFER)
732 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
734 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
736 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
737 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
738 gl_info->gl_ops.gl.p_glClearDepth(depth);
739 checkGLcall("glClearDepth");
740 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
743 if (flags & WINED3DCLEAR_TARGET)
745 for (i = 0; i < rt_count; ++i)
747 struct wined3d_surface *rt = fb->render_targets[i];
750 surface_modify_location(rt, rt->draw_binding, TRUE);
753 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
754 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
755 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
756 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
758 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
759 checkGLcall("glClearColor");
760 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
765 if (render_offscreen)
767 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
768 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
773 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
775 checkGLcall("glScissor");
776 gl_info->gl_ops.gl.p_glClear(clear_mask);
777 checkGLcall("glClear");
783 /* Now process each rect in turn. */
784 for (i = 0; i < rect_count; ++i)
786 /* Note that GL uses lower left, width/height. */
787 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
789 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
790 wine_dbgstr_rect(&clear_rect[i]),
791 wine_dbgstr_rect(¤t_rect));
793 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794 * The rectangle is not cleared, no error is returned, but further rectangles are
795 * still cleared if they are valid. */
796 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
798 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 if (render_offscreen)
804 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
805 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
810 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
812 checkGLcall("glScissor");
814 gl_info->gl_ops.gl.p_glClear(clear_mask);
815 checkGLcall("glClear");
821 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
822 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
823 && target->container.u.swapchain->front_buffer == target))
824 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context);
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
831 ULONG refcount = InterlockedIncrement(&device->ref);
833 TRACE("%p increasing refcount to %u.\n", device, refcount);
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
840 ULONG refcount = InterlockedDecrement(&device->ref);
842 TRACE("%p decreasing refcount to %u.\n", device, refcount);
846 struct wined3d_stateblock *stateblock;
849 if (wined3d_stateblock_decref(device->updateStateBlock)
850 && device->updateStateBlock != device->stateBlock)
851 FIXME("Something's still holding the update stateblock.\n");
852 device->updateStateBlock = NULL;
854 stateblock = device->stateBlock;
855 device->stateBlock = NULL;
856 if (wined3d_stateblock_decref(stateblock))
857 FIXME("Something's still holding the stateblock.\n");
859 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
861 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
862 device->multistate_funcs[i] = NULL;
865 if (!list_empty(&device->resources))
867 struct wined3d_resource *resource;
869 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
871 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
873 FIXME("Leftover resource %p with type %s (%#x).\n",
874 resource, debug_d3dresourcetype(resource->type), resource->type);
878 if (device->contexts)
879 ERR("Context array not freed!\n");
880 if (device->hardwareCursor)
881 DestroyCursor(device->hardwareCursor);
882 device->hardwareCursor = 0;
884 wined3d_decref(device->wined3d);
885 device->wined3d = NULL;
886 HeapFree(GetProcessHeap(), 0, device);
887 TRACE("Freed device %p.\n", device);
893 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
895 TRACE("device %p.\n", device);
897 return device->swapchain_count;
900 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
901 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
903 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
904 device, swapchain_idx, swapchain);
906 if (swapchain_idx >= device->swapchain_count)
908 WARN("swapchain_idx %u >= swapchain_count %u.\n",
909 swapchain_idx, device->swapchain_count);
912 return WINED3DERR_INVALIDCALL;
915 *swapchain = device->swapchains[swapchain_idx];
916 wined3d_swapchain_incref(*swapchain);
917 TRACE("Returning %p.\n", *swapchain);
922 static void device_load_logo(struct wined3d_device *device, const char *filename)
924 struct wined3d_color_key color_key;
928 HDC dcb = NULL, dcs = NULL;
930 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
933 GetObjectA(hbm, sizeof(BITMAP), &bm);
934 dcb = CreateCompatibleDC(NULL);
936 SelectObject(dcb, hbm);
940 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
943 memset(&bm, 0, sizeof(bm));
948 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
949 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
950 NULL, &wined3d_null_parent_ops, &device->logo_surface);
953 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
959 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
961 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
962 wined3d_surface_releasedc(device->logo_surface, dcs);
964 color_key.color_space_low_value = 0;
965 color_key.color_space_high_value = 0;
966 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
970 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
971 /* Fill the surface with a white color to show that wined3d is there */
972 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
976 if (dcb) DeleteDC(dcb);
977 if (hbm) DeleteObject(hbm);
980 /* Context activation is done by the caller. */
981 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
983 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
984 unsigned int i, j, count;
985 /* Under DirectX you can sample even if no texture is bound, whereas
986 * OpenGL will only allow that when a valid texture is bound.
987 * We emulate this by creating dummy textures and binding them
988 * to each texture stage when the currently set D3D texture is NULL. */
991 if (gl_info->supported[APPLE_CLIENT_STORAGE])
993 /* The dummy texture does not have client storage backing */
994 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
995 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
998 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
999 for (i = 0; i < count; ++i)
1001 DWORD color = 0x000000ff;
1003 /* Make appropriate texture active */
1004 context_active_texture(context, gl_info, i);
1006 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
1007 checkGLcall("glGenTextures");
1008 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1010 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1011 checkGLcall("glBindTexture");
1013 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
1014 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015 checkGLcall("glTexImage2D");
1017 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1019 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
1020 checkGLcall("glGenTextures");
1021 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1023 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1024 checkGLcall("glBindTexture");
1026 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
1027 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1028 checkGLcall("glTexImage2D");
1031 if (gl_info->supported[EXT_TEXTURE3D])
1033 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1037 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1038 checkGLcall("glBindTexture");
1040 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1041 checkGLcall("glTexImage3D");
1044 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1046 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
1047 checkGLcall("glGenTextures");
1048 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1050 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1051 checkGLcall("glBindTexture");
1053 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1055 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
1056 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1057 checkGLcall("glTexImage2D");
1062 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1064 /* Re-enable because if supported it is enabled by default */
1065 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1072 /* Context activation is done by the caller. */
1073 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1075 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1078 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1080 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1084 if (gl_info->supported[EXT_TEXTURE3D])
1086 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
1087 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1090 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1092 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
1093 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1096 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
1097 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1100 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1101 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1102 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1103 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1106 static LONG fullscreen_style(LONG style)
1108 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1109 style |= WS_POPUP | WS_SYSMENU;
1110 style &= ~(WS_CAPTION | WS_THICKFRAME);
1115 static LONG fullscreen_exstyle(LONG exstyle)
1117 /* Filter out window decorations. */
1118 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1123 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1125 BOOL filter_messages;
1126 LONG style, exstyle;
1128 TRACE("Setting up window %p for fullscreen mode.\n", window);
1130 if (device->style || device->exStyle)
1132 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1133 window, device->style, device->exStyle);
1136 device->style = GetWindowLongW(window, GWL_STYLE);
1137 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1139 style = fullscreen_style(device->style);
1140 exstyle = fullscreen_exstyle(device->exStyle);
1142 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1143 device->style, device->exStyle, style, exstyle);
1145 filter_messages = device->filter_messages;
1146 device->filter_messages = TRUE;
1148 SetWindowLongW(window, GWL_STYLE, style);
1149 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1150 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1152 device->filter_messages = filter_messages;
1155 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1157 BOOL filter_messages;
1158 LONG style, exstyle;
1160 if (!device->style && !device->exStyle) return;
1162 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1163 window, device->style, device->exStyle);
1165 style = GetWindowLongW(window, GWL_STYLE);
1166 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1168 filter_messages = device->filter_messages;
1169 device->filter_messages = TRUE;
1171 /* Only restore the style if the application didn't modify it during the
1172 * fullscreen phase. Some applications change it before calling Reset()
1173 * when switching between windowed and fullscreen modes (HL2), some
1174 * depend on the original style (Eve Online). */
1175 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1177 SetWindowLongW(window, GWL_STYLE, device->style);
1178 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1180 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1182 device->filter_messages = filter_messages;
1184 /* Delete the old values. */
1186 device->exStyle = 0;
1189 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1191 TRACE("device %p, window %p.\n", device, window);
1193 if (!wined3d_register_window(window, device))
1195 ERR("Failed to register window %p.\n", window);
1199 InterlockedExchangePointer((void **)&device->focus_window, window);
1200 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1205 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1207 TRACE("device %p.\n", device);
1209 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1210 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1213 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1214 struct wined3d_swapchain_desc *swapchain_desc)
1216 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1217 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1218 struct wined3d_swapchain *swapchain = NULL;
1219 struct wined3d_context *context;
1224 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1226 if (device->d3d_initialized)
1227 return WINED3DERR_INVALIDCALL;
1228 if (!device->adapter->opengl)
1229 return WINED3DERR_INVALIDCALL;
1231 device->valid_rt_mask = 0;
1232 for (i = 0; i < gl_info->limits.buffers; ++i)
1233 device->valid_rt_mask |= (1 << i);
1234 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1235 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1237 /* Initialize the texture unit mapping to a 1:1 mapping */
1238 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1240 if (state < gl_info->limits.fragment_samplers)
1242 device->texUnitMap[state] = state;
1243 device->rev_tex_unit_map[state] = state;
1247 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1248 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1252 /* Setup the implicit swapchain. This also initializes a context. */
1253 TRACE("Creating implicit swapchain\n");
1254 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1255 swapchain_desc, &swapchain);
1258 WARN("Failed to create implicit swapchain\n");
1262 device->swapchain_count = 1;
1263 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1264 if (!device->swapchains)
1266 ERR("Out of memory!\n");
1269 device->swapchains[0] = swapchain;
1271 if (swapchain->back_buffers && swapchain->back_buffers[0])
1273 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1274 device->fb.render_targets[0] = swapchain->back_buffers[0];
1278 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1279 device->fb.render_targets[0] = swapchain->front_buffer;
1281 wined3d_surface_incref(device->fb.render_targets[0]);
1283 /* Depth Stencil support */
1284 device->fb.depth_stencil = device->auto_depth_stencil;
1285 if (device->fb.depth_stencil)
1286 wined3d_surface_incref(device->fb.depth_stencil);
1288 hr = device->shader_backend->shader_alloc_private(device);
1291 TRACE("Shader private data couldn't be allocated\n");
1294 hr = device->frag_pipe->alloc_private(device);
1297 TRACE("Fragment pipeline private data couldn't be allocated\n");
1300 hr = device->blitter->alloc_private(device);
1303 TRACE("Blitter private data couldn't be allocated\n");
1307 /* Set up some starting GL setup */
1309 /* Setup all the devices defaults */
1310 stateblock_init_default_state(device->stateBlock);
1312 context = context_acquire(device, swapchain->front_buffer);
1314 create_dummy_textures(device, context);
1318 /* Initialize the current view state */
1319 device->view_ident = 1;
1320 device->contexts[0]->last_was_rhw = 0;
1322 switch (wined3d_settings.offscreen_rendering_mode)
1325 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1328 case ORM_BACKBUFFER:
1330 if (context_get_current()->aux_buffers > 0)
1332 TRACE("Using auxiliary buffer for offscreen rendering\n");
1333 device->offscreenBuffer = GL_AUX0;
1337 TRACE("Using back buffer for offscreen rendering\n");
1338 device->offscreenBuffer = GL_BACK;
1343 TRACE("All defaults now set up, leaving 3D init.\n");
1346 context_release(context);
1348 /* Clear the screen */
1349 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1350 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1353 device->d3d_initialized = TRUE;
1355 if (wined3d_settings.logo)
1356 device_load_logo(device, wined3d_settings.logo);
1360 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1361 HeapFree(GetProcessHeap(), 0, device->swapchains);
1362 device->swapchain_count = 0;
1364 wined3d_swapchain_decref(swapchain);
1365 if (device->blit_priv)
1366 device->blitter->free_private(device);
1367 if (device->fragment_priv)
1368 device->frag_pipe->free_private(device);
1369 if (device->shader_priv)
1370 device->shader_backend->shader_free_private(device);
1375 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1376 struct wined3d_swapchain_desc *swapchain_desc)
1378 struct wined3d_swapchain *swapchain = NULL;
1381 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1383 /* Setup the implicit swapchain */
1384 TRACE("Creating implicit swapchain\n");
1385 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1386 swapchain_desc, &swapchain);
1389 WARN("Failed to create implicit swapchain\n");
1393 device->swapchain_count = 1;
1394 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1395 if (!device->swapchains)
1397 ERR("Out of memory!\n");
1400 device->swapchains[0] = swapchain;
1404 wined3d_swapchain_decref(swapchain);
1408 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1410 struct wined3d_resource *resource, *cursor;
1411 const struct wined3d_gl_info *gl_info;
1412 struct wined3d_context *context;
1413 struct wined3d_surface *surface;
1416 TRACE("device %p.\n", device);
1418 if (!device->d3d_initialized)
1419 return WINED3DERR_INVALIDCALL;
1421 /* Force making the context current again, to verify it is still valid
1422 * (workaround for broken drivers) */
1423 context_set_current(NULL);
1424 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1425 * it was created. Thus make sure a context is active for the glDelete* calls
1427 context = context_acquire(device, NULL);
1428 gl_info = context->gl_info;
1430 if (device->logo_surface)
1431 wined3d_surface_decref(device->logo_surface);
1433 stateblock_unbind_resources(device->stateBlock);
1435 /* Unload resources */
1436 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1438 TRACE("Unloading resource %p.\n", resource);
1440 resource->resource_ops->resource_unload(resource);
1443 TRACE("Deleting high order patches\n");
1444 for (i = 0; i < PATCHMAP_SIZE; ++i)
1446 struct wined3d_rect_patch *patch;
1447 struct list *e1, *e2;
1449 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1451 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1452 wined3d_device_delete_patch(device, patch->Handle);
1456 /* Delete the mouse cursor texture */
1457 if (device->cursorTexture)
1460 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1462 device->cursorTexture = 0;
1465 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1466 * private data, it might contain opengl pointers
1468 if (device->depth_blt_texture)
1471 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1473 device->depth_blt_texture = 0;
1476 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1477 device->blitter->free_private(device);
1478 device->frag_pipe->free_private(device);
1479 device->shader_backend->shader_free_private(device);
1481 /* Release the buffers (with sanity checks)*/
1482 if (device->onscreen_depth_stencil)
1484 surface = device->onscreen_depth_stencil;
1485 device->onscreen_depth_stencil = NULL;
1486 wined3d_surface_decref(surface);
1489 if (device->fb.depth_stencil)
1491 surface = device->fb.depth_stencil;
1493 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1495 device->fb.depth_stencil = NULL;
1496 wined3d_surface_decref(surface);
1499 if (device->auto_depth_stencil)
1501 surface = device->auto_depth_stencil;
1502 device->auto_depth_stencil = NULL;
1503 if (wined3d_surface_decref(surface))
1504 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1507 for (i = 1; i < gl_info->limits.buffers; ++i)
1509 wined3d_device_set_render_target(device, i, NULL, FALSE);
1512 surface = device->fb.render_targets[0];
1513 TRACE("Setting rendertarget 0 to NULL\n");
1514 device->fb.render_targets[0] = NULL;
1515 TRACE("Releasing the render target at %p\n", surface);
1516 wined3d_surface_decref(surface);
1518 context_release(context);
1520 for (i = 0; i < device->swapchain_count; ++i)
1522 TRACE("Releasing the implicit swapchain %u.\n", i);
1523 if (wined3d_swapchain_decref(device->swapchains[i]))
1524 FIXME("Something's still holding the implicit swapchain.\n");
1527 HeapFree(GetProcessHeap(), 0, device->swapchains);
1528 device->swapchains = NULL;
1529 device->swapchain_count = 0;
1531 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1532 device->fb.render_targets = NULL;
1534 device->d3d_initialized = FALSE;
1539 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1543 for (i = 0; i < device->swapchain_count; ++i)
1545 TRACE("Releasing the implicit swapchain %u.\n", i);
1546 if (wined3d_swapchain_decref(device->swapchains[i]))
1547 FIXME("Something's still holding the implicit swapchain.\n");
1550 HeapFree(GetProcessHeap(), 0, device->swapchains);
1551 device->swapchains = NULL;
1552 device->swapchain_count = 0;
1556 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1557 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1558 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1560 * There is no way to deactivate thread safety once it is enabled.
1562 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1564 TRACE("device %p.\n", device);
1566 /* For now just store the flag (needed in case of ddraw). */
1567 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1570 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1572 TRACE("device %p, wined3d %p.\n", device, wined3d);
1574 *wined3d = device->wined3d;
1575 wined3d_incref(*wined3d);
1577 TRACE("Returning %p.\n", *wined3d);
1582 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1584 TRACE("device %p.\n", device);
1586 TRACE("Emulating %d MB, returning %d MB left.\n",
1587 device->adapter->TextureRam / (1024 * 1024),
1588 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1590 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1593 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1594 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1596 struct wined3d_stream_state *stream;
1597 struct wined3d_buffer *prev_buffer;
1599 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1600 device, stream_idx, buffer, offset, stride);
1602 if (stream_idx >= MAX_STREAMS)
1604 WARN("Stream index %u out of range.\n", stream_idx);
1605 return WINED3DERR_INVALIDCALL;
1607 else if (offset & 0x3)
1609 WARN("Offset %u is not 4 byte aligned.\n", offset);
1610 return WINED3DERR_INVALIDCALL;
1613 stream = &device->updateStateBlock->state.streams[stream_idx];
1614 prev_buffer = stream->buffer;
1616 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1618 if (prev_buffer == buffer
1619 && stream->stride == stride
1620 && stream->offset == offset)
1622 TRACE("Application is setting the old values over, nothing to do.\n");
1626 stream->buffer = buffer;
1629 stream->stride = stride;
1630 stream->offset = offset;
1633 /* Handle recording of state blocks. */
1634 if (device->isRecordingState)
1636 TRACE("Recording... not performing anything.\n");
1638 wined3d_buffer_incref(buffer);
1640 wined3d_buffer_decref(prev_buffer);
1646 InterlockedIncrement(&buffer->resource.bind_count);
1647 wined3d_buffer_incref(buffer);
1651 InterlockedDecrement(&prev_buffer->resource.bind_count);
1652 wined3d_buffer_decref(prev_buffer);
1655 device_invalidate_state(device, STATE_STREAMSRC);
1660 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1661 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1663 struct wined3d_stream_state *stream;
1665 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1666 device, stream_idx, buffer, offset, stride);
1668 if (stream_idx >= MAX_STREAMS)
1670 WARN("Stream index %u out of range.\n", stream_idx);
1671 return WINED3DERR_INVALIDCALL;
1674 stream = &device->stateBlock->state.streams[stream_idx];
1675 *buffer = stream->buffer;
1677 wined3d_buffer_incref(*buffer);
1679 *offset = stream->offset;
1680 *stride = stream->stride;
1685 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1687 struct wined3d_stream_state *stream;
1688 UINT old_flags, old_freq;
1690 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1692 /* Verify input. At least in d3d9 this is invalid. */
1693 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1695 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1696 return WINED3DERR_INVALIDCALL;
1698 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1700 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1701 return WINED3DERR_INVALIDCALL;
1705 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1706 return WINED3DERR_INVALIDCALL;
1709 stream = &device->updateStateBlock->state.streams[stream_idx];
1710 old_flags = stream->flags;
1711 old_freq = stream->frequency;
1713 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1714 stream->frequency = divider & 0x7fffff;
1716 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1718 if (stream->frequency != old_freq || stream->flags != old_flags)
1719 device_invalidate_state(device, STATE_STREAMSRC);
1724 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1725 UINT stream_idx, UINT *divider)
1727 struct wined3d_stream_state *stream;
1729 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1731 stream = &device->updateStateBlock->state.streams[stream_idx];
1732 *divider = stream->flags | stream->frequency;
1734 TRACE("Returning %#x.\n", *divider);
1739 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1740 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1742 TRACE("device %p, state %s, matrix %p.\n",
1743 device, debug_d3dtstype(d3dts), matrix);
1744 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1745 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1746 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1747 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1749 /* Handle recording of state blocks. */
1750 if (device->isRecordingState)
1752 TRACE("Recording... not performing anything.\n");
1753 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1754 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1758 /* If the new matrix is the same as the current one,
1759 * we cut off any further processing. this seems to be a reasonable
1760 * optimization because as was noticed, some apps (warcraft3 for example)
1761 * tend towards setting the same matrix repeatedly for some reason.
1763 * From here on we assume that the new matrix is different, wherever it matters. */
1764 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1766 TRACE("The application is setting the same matrix over again.\n");
1770 device->stateBlock->state.transforms[d3dts] = *matrix;
1771 if (d3dts == WINED3D_TS_VIEW)
1772 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1774 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1775 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1781 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1782 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1784 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1786 *matrix = device->stateBlock->state.transforms[state];
1791 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1792 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1794 const struct wined3d_matrix *mat = NULL;
1795 struct wined3d_matrix temp;
1797 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1799 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1800 * below means it will be recorded in a state block change, but it
1801 * works regardless where it is recorded.
1802 * If this is found to be wrong, change to StateBlock. */
1803 if (state > HIGHEST_TRANSFORMSTATE)
1805 WARN("Unhandled transform state %#x.\n", state);
1809 mat = &device->updateStateBlock->state.transforms[state];
1810 multiply_matrix(&temp, mat, matrix);
1812 /* Apply change via set transform - will reapply to eg. lights this way. */
1813 return wined3d_device_set_transform(device, state, &temp);
1816 /* Note lights are real special cases. Although the device caps state only
1817 * e.g. 8 are supported, you can reference any indexes you want as long as
1818 * that number max are enabled at any one point in time. Therefore since the
1819 * indices can be anything, we need a hashmap of them. However, this causes
1820 * stateblock problems. When capturing the state block, I duplicate the
1821 * hashmap, but when recording, just build a chain pretty much of commands to
1823 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1824 UINT light_idx, const struct wined3d_light *light)
1826 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1827 struct wined3d_light_info *object = NULL;
1831 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1833 /* Check the parameter range. Need for speed most wanted sets junk lights
1834 * which confuse the GL driver. */
1836 return WINED3DERR_INVALIDCALL;
1838 switch (light->type)
1840 case WINED3D_LIGHT_POINT:
1841 case WINED3D_LIGHT_SPOT:
1842 case WINED3D_LIGHT_PARALLELPOINT:
1843 case WINED3D_LIGHT_GLSPOT:
1844 /* Incorrect attenuation values can cause the gl driver to crash.
1845 * Happens with Need for speed most wanted. */
1846 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1848 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1849 return WINED3DERR_INVALIDCALL;
1853 case WINED3D_LIGHT_DIRECTIONAL:
1854 /* Ignores attenuation */
1858 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1859 return WINED3DERR_INVALIDCALL;
1862 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1864 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1865 if (object->OriginalIndex == light_idx)
1872 TRACE("Adding new light\n");
1873 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1876 ERR("Out of memory error when allocating a light\n");
1877 return E_OUTOFMEMORY;
1879 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1880 object->glIndex = -1;
1881 object->OriginalIndex = light_idx;
1884 /* Initialize the object. */
1885 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1886 light_idx, light->type,
1887 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1888 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1889 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1890 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1891 light->direction.x, light->direction.y, light->direction.z);
1892 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1893 light->range, light->falloff, light->theta, light->phi);
1895 /* Save away the information. */
1896 object->OriginalParms = *light;
1898 switch (light->type)
1900 case WINED3D_LIGHT_POINT:
1902 object->lightPosn[0] = light->position.x;
1903 object->lightPosn[1] = light->position.y;
1904 object->lightPosn[2] = light->position.z;
1905 object->lightPosn[3] = 1.0f;
1906 object->cutoff = 180.0f;
1910 case WINED3D_LIGHT_DIRECTIONAL:
1912 object->lightPosn[0] = -light->direction.x;
1913 object->lightPosn[1] = -light->direction.y;
1914 object->lightPosn[2] = -light->direction.z;
1915 object->lightPosn[3] = 0.0f;
1916 object->exponent = 0.0f;
1917 object->cutoff = 180.0f;
1920 case WINED3D_LIGHT_SPOT:
1922 object->lightPosn[0] = light->position.x;
1923 object->lightPosn[1] = light->position.y;
1924 object->lightPosn[2] = light->position.z;
1925 object->lightPosn[3] = 1.0f;
1928 object->lightDirn[0] = light->direction.x;
1929 object->lightDirn[1] = light->direction.y;
1930 object->lightDirn[2] = light->direction.z;
1931 object->lightDirn[3] = 1.0f;
1933 /* opengl-ish and d3d-ish spot lights use too different models
1934 * for the light "intensity" as a function of the angle towards
1935 * the main light direction, so we only can approximate very
1936 * roughly. However, spot lights are rather rarely used in games
1937 * (if ever used at all). Furthermore if still used, probably
1938 * nobody pays attention to such details. */
1939 if (!light->falloff)
1941 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1942 * equations have the falloff resp. exponent parameter as an
1943 * exponent, so the spot light lighting will always be 1.0 for
1944 * both of them, and we don't have to care for the rest of the
1945 * rather complex calculation. */
1946 object->exponent = 0.0f;
1950 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1953 object->exponent = -0.3f / logf(cosf(rho / 2));
1956 if (object->exponent > 128.0f)
1957 object->exponent = 128.0f;
1959 object->cutoff = (float)(light->phi * 90 / M_PI);
1964 FIXME("Unrecognized light type %#x.\n", light->type);
1967 /* Update the live definitions if the light is currently assigned a glIndex. */
1968 if (object->glIndex != -1 && !device->isRecordingState)
1969 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1974 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1975 UINT light_idx, struct wined3d_light *light)
1977 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1978 struct wined3d_light_info *light_info = NULL;
1981 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1983 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1985 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1986 if (light_info->OriginalIndex == light_idx)
1993 TRACE("Light information requested but light not defined\n");
1994 return WINED3DERR_INVALIDCALL;
1997 *light = light_info->OriginalParms;
2001 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2003 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2004 struct wined3d_light_info *light_info = NULL;
2007 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2009 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2011 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2012 if (light_info->OriginalIndex == light_idx)
2016 TRACE("Found light %p.\n", light_info);
2018 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2021 TRACE("Light enabled requested but light not defined, so defining one!\n");
2022 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2024 /* Search for it again! Should be fairly quick as near head of list. */
2025 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2027 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2028 if (light_info->OriginalIndex == light_idx)
2034 FIXME("Adding default lights has failed dismally\n");
2035 return WINED3DERR_INVALIDCALL;
2041 if (light_info->glIndex != -1)
2043 if (!device->isRecordingState)
2044 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2046 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2047 light_info->glIndex = -1;
2051 TRACE("Light already disabled, nothing to do\n");
2053 light_info->enabled = FALSE;
2057 light_info->enabled = TRUE;
2058 if (light_info->glIndex != -1)
2060 TRACE("Nothing to do as light was enabled\n");
2065 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2066 /* Find a free GL light. */
2067 for (i = 0; i < gl_info->limits.lights; ++i)
2069 if (!device->updateStateBlock->state.lights[i])
2071 device->updateStateBlock->state.lights[i] = light_info;
2072 light_info->glIndex = i;
2076 if (light_info->glIndex == -1)
2078 /* Our tests show that Windows returns D3D_OK in this situation, even with
2079 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2080 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2081 * as well for those lights.
2083 * TODO: Test how this affects rendering. */
2084 WARN("Too many concurrently active lights\n");
2088 /* i == light_info->glIndex */
2089 if (!device->isRecordingState)
2090 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2097 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2099 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2100 struct wined3d_light_info *light_info = NULL;
2103 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2105 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2107 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2108 if (light_info->OriginalIndex == light_idx)
2115 TRACE("Light enabled state requested but light not defined.\n");
2116 return WINED3DERR_INVALIDCALL;
2118 /* true is 128 according to SetLightEnable */
2119 *enable = light_info->enabled ? 128 : 0;
2123 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2124 UINT plane_idx, const struct wined3d_vec4 *plane)
2126 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2128 /* Validate plane_idx. */
2129 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2131 TRACE("Application has requested clipplane this device doesn't support.\n");
2132 return WINED3DERR_INVALIDCALL;
2135 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2137 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2139 TRACE("Application is setting old values over, nothing to do.\n");
2143 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2145 /* Handle recording of state blocks. */
2146 if (device->isRecordingState)
2148 TRACE("Recording... not performing anything.\n");
2152 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2157 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2158 UINT plane_idx, struct wined3d_vec4 *plane)
2160 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2162 /* Validate plane_idx. */
2163 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2165 TRACE("Application has requested clipplane this device doesn't support.\n");
2166 return WINED3DERR_INVALIDCALL;
2169 *plane = device->stateBlock->state.clip_planes[plane_idx];
2174 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2175 const struct wined3d_clip_status *clip_status)
2177 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2180 return WINED3DERR_INVALIDCALL;
2185 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2186 struct wined3d_clip_status *clip_status)
2188 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2191 return WINED3DERR_INVALIDCALL;
2196 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2198 TRACE("device %p, material %p.\n", device, material);
2200 device->updateStateBlock->changed.material = TRUE;
2201 device->updateStateBlock->state.material = *material;
2203 /* Handle recording of state blocks */
2204 if (device->isRecordingState)
2206 TRACE("Recording... not performing anything.\n");
2210 device_invalidate_state(device, STATE_MATERIAL);
2215 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2217 TRACE("device %p, material %p.\n", device, material);
2219 *material = device->updateStateBlock->state.material;
2221 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2222 material->diffuse.r, material->diffuse.g,
2223 material->diffuse.b, material->diffuse.a);
2224 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2225 material->ambient.r, material->ambient.g,
2226 material->ambient.b, material->ambient.a);
2227 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2228 material->specular.r, material->specular.g,
2229 material->specular.b, material->specular.a);
2230 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2231 material->emissive.r, material->emissive.g,
2232 material->emissive.b, material->emissive.a);
2233 TRACE("power %.8e.\n", material->power);
2238 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2239 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2241 struct wined3d_buffer *prev_buffer;
2243 TRACE("device %p, buffer %p, format %s.\n",
2244 device, buffer, debug_d3dformat(format_id));
2246 prev_buffer = device->updateStateBlock->state.index_buffer;
2248 device->updateStateBlock->changed.indices = TRUE;
2249 device->updateStateBlock->state.index_buffer = buffer;
2250 device->updateStateBlock->state.index_format = format_id;
2252 /* Handle recording of state blocks. */
2253 if (device->isRecordingState)
2255 TRACE("Recording... not performing anything.\n");
2257 wined3d_buffer_incref(buffer);
2259 wined3d_buffer_decref(prev_buffer);
2263 if (prev_buffer != buffer)
2265 device_invalidate_state(device, STATE_INDEXBUFFER);
2268 InterlockedIncrement(&buffer->resource.bind_count);
2269 wined3d_buffer_incref(buffer);
2273 InterlockedDecrement(&prev_buffer->resource.bind_count);
2274 wined3d_buffer_decref(prev_buffer);
2281 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2283 TRACE("device %p, buffer %p.\n", device, buffer);
2285 *buffer = device->stateBlock->state.index_buffer;
2288 wined3d_buffer_incref(*buffer);
2290 TRACE("Returning %p.\n", *buffer);
2295 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2296 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2298 TRACE("device %p, base_index %d.\n", device, base_index);
2300 if (device->updateStateBlock->state.base_vertex_index == base_index)
2302 TRACE("Application is setting the old value over, nothing to do\n");
2306 device->updateStateBlock->state.base_vertex_index = base_index;
2308 if (device->isRecordingState)
2310 TRACE("Recording... not performing anything\n");
2316 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2318 TRACE("device %p.\n", device);
2320 return device->stateBlock->state.base_vertex_index;
2323 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2325 TRACE("device %p, viewport %p.\n", device, viewport);
2326 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2327 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2329 device->updateStateBlock->changed.viewport = TRUE;
2330 device->updateStateBlock->state.viewport = *viewport;
2332 /* Handle recording of state blocks */
2333 if (device->isRecordingState)
2335 TRACE("Recording... not performing anything\n");
2339 device_invalidate_state(device, STATE_VIEWPORT);
2344 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2346 TRACE("device %p, viewport %p.\n", device, viewport);
2348 *viewport = device->stateBlock->state.viewport;
2353 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2354 enum wined3d_render_state state, DWORD value)
2356 DWORD old_value = device->stateBlock->state.render_states[state];
2358 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2360 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2361 device->updateStateBlock->state.render_states[state] = value;
2363 /* Handle recording of state blocks. */
2364 if (device->isRecordingState)
2366 TRACE("Recording... not performing anything.\n");
2370 /* Compared here and not before the assignment to allow proper stateblock recording. */
2371 if (value == old_value)
2372 TRACE("Application is setting the old value over, nothing to do.\n");
2374 device_invalidate_state(device, STATE_RENDER(state));
2379 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2380 enum wined3d_render_state state, DWORD *value)
2382 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2384 *value = device->stateBlock->state.render_states[state];
2389 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2390 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2394 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2395 device, sampler_idx, debug_d3dsamplerstate(state), value);
2397 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2398 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2400 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2401 / sizeof(*device->stateBlock->state.sampler_states))
2403 WARN("Invalid sampler %u.\n", sampler_idx);
2404 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2407 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2408 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2409 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2411 /* Handle recording of state blocks. */
2412 if (device->isRecordingState)
2414 TRACE("Recording... not performing anything.\n");
2418 if (old_value == value)
2420 TRACE("Application is setting the old value over, nothing to do.\n");
2424 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2429 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2430 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2432 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2433 device, sampler_idx, debug_d3dsamplerstate(state), value);
2435 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2436 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2438 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2439 / sizeof(*device->stateBlock->state.sampler_states))
2441 WARN("Invalid sampler %u.\n", sampler_idx);
2442 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2445 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2446 TRACE("Returning %#x.\n", *value);
2451 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2453 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2455 device->updateStateBlock->changed.scissorRect = TRUE;
2456 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2458 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2461 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2463 if (device->isRecordingState)
2465 TRACE("Recording... not performing anything.\n");
2469 device_invalidate_state(device, STATE_SCISSORRECT);
2474 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2476 TRACE("device %p, rect %p.\n", device, rect);
2478 *rect = device->updateStateBlock->state.scissor_rect;
2479 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2484 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2485 struct wined3d_vertex_declaration *declaration)
2487 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2489 TRACE("device %p, declaration %p.\n", device, declaration);
2492 wined3d_vertex_declaration_incref(declaration);
2494 wined3d_vertex_declaration_decref(prev);
2496 device->updateStateBlock->state.vertex_declaration = declaration;
2497 device->updateStateBlock->changed.vertexDecl = TRUE;
2499 if (device->isRecordingState)
2501 TRACE("Recording... not performing anything.\n");
2504 else if (declaration == prev)
2506 /* Checked after the assignment to allow proper stateblock recording. */
2507 TRACE("Application is setting the old declaration over, nothing to do.\n");
2511 device_invalidate_state(device, STATE_VDECL);
2515 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2516 struct wined3d_vertex_declaration **declaration)
2518 TRACE("device %p, declaration %p.\n", device, declaration);
2520 *declaration = device->stateBlock->state.vertex_declaration;
2522 wined3d_vertex_declaration_incref(*declaration);
2527 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2529 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2531 TRACE("device %p, shader %p.\n", device, shader);
2533 device->updateStateBlock->state.vertex_shader = shader;
2534 device->updateStateBlock->changed.vertexShader = TRUE;
2536 if (device->isRecordingState)
2539 wined3d_shader_incref(shader);
2541 wined3d_shader_decref(prev);
2542 TRACE("Recording... not performing anything.\n");
2548 TRACE("Application is setting the old shader over, nothing to do.\n");
2553 wined3d_shader_incref(shader);
2555 wined3d_shader_decref(prev);
2557 device_invalidate_state(device, STATE_VSHADER);
2562 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2564 struct wined3d_shader *shader;
2566 TRACE("device %p.\n", device);
2568 shader = device->stateBlock->state.vertex_shader;
2570 wined3d_shader_incref(shader);
2572 TRACE("Returning %p.\n", shader);
2576 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2577 UINT start_register, const BOOL *constants, UINT bool_count)
2579 UINT count = min(bool_count, MAX_CONST_B - start_register);
2582 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2583 device, start_register, constants, bool_count);
2585 if (!constants || start_register >= MAX_CONST_B)
2586 return WINED3DERR_INVALIDCALL;
2588 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2589 for (i = 0; i < count; ++i)
2590 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2592 for (i = start_register; i < count + start_register; ++i)
2593 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2595 if (!device->isRecordingState)
2596 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2601 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2602 UINT start_register, BOOL *constants, UINT bool_count)
2604 UINT count = min(bool_count, MAX_CONST_B - start_register);
2606 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2607 device, start_register, constants, bool_count);
2609 if (!constants || start_register >= MAX_CONST_B)
2610 return WINED3DERR_INVALIDCALL;
2612 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2617 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2618 UINT start_register, const int *constants, UINT vector4i_count)
2620 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2623 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2624 device, start_register, constants, vector4i_count);
2626 if (!constants || start_register >= MAX_CONST_I)
2627 return WINED3DERR_INVALIDCALL;
2629 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2630 for (i = 0; i < count; ++i)
2631 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2632 constants[i * 4], constants[i * 4 + 1],
2633 constants[i * 4 + 2], constants[i * 4 + 3]);
2635 for (i = start_register; i < count + start_register; ++i)
2636 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2638 if (!device->isRecordingState)
2639 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2644 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2645 UINT start_register, int *constants, UINT vector4i_count)
2647 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2649 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2650 device, start_register, constants, vector4i_count);
2652 if (!constants || start_register >= MAX_CONST_I)
2653 return WINED3DERR_INVALIDCALL;
2655 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2659 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2660 UINT start_register, const float *constants, UINT vector4f_count)
2664 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2665 device, start_register, constants, vector4f_count);
2667 /* Specifically test start_register > limit to catch MAX_UINT overflows
2668 * when adding start_register + vector4f_count. */
2670 || start_register + vector4f_count > device->d3d_vshader_constantF
2671 || start_register > device->d3d_vshader_constantF)
2672 return WINED3DERR_INVALIDCALL;
2674 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2675 constants, vector4f_count * sizeof(float) * 4);
2678 for (i = 0; i < vector4f_count; ++i)
2679 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2680 constants[i * 4], constants[i * 4 + 1],
2681 constants[i * 4 + 2], constants[i * 4 + 3]);
2684 if (!device->isRecordingState)
2686 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2687 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2690 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2691 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2696 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2697 UINT start_register, float *constants, UINT vector4f_count)
2699 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2701 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2702 device, start_register, constants, vector4f_count);
2704 if (!constants || count < 0)
2705 return WINED3DERR_INVALIDCALL;
2707 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2712 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2716 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2718 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2722 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2724 DWORD i = device->rev_tex_unit_map[unit];
2725 DWORD j = device->texUnitMap[stage];
2727 device->texUnitMap[stage] = unit;
2728 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2729 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2731 device->rev_tex_unit_map[unit] = stage;
2732 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2733 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2736 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2740 device->fixed_function_usage_map = 0;
2741 for (i = 0; i < MAX_TEXTURES; ++i)
2743 const struct wined3d_state *state = &device->stateBlock->state;
2744 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2745 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2746 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2747 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2748 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2749 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2750 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2751 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2753 /* Not used, and disable higher stages. */
2754 if (color_op == WINED3D_TOP_DISABLE)
2757 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2758 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2759 || ((color_arg3 == WINED3DTA_TEXTURE)
2760 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2761 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2762 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2763 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2764 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2765 device->fixed_function_usage_map |= (1 << i);
2767 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2768 && i < MAX_TEXTURES - 1)
2769 device->fixed_function_usage_map |= (1 << (i + 1));
2773 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2775 unsigned int i, tex;
2778 device_update_fixed_function_usage_map(device);
2779 ffu_map = device->fixed_function_usage_map;
2781 if (device->max_ffp_textures == gl_info->limits.texture_stages
2782 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2784 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2786 if (!(ffu_map & 1)) continue;
2788 if (device->texUnitMap[i] != i)
2790 device_map_stage(device, i, i);
2791 device_invalidate_state(device, STATE_SAMPLER(i));
2792 device_invalidate_texture_stage(device, i);
2798 /* Now work out the mapping */
2800 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2802 if (!(ffu_map & 1)) continue;
2804 if (device->texUnitMap[i] != tex)
2806 device_map_stage(device, i, tex);
2807 device_invalidate_state(device, STATE_SAMPLER(i));
2808 device_invalidate_texture_stage(device, i);
2815 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2817 const enum wined3d_sampler_texture_type *sampler_type =
2818 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2821 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2823 if (sampler_type[i] && device->texUnitMap[i] != i)
2825 device_map_stage(device, i, i);
2826 device_invalidate_state(device, STATE_SAMPLER(i));
2827 if (i < gl_info->limits.texture_stages)
2828 device_invalidate_texture_stage(device, i);
2833 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2834 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2835 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2837 DWORD current_mapping = device->rev_tex_unit_map[unit];
2839 /* Not currently used */
2840 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2842 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2843 /* Used by a fragment sampler */
2845 if (!pshader_sampler_tokens) {
2846 /* No pixel shader, check fixed function */
2847 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2850 /* Pixel shader, check the shader's sampler map */
2851 return !pshader_sampler_tokens[current_mapping];
2854 /* Used by a vertex sampler */
2855 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2858 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2860 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2861 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2862 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2863 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2868 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2869 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2870 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2873 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2874 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2875 if (vshader_sampler_type[i])
2877 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2879 /* Already mapped somewhere */
2885 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2887 device_map_stage(device, vsampler_idx, start);
2888 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2900 void device_update_tex_unit_map(struct wined3d_device *device)
2902 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2903 const struct wined3d_state *state = &device->stateBlock->state;
2904 BOOL vs = use_vs(state);
2905 BOOL ps = use_ps(state);
2908 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2909 * that would be really messy and require shader recompilation
2910 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2911 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2914 device_map_psamplers(device, gl_info);
2916 device_map_fixed_function_samplers(device, gl_info);
2919 device_map_vsamplers(device, ps, gl_info);
2922 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2924 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2926 TRACE("device %p, shader %p.\n", device, shader);
2928 device->updateStateBlock->state.pixel_shader = shader;
2929 device->updateStateBlock->changed.pixelShader = TRUE;
2931 if (device->isRecordingState)
2934 wined3d_shader_incref(shader);
2936 wined3d_shader_decref(prev);
2937 TRACE("Recording... not performing anything.\n");
2943 TRACE("Application is setting the old shader over, nothing to do.\n");
2948 wined3d_shader_incref(shader);
2950 wined3d_shader_decref(prev);
2952 device_invalidate_state(device, STATE_PIXELSHADER);
2957 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2959 struct wined3d_shader *shader;
2961 TRACE("device %p.\n", device);
2963 shader = device->stateBlock->state.pixel_shader;
2965 wined3d_shader_incref(shader);
2967 TRACE("Returning %p.\n", shader);
2971 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2972 UINT start_register, const BOOL *constants, UINT bool_count)
2974 UINT count = min(bool_count, MAX_CONST_B - start_register);
2977 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2978 device, start_register, constants, bool_count);
2980 if (!constants || start_register >= MAX_CONST_B)
2981 return WINED3DERR_INVALIDCALL;
2983 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
2984 for (i = 0; i < count; ++i)
2985 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2987 for (i = start_register; i < count + start_register; ++i)
2988 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
2990 if (!device->isRecordingState)
2991 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2996 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2997 UINT start_register, BOOL *constants, UINT bool_count)
2999 UINT count = min(bool_count, MAX_CONST_B - start_register);
3001 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3002 device, start_register, constants, bool_count);
3004 if (!constants || start_register >= MAX_CONST_B)
3005 return WINED3DERR_INVALIDCALL;
3007 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3012 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3013 UINT start_register, const int *constants, UINT vector4i_count)
3015 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3018 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3019 device, start_register, constants, vector4i_count);
3021 if (!constants || start_register >= MAX_CONST_I)
3022 return WINED3DERR_INVALIDCALL;
3024 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3025 for (i = 0; i < count; ++i)
3026 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3027 constants[i * 4], constants[i * 4 + 1],
3028 constants[i * 4 + 2], constants[i * 4 + 3]);
3030 for (i = start_register; i < count + start_register; ++i)
3031 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3033 if (!device->isRecordingState)
3034 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3039 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3040 UINT start_register, int *constants, UINT vector4i_count)
3042 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3044 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3045 device, start_register, constants, vector4i_count);
3047 if (!constants || start_register >= MAX_CONST_I)
3048 return WINED3DERR_INVALIDCALL;
3050 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3055 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3056 UINT start_register, const float *constants, UINT vector4f_count)
3060 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3061 device, start_register, constants, vector4f_count);
3063 /* Specifically test start_register > limit to catch MAX_UINT overflows
3064 * when adding start_register + vector4f_count. */
3066 || start_register + vector4f_count > device->d3d_pshader_constantF
3067 || start_register > device->d3d_pshader_constantF)
3068 return WINED3DERR_INVALIDCALL;
3070 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3071 constants, vector4f_count * sizeof(float) * 4);
3074 for (i = 0; i < vector4f_count; ++i)
3075 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3076 constants[i * 4], constants[i * 4 + 1],
3077 constants[i * 4 + 2], constants[i * 4 + 3]);
3080 if (!device->isRecordingState)
3082 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3083 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3086 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3087 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3092 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3093 UINT start_register, float *constants, UINT vector4f_count)
3095 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3097 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3098 device, start_register, constants, vector4f_count);
3100 if (!constants || count < 0)
3101 return WINED3DERR_INVALIDCALL;
3103 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3108 /* Context activation is done by the caller. */
3109 /* Do not call while under the GL lock. */
3110 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3111 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3112 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3115 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3116 struct wined3d_viewport vp;
3124 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3126 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3129 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3131 ERR("Source has no position mask\n");
3132 return WINED3DERR_INVALIDCALL;
3135 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3137 static BOOL warned = FALSE;
3139 * The clipping code is not quite correct. Some things need
3140 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3141 * so disable clipping for now.
3142 * (The graphics in Half-Life are broken, and my processvertices
3143 * test crashes with IDirect3DDevice3)
3149 FIXME("Clipping is broken and disabled for now\n");
3155 vertex_size = get_flexible_vertex_size(DestFVF);
3156 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3158 WARN("Failed to map buffer, hr %#x.\n", hr);
3162 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3163 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3164 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3166 TRACE("View mat:\n");
3167 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);
3168 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);
3169 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);
3170 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);
3172 TRACE("Proj mat:\n");
3173 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);
3174 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);
3175 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);
3176 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);
3178 TRACE("World mat:\n");
3179 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);
3180 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);
3181 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);
3182 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);
3184 /* Get the viewport */
3185 wined3d_device_get_viewport(device, &vp);
3186 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3187 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3189 multiply_matrix(&mat,&view_mat,&world_mat);
3190 multiply_matrix(&mat,&proj_mat,&mat);
3192 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3194 for (i = 0; i < dwCount; i+= 1) {
3195 unsigned int tex_index;
3197 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3198 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3199 /* The position first */
3200 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3201 const float *p = (const float *)(element->data.addr + i * element->stride);
3203 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3205 /* Multiplication with world, view and projection matrix */
3206 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3207 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3208 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3209 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3211 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3213 /* WARNING: The following things are taken from d3d7 and were not yet checked
3214 * against d3d8 or d3d9!
3217 /* Clipping conditions: From msdn
3219 * A vertex is clipped if it does not match the following requirements
3223 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3225 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3226 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3231 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3232 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3235 /* "Normal" viewport transformation (not clipped)
3236 * 1) The values are divided by rhw
3237 * 2) The y axis is negative, so multiply it with -1
3238 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3239 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3240 * 4) Multiply x with Width/2 and add Width/2
3241 * 5) The same for the height
3242 * 6) Add the viewpoint X and Y to the 2D coordinates and
3243 * The minimum Z value to z
3244 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3246 * Well, basically it's simply a linear transformation into viewport
3258 z *= vp.max_z - vp.min_z;
3260 x += vp.width / 2 + vp.x;
3261 y += vp.height / 2 + vp.y;
3266 /* That vertex got clipped
3267 * Contrary to OpenGL it is not dropped completely, it just
3268 * undergoes a different calculation.
3270 TRACE("Vertex got clipped\n");
3277 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3278 * outside of the main vertex buffer memory. That needs some more
3283 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3286 ( (float *) dest_ptr)[0] = x;
3287 ( (float *) dest_ptr)[1] = y;
3288 ( (float *) dest_ptr)[2] = z;
3289 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3291 dest_ptr += 3 * sizeof(float);
3293 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3294 dest_ptr += sizeof(float);
3297 if (DestFVF & WINED3DFVF_PSIZE)
3298 dest_ptr += sizeof(DWORD);
3300 if (DestFVF & WINED3DFVF_NORMAL)
3302 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3303 const float *normal = (const float *)(element->data.addr + i * element->stride);
3304 /* AFAIK this should go into the lighting information */
3305 FIXME("Didn't expect the destination to have a normal\n");
3306 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3309 if (DestFVF & WINED3DFVF_DIFFUSE)
3311 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3312 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3313 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3315 static BOOL warned = FALSE;
3318 ERR("No diffuse color in source, but destination has one\n");
3322 *( (DWORD *) dest_ptr) = 0xffffffff;
3323 dest_ptr += sizeof(DWORD);
3327 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3331 if (DestFVF & WINED3DFVF_SPECULAR)
3333 /* What's the color value in the feedback buffer? */
3334 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3335 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3336 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3338 static BOOL warned = FALSE;
3341 ERR("No specular color in source, but destination has one\n");
3345 *(DWORD *)dest_ptr = 0xff000000;
3346 dest_ptr += sizeof(DWORD);
3350 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3354 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3356 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3357 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3358 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3360 ERR("No source texture, but destination requests one\n");
3361 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3365 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3370 wined3d_buffer_unmap(dest);
3374 #undef copy_and_next
3376 /* Do not call while under the GL lock. */
3377 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3378 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3379 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3381 struct wined3d_state *state = &device->stateBlock->state;
3382 struct wined3d_stream_info stream_info;
3383 const struct wined3d_gl_info *gl_info;
3384 BOOL streamWasUP = state->user_stream;
3385 struct wined3d_context *context;
3386 struct wined3d_shader *vs;
3390 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3391 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3392 device, src_start_idx, dst_idx, vertex_count,
3393 dst_buffer, declaration, flags, dst_fvf);
3396 FIXME("Output vertex declaration not implemented yet.\n");
3398 /* Need any context to write to the vbo. */
3399 context = context_acquire(device, NULL);
3400 gl_info = context->gl_info;
3402 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3403 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3404 * restore it afterwards. */
3405 vs = state->vertex_shader;
3406 state->vertex_shader = NULL;
3407 state->user_stream = FALSE;
3408 device_stream_info_from_declaration(device, &stream_info);
3409 state->user_stream = streamWasUP;
3410 state->vertex_shader = vs;
3412 /* We can't convert FROM a VBO, and vertex buffers used to source into
3413 * process_vertices() are unlikely to ever be used for drawing. Release
3414 * VBOs in those buffers and fix up the stream_info structure.
3416 * Also apply the start index. */
3417 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3419 struct wined3d_stream_info_element *e;
3421 if (!(stream_info.use_map & (1 << i)))
3424 e = &stream_info.elements[i];
3425 if (e->data.buffer_object)
3427 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3428 e->data.buffer_object = 0;
3429 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3431 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3432 vb->buffer_object = 0;
3436 e->data.addr += e->stride * src_start_idx;
3439 hr = process_vertices_strided(device, dst_idx, vertex_count,
3440 &stream_info, dst_buffer, flags, dst_fvf);
3442 context_release(context);
3447 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3448 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3450 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3453 TRACE("device %p, stage %u, state %s, value %#x.\n",
3454 device, stage, debug_d3dtexturestate(state), value);
3456 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3458 WARN("Invalid state %#x passed.\n", state);
3462 if (stage >= gl_info->limits.texture_stages)
3464 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3465 stage, gl_info->limits.texture_stages - 1);
3469 old_value = device->updateStateBlock->state.texture_states[stage][state];
3470 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3471 device->updateStateBlock->state.texture_states[stage][state] = value;
3473 if (device->isRecordingState)
3475 TRACE("Recording... not performing anything.\n");
3479 /* Checked after the assignments to allow proper stateblock recording. */
3480 if (old_value == value)
3482 TRACE("Application is setting the old value over, nothing to do.\n");
3486 if (stage > device->stateBlock->state.lowest_disabled_stage
3487 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3488 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3490 /* Colorop change above lowest disabled stage? That won't change
3491 * anything in the GL setup. Changes in other states are important on
3492 * disabled stages too. */
3496 if (state == WINED3D_TSS_COLOR_OP)
3500 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3502 /* Previously enabled stage disabled now. Make sure to dirtify
3503 * all enabled stages above stage, they have to be disabled.
3505 * The current stage is dirtified below. */
3506 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3508 TRACE("Additionally dirtifying stage %u.\n", i);
3509 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3511 device->stateBlock->state.lowest_disabled_stage = stage;
3512 TRACE("New lowest disabled: %u.\n", stage);
3514 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3516 /* Previously disabled stage enabled. Stages above it may need
3517 * enabling. Stage must be lowest_disabled_stage here, if it's
3518 * bigger success is returned above, and stages below the lowest
3519 * disabled stage can't be enabled (because they are enabled
3522 * Again stage stage doesn't need to be dirtified here, it is
3524 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3526 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3528 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3529 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3531 device->stateBlock->state.lowest_disabled_stage = i;
3532 TRACE("New lowest disabled: %u.\n", i);
3536 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3541 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3542 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3544 TRACE("device %p, stage %u, state %s, value %p.\n",
3545 device, stage, debug_d3dtexturestate(state), value);
3547 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3549 WARN("Invalid state %#x passed.\n", state);
3553 *value = device->updateStateBlock->state.texture_states[stage][state];
3554 TRACE("Returning %#x.\n", *value);
3559 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3560 UINT stage, struct wined3d_texture *texture)
3562 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3563 struct wined3d_texture *prev;
3565 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3567 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3568 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3570 /* Windows accepts overflowing this array... we do not. */
3571 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3573 WARN("Ignoring invalid stage %u.\n", stage);
3577 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3579 WARN("Rejecting attempt to set scratch texture.\n");
3580 return WINED3DERR_INVALIDCALL;
3583 device->updateStateBlock->changed.textures |= 1 << stage;
3585 prev = device->updateStateBlock->state.textures[stage];
3586 TRACE("Previous texture %p.\n", prev);
3588 if (texture == prev)
3590 TRACE("App is setting the same texture again, nothing to do.\n");
3594 TRACE("Setting new texture to %p.\n", texture);
3595 device->updateStateBlock->state.textures[stage] = texture;
3597 if (device->isRecordingState)
3599 TRACE("Recording... not performing anything\n");
3601 if (texture) wined3d_texture_incref(texture);
3602 if (prev) wined3d_texture_decref(prev);
3609 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3611 wined3d_texture_incref(texture);
3613 if (!prev || texture->target != prev->target)
3614 device_invalidate_state(device, STATE_PIXELSHADER);
3616 if (!prev && stage < gl_info->limits.texture_stages)
3618 /* The source arguments for color and alpha ops have different
3619 * meanings when a NULL texture is bound, so the COLOR_OP and
3620 * ALPHA_OP have to be dirtified. */
3621 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3622 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3625 if (bind_count == 1)
3626 texture->sampler = stage;
3631 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3633 wined3d_texture_decref(prev);
3635 if (!texture && stage < gl_info->limits.texture_stages)
3637 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3638 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3641 if (bind_count && prev->sampler == stage)
3645 /* Search for other stages the texture is bound to. Shouldn't
3646 * happen if applications bind textures to a single stage only. */
3647 TRACE("Searching for other stages the texture is bound to.\n");
3648 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3650 if (device->updateStateBlock->state.textures[i] == prev)
3652 TRACE("Texture is also bound to stage %u.\n", i);
3660 device_invalidate_state(device, STATE_SAMPLER(stage));
3665 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3666 UINT stage, struct wined3d_texture **texture)
3668 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3670 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3671 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3673 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3675 WARN("Ignoring invalid stage %u.\n", stage);
3676 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3679 *texture = device->stateBlock->state.textures[stage];
3681 wined3d_texture_incref(*texture);
3683 TRACE("Returning %p.\n", *texture);
3688 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3689 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3691 struct wined3d_swapchain *swapchain;
3694 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3695 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3697 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3700 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3704 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3705 wined3d_swapchain_decref(swapchain);
3708 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3715 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3717 TRACE("device %p, caps %p.\n", device, caps);
3719 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3720 device->create_parms.device_type, caps);
3723 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3724 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3726 struct wined3d_swapchain *swapchain;
3729 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3730 device, swapchain_idx, mode, rotation);
3732 if (SUCCEEDED(hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
3734 hr = wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3735 wined3d_swapchain_decref(swapchain);
3741 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3743 struct wined3d_stateblock *stateblock;
3746 TRACE("device %p.\n", device);
3748 if (device->isRecordingState)
3749 return WINED3DERR_INVALIDCALL;
3751 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3755 wined3d_stateblock_decref(device->updateStateBlock);
3756 device->updateStateBlock = stateblock;
3757 device->isRecordingState = TRUE;
3759 TRACE("Recording stateblock %p.\n", stateblock);
3764 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3765 struct wined3d_stateblock **stateblock)
3767 struct wined3d_stateblock *object = device->updateStateBlock;
3769 TRACE("device %p, stateblock %p.\n", device, stateblock);
3771 if (!device->isRecordingState)
3773 WARN("Not recording.\n");
3775 return WINED3DERR_INVALIDCALL;
3778 stateblock_init_contained_states(object);
3780 *stateblock = object;
3781 device->isRecordingState = FALSE;
3782 device->updateStateBlock = device->stateBlock;
3783 wined3d_stateblock_incref(device->updateStateBlock);
3785 TRACE("Returning stateblock %p.\n", *stateblock);
3790 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3792 /* At the moment we have no need for any functionality at the beginning
3794 TRACE("device %p.\n", device);
3796 if (device->inScene)
3798 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3799 return WINED3DERR_INVALIDCALL;
3801 device->inScene = TRUE;
3805 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3807 struct wined3d_context *context;
3809 TRACE("device %p.\n", device);
3811 if (!device->inScene)
3813 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3814 return WINED3DERR_INVALIDCALL;
3817 context = context_acquire(device, NULL);
3818 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3819 context->gl_info->gl_ops.gl.p_glFlush();
3820 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3822 context_release(context);
3824 device->inScene = FALSE;
3828 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3829 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3833 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3834 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3835 dst_window_override, dirty_region, flags);
3837 for (i = 0; i < device->swapchain_count; ++i)
3839 wined3d_swapchain_present(device->swapchains[i], src_rect,
3840 dst_rect, dst_window_override, dirty_region, flags);
3846 /* Do not call while under the GL lock. */
3847 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3848 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3852 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3853 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3855 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3857 struct wined3d_surface *ds = device->fb.depth_stencil;
3860 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3861 /* TODO: What about depth stencil buffers without stencil bits? */
3862 return WINED3DERR_INVALIDCALL;
3864 else if (flags & WINED3DCLEAR_TARGET)
3866 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3867 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3869 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3875 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3876 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3877 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3882 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3883 enum wined3d_primitive_type primitive_type)
3885 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3887 device->updateStateBlock->changed.primitive_type = TRUE;
3888 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3891 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3892 enum wined3d_primitive_type *primitive_type)
3894 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3896 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3898 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3901 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3903 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3905 if (!device->stateBlock->state.vertex_declaration)
3907 WARN("Called without a valid vertex declaration set.\n");
3908 return WINED3DERR_INVALIDCALL;
3911 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3912 if (device->stateBlock->state.user_stream)
3914 device_invalidate_state(device, STATE_INDEXBUFFER);
3915 device->stateBlock->state.user_stream = FALSE;
3918 if (device->stateBlock->state.load_base_vertex_index)
3920 device->stateBlock->state.load_base_vertex_index = 0;
3921 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3924 /* Account for the loading offset due to index buffers. Instead of
3925 * reloading all sources correct it with the startvertex parameter. */
3926 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
3930 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3932 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3934 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3936 if (!device->stateBlock->state.index_buffer)
3938 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3939 * without an index buffer set. (The first time at least...)
3940 * D3D8 simply dies, but I doubt it can do much harm to return
3941 * D3DERR_INVALIDCALL there as well. */
3942 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3943 return WINED3DERR_INVALIDCALL;
3946 if (!device->stateBlock->state.vertex_declaration)
3948 WARN("Called without a valid vertex declaration set.\n");
3949 return WINED3DERR_INVALIDCALL;
3952 if (device->stateBlock->state.user_stream)
3954 device_invalidate_state(device, STATE_INDEXBUFFER);
3955 device->stateBlock->state.user_stream = FALSE;
3958 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
3959 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
3961 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
3962 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3965 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
3970 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
3971 const void *stream_data, UINT stream_stride)
3973 struct wined3d_stream_state *stream;
3974 struct wined3d_buffer *vb;
3976 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3977 device, vertex_count, stream_data, stream_stride);
3979 if (!device->stateBlock->state.vertex_declaration)
3981 WARN("Called without a valid vertex declaration set.\n");
3982 return WINED3DERR_INVALIDCALL;
3985 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3986 stream = &device->stateBlock->state.streams[0];
3987 vb = stream->buffer;
3988 stream->buffer = (struct wined3d_buffer *)stream_data;
3990 wined3d_buffer_decref(vb);
3992 stream->stride = stream_stride;
3993 device->stateBlock->state.user_stream = TRUE;
3994 if (device->stateBlock->state.load_base_vertex_index)
3996 device->stateBlock->state.load_base_vertex_index = 0;
3997 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4000 /* TODO: Only mark dirty if drawing from a different UP address */
4001 device_invalidate_state(device, STATE_STREAMSRC);
4003 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4005 /* MSDN specifies stream zero settings must be set to NULL */
4006 stream->buffer = NULL;
4009 /* stream zero settings set to null at end, as per the msdn. No need to
4010 * mark dirty here, the app has to set the new stream sources or use UP
4015 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4016 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4017 const void *stream_data, UINT stream_stride)
4019 struct wined3d_stream_state *stream;
4020 struct wined3d_buffer *vb, *ib;
4022 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4023 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4025 if (!device->stateBlock->state.vertex_declaration)
4027 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4028 return WINED3DERR_INVALIDCALL;
4031 stream = &device->stateBlock->state.streams[0];
4032 vb = stream->buffer;
4033 stream->buffer = (struct wined3d_buffer *)stream_data;
4035 wined3d_buffer_decref(vb);
4037 stream->stride = stream_stride;
4038 device->stateBlock->state.user_stream = TRUE;
4039 device->stateBlock->state.index_format = index_data_format_id;
4041 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4042 device->stateBlock->state.base_vertex_index = 0;
4043 if (device->stateBlock->state.load_base_vertex_index)
4045 device->stateBlock->state.load_base_vertex_index = 0;
4046 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4048 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4049 device_invalidate_state(device, STATE_STREAMSRC);
4050 device_invalidate_state(device, STATE_INDEXBUFFER);
4052 drawPrimitive(device, index_count, 0, TRUE, index_data);
4054 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4055 stream->buffer = NULL;
4057 ib = device->stateBlock->state.index_buffer;
4060 wined3d_buffer_decref(ib);
4061 device->stateBlock->state.index_buffer = NULL;
4063 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4064 * SetStreamSource to specify a vertex buffer
4070 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4071 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4073 /* Mark the state dirty until we have nicer tracking. It's fine to change
4074 * baseVertexIndex because that call is only called by ddraw which does
4075 * not need that value. */
4076 device_invalidate_state(device, STATE_VDECL);
4077 device_invalidate_state(device, STATE_STREAMSRC);
4078 device_invalidate_state(device, STATE_INDEXBUFFER);
4080 device->stateBlock->state.base_vertex_index = 0;
4081 device->up_strided = strided_data;
4082 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4083 device->up_strided = NULL;
4085 /* Invalidate the states again to make sure the values from the stateblock
4086 * are properly applied in the next regular draw. Note that the application-
4087 * provided strided data has ovwritten pretty much the entire vertex and
4088 * and index stream related states */
4089 device_invalidate_state(device, STATE_VDECL);
4090 device_invalidate_state(device, STATE_STREAMSRC);
4091 device_invalidate_state(device, STATE_INDEXBUFFER);
4095 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4096 UINT index_count, const struct wined3d_strided_data *strided_data,
4097 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4099 enum wined3d_format_id prev_idx_format;
4101 /* Mark the state dirty until we have nicer tracking
4102 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4105 device_invalidate_state(device, STATE_VDECL);
4106 device_invalidate_state(device, STATE_STREAMSRC);
4107 device_invalidate_state(device, STATE_INDEXBUFFER);
4109 prev_idx_format = device->stateBlock->state.index_format;
4110 device->stateBlock->state.index_format = index_data_format_id;
4111 device->stateBlock->state.user_stream = TRUE;
4112 device->stateBlock->state.base_vertex_index = 0;
4113 device->up_strided = strided_data;
4114 drawPrimitive(device, index_count, 0, TRUE, index_data);
4115 device->up_strided = NULL;
4116 device->stateBlock->state.index_format = prev_idx_format;
4118 device_invalidate_state(device, STATE_VDECL);
4119 device_invalidate_state(device, STATE_STREAMSRC);
4120 device_invalidate_state(device, STATE_INDEXBUFFER);
4124 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4125 static HRESULT device_update_volume(struct wined3d_device *device,
4126 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4128 struct wined3d_map_desc src;
4129 struct wined3d_map_desc dst;
4132 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4133 device, src_volume, dst_volume);
4135 /* TODO: Implement direct loading into the gl volume instead of using
4136 * memcpy and dirtification to improve loading performance. */
4137 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
4139 if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4141 wined3d_volume_unmap(src_volume);
4145 memcpy(dst.data, src.data, dst_volume->resource.size);
4147 hr = wined3d_volume_unmap(dst_volume);
4149 wined3d_volume_unmap(src_volume);
4151 hr = wined3d_volume_unmap(src_volume);
4156 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4157 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4159 enum wined3d_resource_type type;
4160 unsigned int level_count, i;
4163 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4165 /* Verify that the source and destination textures are non-NULL. */
4166 if (!src_texture || !dst_texture)
4168 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4169 return WINED3DERR_INVALIDCALL;
4172 if (src_texture == dst_texture)
4174 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4175 return WINED3DERR_INVALIDCALL;
4178 /* Verify that the source and destination textures are the same type. */
4179 type = src_texture->resource.type;
4180 if (dst_texture->resource.type != type)
4182 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4183 return WINED3DERR_INVALIDCALL;
4186 /* Check that both textures have the identical numbers of levels. */
4187 level_count = wined3d_texture_get_level_count(src_texture);
4188 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4190 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4191 return WINED3DERR_INVALIDCALL;
4194 /* Make sure that the destination texture is loaded. */
4195 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4197 /* Update every surface level of the texture. */
4200 case WINED3D_RTYPE_TEXTURE:
4202 struct wined3d_surface *src_surface;
4203 struct wined3d_surface *dst_surface;
4205 for (i = 0; i < level_count; ++i)
4207 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4208 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4209 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4212 WARN("Failed to update surface, hr %#x.\n", hr);
4219 case WINED3D_RTYPE_CUBE_TEXTURE:
4221 struct wined3d_surface *src_surface;
4222 struct wined3d_surface *dst_surface;
4224 for (i = 0; i < level_count * 6; ++i)
4226 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4227 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4228 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4231 WARN("Failed to update surface, hr %#x.\n", hr);
4238 case WINED3D_RTYPE_VOLUME_TEXTURE:
4240 for (i = 0; i < level_count; ++i)
4242 hr = device_update_volume(device,
4243 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4244 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4247 WARN("Failed to update volume, hr %#x.\n", hr);
4255 FIXME("Unsupported texture type %#x.\n", type);
4256 return WINED3DERR_INVALIDCALL;
4262 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4263 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4265 struct wined3d_swapchain *swapchain;
4268 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4270 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4271 if (FAILED(hr)) return hr;
4273 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4274 wined3d_swapchain_decref(swapchain);
4279 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4281 const struct wined3d_state *state = &device->stateBlock->state;
4282 struct wined3d_texture *texture;
4285 TRACE("device %p, num_passes %p.\n", device, num_passes);
4287 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4289 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4291 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4292 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4294 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4296 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4297 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4300 texture = state->textures[i];
4301 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4303 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4305 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4308 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4310 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4313 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4314 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4316 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4321 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4322 || state->render_states[WINED3D_RS_STENCILENABLE])
4324 struct wined3d_surface *ds = device->fb.depth_stencil;
4325 struct wined3d_surface *target = device->fb.render_targets[0];
4328 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4330 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4331 return WINED3DERR_CONFLICTINGRENDERSTATE;
4335 /* return a sensible default */
4338 TRACE("returning D3D_OK\n");
4342 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4346 TRACE("device %p, software %#x.\n", device, software);
4350 FIXME("device %p, software %#x stub!\n", device, software);
4354 device->softwareVertexProcessing = software;
4359 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4363 TRACE("device %p.\n", device);
4367 TRACE("device %p stub!\n", device);
4371 return device->softwareVertexProcessing;
4374 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4375 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4377 struct wined3d_swapchain *swapchain;
4380 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4381 device, swapchain_idx, raster_status);
4383 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4386 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4390 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4391 wined3d_swapchain_decref(swapchain);
4394 WARN("Failed to get raster status, hr %#x.\n", hr);
4401 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4405 TRACE("device %p, segments %.8e.\n", device, segments);
4407 if (segments != 0.0f)
4411 FIXME("device %p, segments %.8e stub!\n", device, segments);
4419 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4423 TRACE("device %p.\n", device);
4427 FIXME("device %p stub!\n", device);
4434 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4435 struct wined3d_surface *src_surface, const RECT *src_rect,
4436 struct wined3d_surface *dst_surface, const POINT *dst_point)
4438 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4439 device, src_surface, wine_dbgstr_rect(src_rect),
4440 dst_surface, wine_dbgstr_point(dst_point));
4442 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4444 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4445 src_surface, dst_surface);
4446 return WINED3DERR_INVALIDCALL;
4449 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4452 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4453 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4455 struct wined3d_rect_patch *patch;
4456 GLenum old_primitive_type;
4461 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4462 device, handle, num_segs, rect_patch_info);
4464 if (!(handle || rect_patch_info))
4466 /* TODO: Write a test for the return value, thus the FIXME */
4467 FIXME("Both handle and rect_patch_info are NULL.\n");
4468 return WINED3DERR_INVALIDCALL;
4473 i = PATCHMAP_HASHFUNC(handle);
4475 LIST_FOR_EACH(e, &device->patches[i])
4477 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4478 if (patch->Handle == handle)
4487 TRACE("Patch does not exist. Creating a new one\n");
4488 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4489 patch->Handle = handle;
4490 list_add_head(&device->patches[i], &patch->entry);
4492 TRACE("Found existing patch %p\n", patch);
4497 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4498 * attributes we have to tesselate, read back, and draw. This needs a patch
4499 * management structure instance. Create one.
4501 * A possible improvement is to check if a vertex shader is used, and if not directly
4504 FIXME("Drawing an uncached patch. This is slow\n");
4505 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4508 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4509 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4510 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4513 TRACE("Tesselation density or patch info changed, retesselating\n");
4515 if (rect_patch_info)
4516 patch->rect_patch_info = *rect_patch_info;
4518 patch->numSegs[0] = num_segs[0];
4519 patch->numSegs[1] = num_segs[1];
4520 patch->numSegs[2] = num_segs[2];
4521 patch->numSegs[3] = num_segs[3];
4523 hr = tesselate_rectpatch(device, patch);
4526 WARN("Patch tesselation failed.\n");
4528 /* Do not release the handle to store the params of the patch */
4530 HeapFree(GetProcessHeap(), 0, patch);
4536 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4537 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4538 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4539 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4541 /* Destroy uncached patches */
4544 HeapFree(GetProcessHeap(), 0, patch->mem);
4545 HeapFree(GetProcessHeap(), 0, patch);
4550 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4551 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4553 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4554 device, handle, segment_count, patch_info);
4559 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4561 struct wined3d_rect_patch *patch;
4565 TRACE("device %p, handle %#x.\n", device, handle);
4567 i = PATCHMAP_HASHFUNC(handle);
4568 LIST_FOR_EACH(e, &device->patches[i])
4570 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4571 if (patch->Handle == handle)
4573 TRACE("Deleting patch %p\n", patch);
4574 list_remove(&patch->entry);
4575 HeapFree(GetProcessHeap(), 0, patch->mem);
4576 HeapFree(GetProcessHeap(), 0, patch);
4581 /* TODO: Write a test for the return value */
4582 FIXME("Attempt to destroy nonexistent patch\n");
4583 return WINED3DERR_INVALIDCALL;
4586 /* Do not call while under the GL lock. */
4587 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4588 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4592 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4593 device, surface, wine_dbgstr_rect(rect),
4594 color->r, color->g, color->b, color->a);
4596 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4598 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4599 return WINED3DERR_INVALIDCALL;
4604 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4608 return surface_color_fill(surface, rect, color);
4611 /* Do not call while under the GL lock. */
4612 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4613 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4615 struct wined3d_resource *resource;
4619 resource = rendertarget_view->resource;
4620 if (resource->type != WINED3D_RTYPE_SURFACE)
4622 FIXME("Only supported on surface resources\n");
4626 SetRect(&rect, 0, 0, resource->width, resource->height);
4627 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4628 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4631 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4632 UINT render_target_idx, struct wined3d_surface **render_target)
4634 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4635 device, render_target_idx, render_target);
4637 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4639 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4640 return WINED3DERR_INVALIDCALL;
4643 *render_target = device->fb.render_targets[render_target_idx];
4644 TRACE("Returning render target %p.\n", *render_target);
4646 if (!*render_target)
4647 return WINED3DERR_NOTFOUND;
4649 wined3d_surface_incref(*render_target);
4654 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4655 struct wined3d_surface **depth_stencil)
4657 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4659 *depth_stencil = device->fb.depth_stencil;
4660 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4662 if (!*depth_stencil)
4663 return WINED3DERR_NOTFOUND;
4665 wined3d_surface_incref(*depth_stencil);
4670 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4671 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4673 struct wined3d_surface *prev;
4675 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4676 device, render_target_idx, render_target, set_viewport);
4678 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4680 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4681 return WINED3DERR_INVALIDCALL;
4684 prev = device->fb.render_targets[render_target_idx];
4685 if (render_target == prev)
4687 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4691 /* Render target 0 can't be set to NULL. */
4692 if (!render_target && !render_target_idx)
4694 WARN("Trying to set render target 0 to NULL.\n");
4695 return WINED3DERR_INVALIDCALL;
4698 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4700 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4701 return WINED3DERR_INVALIDCALL;
4705 wined3d_surface_incref(render_target);
4706 device->fb.render_targets[render_target_idx] = render_target;
4707 /* Release after the assignment, to prevent device_resource_released()
4708 * from seeing the surface as still in use. */
4710 wined3d_surface_decref(prev);
4712 /* Render target 0 is special. */
4713 if (!render_target_idx && set_viewport)
4715 /* Set the viewport and scissor rectangles, if requested. Tests show
4716 * that stateblock recording is ignored, the change goes directly
4717 * into the primary stateblock. */
4718 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4719 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4720 device->stateBlock->state.viewport.x = 0;
4721 device->stateBlock->state.viewport.y = 0;
4722 device->stateBlock->state.viewport.max_z = 1.0f;
4723 device->stateBlock->state.viewport.min_z = 0.0f;
4724 device_invalidate_state(device, STATE_VIEWPORT);
4726 device->stateBlock->state.scissor_rect.top = 0;
4727 device->stateBlock->state.scissor_rect.left = 0;
4728 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4729 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4730 device_invalidate_state(device, STATE_SCISSORRECT);
4733 device_invalidate_state(device, STATE_FRAMEBUFFER);
4738 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4740 struct wined3d_surface *prev = device->fb.depth_stencil;
4742 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4743 device, depth_stencil, prev);
4745 if (prev == depth_stencil)
4747 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4753 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4754 || prev->flags & SFLAG_DISCARD)
4756 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4757 prev->resource.width, prev->resource.height);
4758 if (prev == device->onscreen_depth_stencil)
4760 wined3d_surface_decref(device->onscreen_depth_stencil);
4761 device->onscreen_depth_stencil = NULL;
4766 device->fb.depth_stencil = depth_stencil;
4768 wined3d_surface_incref(depth_stencil);
4770 if (!prev != !depth_stencil)
4772 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4773 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4774 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4775 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4776 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4778 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4780 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4783 wined3d_surface_decref(prev);
4785 device_invalidate_state(device, STATE_FRAMEBUFFER);
4790 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4791 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4793 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4794 device, x_hotspot, y_hotspot, cursor_image);
4796 /* some basic validation checks */
4797 if (device->cursorTexture)
4799 struct wined3d_context *context = context_acquire(device, NULL);
4801 context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4803 context_release(context);
4804 device->cursorTexture = 0;
4809 struct wined3d_display_mode mode;
4810 struct wined3d_map_desc map_desc;
4813 /* MSDN: Cursor must be A8R8G8B8 */
4814 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4816 WARN("surface %p has an invalid format.\n", cursor_image);
4817 return WINED3DERR_INVALIDCALL;
4820 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4822 ERR("Failed to get display mode, hr %#x.\n", hr);
4823 return WINED3DERR_INVALIDCALL;
4826 /* MSDN: Cursor must be smaller than the display mode */
4827 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4829 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4830 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4831 mode.width, mode.height);
4832 return WINED3DERR_INVALIDCALL;
4835 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4837 /* Do not store the surface's pointer because the application may
4838 * release it after setting the cursor image. Windows doesn't
4839 * addref the set surface, so we can't do this either without
4840 * creating circular refcount dependencies. Copy out the gl texture
4842 device->cursorWidth = cursor_image->resource.width;
4843 device->cursorHeight = cursor_image->resource.height;
4844 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4846 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4847 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4848 struct wined3d_context *context;
4849 char *mem, *bits = map_desc.data;
4850 GLint intfmt = format->glInternal;
4851 GLint gl_format = format->glFormat;
4852 GLint type = format->glType;
4853 INT height = device->cursorHeight;
4854 INT width = device->cursorWidth;
4855 INT bpp = format->byte_count;
4858 /* Reformat the texture memory (pitch and width can be
4860 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4861 for (i = 0; i < height; ++i)
4862 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4863 wined3d_surface_unmap(cursor_image);
4865 context = context_acquire(device, NULL);
4869 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4871 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4872 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4875 invalidate_active_texture(device, context);
4876 /* Create a new cursor texture */
4877 gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4878 checkGLcall("glGenTextures");
4879 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4880 /* Copy the bitmap memory into the cursor texture */
4881 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4882 checkGLcall("glTexImage2D");
4883 HeapFree(GetProcessHeap(), 0, mem);
4885 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4887 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4888 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4893 context_release(context);
4897 FIXME("A cursor texture was not returned.\n");
4898 device->cursorTexture = 0;
4901 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4903 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4904 ICONINFO cursorInfo;
4908 /* 32-bit user32 cursors ignore the alpha channel if it's all
4909 * zeroes, and use the mask instead. Fill the mask with all ones
4910 * to ensure we still get a fully transparent cursor. */
4911 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4912 memset(maskBits, 0xff, mask_size);
4913 wined3d_surface_map(cursor_image, &map_desc, NULL,
4914 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4915 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4917 cursorInfo.fIcon = FALSE;
4918 cursorInfo.xHotspot = x_hotspot;
4919 cursorInfo.yHotspot = y_hotspot;
4920 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4922 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4923 1, 32, map_desc.data);
4924 wined3d_surface_unmap(cursor_image);
4925 /* Create our cursor and clean up. */
4926 cursor = CreateIconIndirect(&cursorInfo);
4927 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4928 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4929 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4930 device->hardwareCursor = cursor;
4931 if (device->bCursorVisible) SetCursor( cursor );
4932 HeapFree(GetProcessHeap(), 0, maskBits);
4936 device->xHotSpot = x_hotspot;
4937 device->yHotSpot = y_hotspot;
4941 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4942 int x_screen_space, int y_screen_space, DWORD flags)
4944 TRACE("device %p, x %d, y %d, flags %#x.\n",
4945 device, x_screen_space, y_screen_space, flags);
4947 device->xScreenSpace = x_screen_space;
4948 device->yScreenSpace = y_screen_space;
4950 if (device->hardwareCursor)
4954 GetCursorPos( &pt );
4955 if (x_screen_space == pt.x && y_screen_space == pt.y)
4957 SetCursorPos( x_screen_space, y_screen_space );
4959 /* Switch to the software cursor if position diverges from the hardware one. */
4960 GetCursorPos( &pt );
4961 if (x_screen_space != pt.x || y_screen_space != pt.y)
4963 if (device->bCursorVisible) SetCursor( NULL );
4964 DestroyCursor( device->hardwareCursor );
4965 device->hardwareCursor = 0;
4970 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4972 BOOL oldVisible = device->bCursorVisible;
4974 TRACE("device %p, show %#x.\n", device, show);
4977 * When ShowCursor is first called it should make the cursor appear at the OS's last
4978 * known cursor position.
4980 if (show && !oldVisible)
4984 device->xScreenSpace = pt.x;
4985 device->yScreenSpace = pt.y;
4988 if (device->hardwareCursor)
4990 device->bCursorVisible = show;
4992 SetCursor(device->hardwareCursor);
4998 if (device->cursorTexture)
4999 device->bCursorVisible = show;
5005 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5007 struct wined3d_resource *resource, *cursor;
5009 TRACE("device %p.\n", device);
5011 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5013 TRACE("Checking resource %p for eviction.\n", resource);
5015 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5017 TRACE("Evicting %p.\n", resource);
5018 resource->resource_ops->resource_unload(resource);
5022 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5023 device_invalidate_state(device, STATE_STREAMSRC);
5026 /* Do not call while under the GL lock. */
5027 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5029 struct wined3d_resource *resource, *cursor;
5030 const struct wined3d_gl_info *gl_info;
5031 struct wined3d_context *context;
5032 struct wined3d_shader *shader;
5034 context = context_acquire(device, NULL);
5035 gl_info = context->gl_info;
5037 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5039 TRACE("Unloading resource %p.\n", resource);
5041 resource->resource_ops->resource_unload(resource);
5044 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5046 device->shader_backend->shader_destroy(shader);
5050 if (device->depth_blt_texture)
5052 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
5053 device->depth_blt_texture = 0;
5055 if (device->cursorTexture)
5057 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
5058 device->cursorTexture = 0;
5062 device->blitter->free_private(device);
5063 device->frag_pipe->free_private(device);
5064 device->shader_backend->shader_free_private(device);
5065 destroy_dummy_textures(device, gl_info);
5067 context_release(context);
5069 while (device->context_count)
5071 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5074 HeapFree(GetProcessHeap(), 0, swapchain->context);
5075 swapchain->context = NULL;
5078 /* Do not call while under the GL lock. */
5079 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5081 struct wined3d_context *context;
5082 struct wined3d_surface *target;
5085 /* Recreate the primary swapchain's context */
5086 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5087 if (!swapchain->context)
5089 ERR("Failed to allocate memory for swapchain context array.\n");
5090 return E_OUTOFMEMORY;
5093 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5094 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5096 WARN("Failed to create context.\n");
5097 HeapFree(GetProcessHeap(), 0, swapchain->context);
5101 swapchain->context[0] = context;
5102 swapchain->num_contexts = 1;
5103 create_dummy_textures(device, context);
5104 context_release(context);
5106 hr = device->shader_backend->shader_alloc_private(device);
5109 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5113 hr = device->frag_pipe->alloc_private(device);
5116 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5117 device->shader_backend->shader_free_private(device);
5121 hr = device->blitter->alloc_private(device);
5124 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5125 device->frag_pipe->free_private(device);
5126 device->shader_backend->shader_free_private(device);
5133 context_acquire(device, NULL);
5134 destroy_dummy_textures(device, context->gl_info);
5135 context_release(context);
5136 context_destroy(device, context);
5137 HeapFree(GetProcessHeap(), 0, swapchain->context);
5138 swapchain->num_contexts = 0;
5142 /* Do not call while under the GL lock. */
5143 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5144 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
5145 wined3d_device_reset_cb callback)
5147 struct wined3d_resource *resource, *cursor;
5148 struct wined3d_swapchain *swapchain;
5149 struct wined3d_display_mode m;
5150 BOOL DisplayModeChanged = FALSE;
5151 BOOL update_desc = FALSE;
5155 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
5157 if (FAILED(hr = wined3d_device_get_swapchain(device, 0, &swapchain)))
5159 ERR("Failed to get the first implicit swapchain.\n");
5163 stateblock_unbind_resources(device->stateBlock);
5164 if (swapchain->back_buffers && swapchain->back_buffers[0])
5165 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
5167 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
5168 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
5170 wined3d_device_set_render_target(device, i, NULL, FALSE);
5172 wined3d_device_set_depth_stencil(device, NULL);
5174 if (device->onscreen_depth_stencil)
5176 wined3d_surface_decref(device->onscreen_depth_stencil);
5177 device->onscreen_depth_stencil = NULL;
5180 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5182 TRACE("Enumerating resource %p.\n", resource);
5183 if (FAILED(hr = callback(resource)))
5185 wined3d_swapchain_decref(swapchain);
5190 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5191 * on an existing gl context, so there's no real need for recreation.
5193 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5195 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5197 TRACE("New params:\n");
5198 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5199 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5200 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5201 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5202 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5203 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5204 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5205 TRACE("device_window %p\n", swapchain_desc->device_window);
5206 TRACE("windowed %#x\n", swapchain_desc->windowed);
5207 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5208 if (swapchain_desc->enable_auto_depth_stencil)
5209 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5210 TRACE("flags %#x\n", swapchain_desc->flags);
5211 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5212 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5213 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5215 /* No special treatment of these parameters. Just store them */
5216 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5217 swapchain->desc.flags = swapchain_desc->flags;
5218 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5219 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5221 /* What to do about these? */
5222 if (swapchain_desc->backbuffer_count
5223 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5224 FIXME("Cannot change the back buffer count yet.\n");
5226 if (swapchain_desc->device_window
5227 && swapchain_desc->device_window != swapchain->desc.device_window)
5229 TRACE("Changing the device window from %p to %p.\n",
5230 swapchain->desc.device_window, swapchain_desc->device_window);
5231 swapchain->desc.device_window = swapchain_desc->device_window;
5232 swapchain->device_window = swapchain_desc->device_window;
5233 wined3d_swapchain_set_window(swapchain, NULL);
5236 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5240 TRACE("Creating the depth stencil buffer\n");
5242 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
5243 device->device_parent, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height,
5244 swapchain_desc->auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
5245 swapchain_desc->multisample_type, swapchain_desc->multisample_quality,
5246 &device->auto_depth_stencil)))
5248 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
5249 wined3d_swapchain_decref(swapchain);
5250 return WINED3DERR_INVALIDCALL;
5254 /* Reset the depth stencil */
5255 if (swapchain_desc->enable_auto_depth_stencil)
5256 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5260 DisplayModeChanged = TRUE;
5263 else if (swapchain_desc->windowed)
5265 m.width = swapchain->orig_width;
5266 m.height = swapchain->orig_height;
5268 m.format_id = swapchain->desc.backbuffer_format;
5269 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5273 m.width = swapchain_desc->backbuffer_width;
5274 m.height = swapchain_desc->backbuffer_height;
5275 m.refresh_rate = swapchain_desc->refresh_rate;
5276 m.format_id = swapchain_desc->backbuffer_format;
5277 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5280 /* Should Width == 800 && Height == 0 set 800x600? */
5281 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5282 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5283 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5285 if (!swapchain_desc->windowed)
5286 DisplayModeChanged = TRUE;
5288 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5289 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5293 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5294 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5296 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5300 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5301 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5303 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5304 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5312 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5313 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5314 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5317 wined3d_swapchain_decref(swapchain);
5321 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5323 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5324 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5325 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5328 wined3d_swapchain_decref(swapchain);
5332 if (device->auto_depth_stencil)
5334 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5335 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5336 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5339 wined3d_swapchain_decref(swapchain);
5345 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5346 || DisplayModeChanged)
5348 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5350 WARN("Failed to set display mode, hr %#x.\n", hr);
5351 wined3d_swapchain_decref(swapchain);
5352 return WINED3DERR_INVALIDCALL;
5355 if (!swapchain_desc->windowed)
5357 if (swapchain->desc.windowed)
5359 HWND focus_window = device->create_parms.focus_window;
5361 focus_window = swapchain_desc->device_window;
5362 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5364 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5365 wined3d_swapchain_decref(swapchain);
5369 /* switch from windowed to fs */
5370 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5371 swapchain_desc->backbuffer_width,
5372 swapchain_desc->backbuffer_height);
5376 /* Fullscreen -> fullscreen mode change */
5377 MoveWindow(swapchain->device_window, 0, 0,
5378 swapchain_desc->backbuffer_width,
5379 swapchain_desc->backbuffer_height,
5383 else if (!swapchain->desc.windowed)
5385 /* Fullscreen -> windowed switch */
5386 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5387 wined3d_device_release_focus_window(device);
5389 swapchain->desc.windowed = swapchain_desc->windowed;
5391 else if (!swapchain_desc->windowed)
5393 DWORD style = device->style;
5394 DWORD exStyle = device->exStyle;
5395 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5396 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5397 * Reset to clear up their mess. Guild Wars also loses the device during that.
5400 device->exStyle = 0;
5401 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5402 swapchain_desc->backbuffer_width,
5403 swapchain_desc->backbuffer_height);
5404 device->style = style;
5405 device->exStyle = exStyle;
5408 TRACE("Resetting stateblock.\n");
5409 wined3d_stateblock_decref(device->updateStateBlock);
5410 wined3d_stateblock_decref(device->stateBlock);
5412 if (device->d3d_initialized)
5413 delete_opengl_contexts(device, swapchain);
5415 /* Note: No parent needed for initial internal stateblock */
5416 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5418 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5420 TRACE("Created stateblock %p.\n", device->stateBlock);
5421 device->updateStateBlock = device->stateBlock;
5422 wined3d_stateblock_incref(device->updateStateBlock);
5424 stateblock_init_default_state(device->stateBlock);
5426 swapchain_update_render_to_fbo(swapchain);
5427 swapchain_update_draw_bindings(swapchain);
5429 if (device->d3d_initialized)
5430 hr = create_primary_opengl_context(device, swapchain);
5431 wined3d_swapchain_decref(swapchain);
5433 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5439 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5441 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5443 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5449 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5450 struct wined3d_device_creation_parameters *parameters)
5452 TRACE("device %p, parameters %p.\n", device, parameters);
5454 *parameters = device->create_parms;
5458 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5459 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5461 struct wined3d_swapchain *swapchain;
5463 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5464 device, swapchain_idx, flags, ramp);
5466 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5468 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5469 wined3d_swapchain_decref(swapchain);
5473 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5474 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5476 struct wined3d_swapchain *swapchain;
5478 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5479 device, swapchain_idx, ramp);
5481 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5483 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5484 wined3d_swapchain_decref(swapchain);
5488 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5490 TRACE("device %p, resource %p.\n", device, resource);
5492 list_add_head(&device->resources, &resource->resource_list_entry);
5495 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5497 TRACE("device %p, resource %p.\n", device, resource);
5499 list_remove(&resource->resource_list_entry);
5502 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5504 enum wined3d_resource_type type = resource->type;
5507 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5509 context_resource_released(device, resource, type);
5513 case WINED3D_RTYPE_SURFACE:
5515 struct wined3d_surface *surface = surface_from_resource(resource);
5517 if (!device->d3d_initialized) break;
5519 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5521 if (device->fb.render_targets[i] == surface)
5523 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5524 device->fb.render_targets[i] = NULL;
5528 if (device->fb.depth_stencil == surface)
5530 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5531 device->fb.depth_stencil = NULL;
5536 case WINED3D_RTYPE_TEXTURE:
5537 case WINED3D_RTYPE_CUBE_TEXTURE:
5538 case WINED3D_RTYPE_VOLUME_TEXTURE:
5539 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5541 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5543 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5545 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5546 texture, device->stateBlock, i);
5547 device->stateBlock->state.textures[i] = NULL;
5550 if (device->updateStateBlock != device->stateBlock
5551 && device->updateStateBlock->state.textures[i] == texture)
5553 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5554 texture, device->updateStateBlock, i);
5555 device->updateStateBlock->state.textures[i] = NULL;
5560 case WINED3D_RTYPE_BUFFER:
5562 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5564 for (i = 0; i < MAX_STREAMS; ++i)
5566 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5568 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5569 buffer, device->stateBlock, i);
5570 device->stateBlock->state.streams[i].buffer = NULL;
5573 if (device->updateStateBlock != device->stateBlock
5574 && device->updateStateBlock->state.streams[i].buffer == buffer)
5576 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5577 buffer, device->updateStateBlock, i);
5578 device->updateStateBlock->state.streams[i].buffer = NULL;
5583 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5585 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5586 buffer, device->stateBlock);
5587 device->stateBlock->state.index_buffer = NULL;
5590 if (device->updateStateBlock != device->stateBlock
5591 && device->updateStateBlock->state.index_buffer == buffer)
5593 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5594 buffer, device->updateStateBlock);
5595 device->updateStateBlock->state.index_buffer = NULL;
5604 /* Remove the resource from the resourceStore */
5605 device_resource_remove(device, resource);
5607 TRACE("Resource released.\n");
5610 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5611 HDC dc, struct wined3d_surface **surface)
5613 struct wined3d_resource *resource;
5615 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5618 return WINED3DERR_INVALIDCALL;
5620 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5622 if (resource->type == WINED3D_RTYPE_SURFACE)
5624 struct wined3d_surface *s = surface_from_resource(resource);
5628 TRACE("Found surface %p for dc %p.\n", s, dc);
5635 return WINED3DERR_INVALIDCALL;
5638 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5639 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5640 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5642 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5643 const struct fragment_pipeline *fragment_pipeline;
5644 struct shader_caps shader_caps;
5645 struct fragment_caps ffp_caps;
5650 device->wined3d = wined3d;
5651 wined3d_incref(device->wined3d);
5652 device->adapter = wined3d->adapter_count ? adapter : NULL;
5653 device->device_parent = device_parent;
5654 list_init(&device->resources);
5655 list_init(&device->shaders);
5656 device->surface_alignment = surface_alignment;
5658 /* Save the creation parameters. */
5659 device->create_parms.adapter_idx = adapter_idx;
5660 device->create_parms.device_type = device_type;
5661 device->create_parms.focus_window = focus_window;
5662 device->create_parms.flags = flags;
5664 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5666 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5667 device->shader_backend = adapter->shader_backend;
5669 if (device->shader_backend)
5671 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5672 device->vshader_version = shader_caps.VertexShaderVersion;
5673 device->pshader_version = shader_caps.PixelShaderVersion;
5674 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5675 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5676 device->vs_clipping = shader_caps.VSClipping;
5678 fragment_pipeline = adapter->fragment_pipe;
5679 device->frag_pipe = fragment_pipeline;
5680 if (fragment_pipeline)
5682 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5683 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5685 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5686 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5689 ERR("Failed to compile state table, hr %#x.\n", hr);
5690 wined3d_decref(device->wined3d);
5694 device->blitter = adapter->blitter;
5696 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5699 WARN("Failed to create stateblock.\n");
5700 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5702 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5704 wined3d_decref(device->wined3d);
5708 TRACE("Created stateblock %p.\n", device->stateBlock);
5709 device->updateStateBlock = device->stateBlock;
5710 wined3d_stateblock_incref(device->updateStateBlock);
5716 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5718 DWORD rep = device->StateTable[state].representative;
5719 struct wined3d_context *context;
5724 for (i = 0; i < device->context_count; ++i)
5726 context = device->contexts[i];
5727 if(isStateDirty(context, rep)) continue;
5729 context->dirtyArray[context->numDirtyEntries++] = rep;
5730 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5731 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5732 context->isStateDirty[idx] |= (1 << shift);
5736 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5738 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5739 *width = context->current_rt->pow2Width;
5740 *height = context->current_rt->pow2Height;
5743 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5745 const struct wined3d_swapchain *swapchain = context->swapchain;
5746 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5747 * current context's drawable, which is the size of the back buffer of the swapchain
5748 * the active context belongs to. */
5749 *width = swapchain->desc.backbuffer_width;
5750 *height = swapchain->desc.backbuffer_height;
5753 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5754 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5756 if (device->filter_messages)
5758 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5759 window, message, wparam, lparam);
5761 return DefWindowProcW(window, message, wparam, lparam);
5763 return DefWindowProcA(window, message, wparam, lparam);
5766 if (message == WM_DESTROY)
5768 TRACE("unregister window %p.\n", window);
5769 wined3d_unregister_window(window);
5771 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5772 ERR("Window %p is not the focus window for device %p.\n", window, device);
5774 else if (message == WM_DISPLAYCHANGE)
5776 device->device_parent->ops->mode_changed(device->device_parent);
5780 return CallWindowProcW(proc, window, message, wparam, lparam);
5782 return CallWindowProcA(proc, window, message, wparam, lparam);