2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const struct wined3d_matrix identity =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }}}; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
72 case WINED3D_PT_LINELIST:
75 case WINED3D_PT_LINESTRIP:
78 case WINED3D_PT_TRIANGLELIST:
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3D_PT_POINTLIST;
113 return WINED3D_PT_LINELIST;
116 return WINED3D_PT_LINESTRIP;
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
176 const struct wined3d_state *state = &device->stateBlock->state;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
182 stream_info->use_map = 0;
183 stream_info->swizzle_map = 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info->position_transformed = declaration->position_transformed;
187 use_vshader = state->vertex_shader && !declaration->position_transformed;
189 /* Translate the declaration into strided data. */
190 for (i = 0; i < declaration->element_count; ++i)
192 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
193 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
194 struct wined3d_buffer *buffer = stream->buffer;
195 struct wined3d_bo_address data;
200 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
201 element, i + 1, declaration->element_count);
203 if (!buffer) continue;
205 data.buffer_object = 0;
208 stride = stream->stride;
209 if (state->user_stream)
211 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
212 data.buffer_object = 0;
213 data.addr = (BYTE *)buffer;
217 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
218 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state->load_base_vertex_index < 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state->load_base_vertex_index);
229 data.buffer_object = 0;
230 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
231 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data.addr += element->offset;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
243 if (element->output_slot == ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used = vshader_get_input(state->vertex_shader,
249 element->usage, element->usage_idx, &idx);
253 idx = element->output_slot;
259 if (!element->ffp_valid)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
267 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader ? "shader": "fixed function", idx,
276 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
277 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
279 data.addr += stream->offset;
281 stream_info->elements[idx].format = element->format;
282 stream_info->elements[idx].data = data;
283 stream_info->elements[idx].stride = stride;
284 stream_info->elements[idx].stream_idx = element->input_slot;
286 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
287 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
289 stream_info->swizzle_map |= 1 << idx;
291 stream_info->use_map |= 1 << idx;
295 device->num_buffer_queries = 0;
296 if (!state->user_stream)
298 WORD map = stream_info->use_map;
299 stream_info->all_vbo = 1;
301 /* PreLoad all the vertex buffers. */
302 for (i = 0; map; map >>= 1, ++i)
304 struct wined3d_stream_info_element *element;
305 struct wined3d_buffer *buffer;
307 if (!(map & 1)) continue;
309 element = &stream_info->elements[i];
310 buffer = state->streams[element->stream_idx].buffer;
311 wined3d_buffer_preload(buffer);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer->buffer_object != element->data.buffer_object)
316 element->data.buffer_object = 0;
317 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
318 + (ptrdiff_t)element->data.addr;
321 if (!buffer->buffer_object)
322 stream_info->all_vbo = 0;
325 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
330 stream_info->all_vbo = 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
335 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
337 e->data.addr = strided->data;
338 e->data.buffer_object = 0;
339 e->format = wined3d_get_format(gl_info, strided->format);
340 e->stride = strided->stride;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
345 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
349 memset(stream_info, 0, sizeof(*stream_info));
351 if (strided->position.data)
352 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
353 if (strided->normal.data)
354 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
355 if (strided->diffuse.data)
356 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
357 if (strided->specular.data)
358 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
360 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
362 if (strided->tex_coords[i].data)
363 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
364 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
367 stream_info->position_transformed = strided->position_transformed;
369 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
371 if (!stream_info->elements[i].format) continue;
373 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
374 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
376 stream_info->swizzle_map |= 1 << i;
378 stream_info->use_map |= 1 << i;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
386 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
387 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
388 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
405 struct wined3d_stream_info *stream_info = &device->strided_streams;
406 const struct wined3d_state *state = &device->stateBlock->state;
407 DWORD prev_all_vbo = stream_info->all_vbo;
409 if (device->up_strided)
411 /* Note: this is a ddraw fixed-function code path. */
412 TRACE("=============================== Strided Input ================================\n");
413 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
414 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
418 TRACE("============================= Vertex Declaration =============================\n");
419 device_stream_info_from_declaration(device, stream_info);
422 if (state->vertex_shader && !stream_info->position_transformed)
424 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
426 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
427 device->useDrawStridedSlow = TRUE;
431 device->useDrawStridedSlow = FALSE;
436 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
437 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
438 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
440 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
442 device->useDrawStridedSlow = TRUE;
446 device->useDrawStridedSlow = FALSE;
450 if (state->index_buffer && !state->user_stream)
452 if (prev_all_vbo != stream_info->all_vbo)
453 device_invalidate_state(device, STATE_INDEXBUFFER);
454 if (stream_info->all_vbo)
455 wined3d_buffer_preload(state->index_buffer);
457 buffer_get_sysmem(state->index_buffer, gl_info);
461 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 struct wined3d_texture *texture;
464 enum WINED3DSRGB srgb;
466 if (!(texture = state->textures[idx])) return;
467 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
468 texture->texture_ops->texture_preload(texture, srgb);
471 void device_preload_textures(const struct wined3d_device *device)
473 const struct wined3d_state *state = &device->stateBlock->state;
478 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480 if (state->vertex_shader->reg_maps.sampler_type[i])
481 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
487 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489 if (state->pixel_shader->reg_maps.sampler_type[i])
490 device_preload_texture(state, i);
495 WORD ffu_map = device->fixed_function_usage_map;
497 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 device_preload_texture(state, i);
505 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 struct wined3d_context **new_array;
509 TRACE("Adding context %p.\n", context);
511 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
512 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
513 sizeof(*new_array) * (device->context_count + 1));
517 ERR("Failed to grow the context array.\n");
521 new_array[device->context_count++] = context;
522 device->contexts = new_array;
526 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 struct wined3d_context **new_array;
532 TRACE("Removing context %p.\n", context);
534 for (i = 0; i < device->context_count; ++i)
536 if (device->contexts[i] == context)
545 ERR("Context %p doesn't exist in context array.\n", context);
549 if (!--device->context_count)
551 HeapFree(GetProcessHeap(), 0, device->contexts);
552 device->contexts = NULL;
556 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
557 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
560 ERR("Failed to shrink context array. Oh well.\n");
564 device->contexts = new_array;
567 /* Do not call while under the GL lock. */
568 void device_switch_onscreen_ds(struct wined3d_device *device,
569 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
571 if (device->onscreen_depth_stencil)
573 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 *out_rect = *draw_rect;
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 *out_rect = *draw_rect;
642 surface_load_ds_location(ds, context, location);
643 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
660 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
661 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
662 * for the cleared parts, and the untouched parts.
664 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
665 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
666 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
667 * checking all this if the dest surface is in the drawable anyway. */
668 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
670 for (i = 0; i < rt_count; ++i)
672 struct wined3d_surface *rt = fb->render_targets[i];
674 surface_load_location(rt, rt->draw_binding, NULL);
678 context = context_acquire(device, target);
681 context_release(context);
682 WARN("Invalid context, skipping clear.\n");
688 render_offscreen = context->render_offscreen;
689 target->get_drawable_size(context, &drawable_width, &drawable_height);
693 render_offscreen = TRUE;
694 drawable_width = fb->depth_stencil->pow2Width;
695 drawable_height = fb->depth_stencil->pow2Height;
698 if (flags & WINED3DCLEAR_ZBUFFER)
700 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
702 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
703 device_switch_onscreen_ds(device, context, fb->depth_stencil);
704 prepare_ds_clear(fb->depth_stencil, context, location,
705 draw_rect, rect_count, clear_rect, &ds_rect);
708 if (!context_apply_clear_state(context, device, rt_count, fb))
710 context_release(context);
711 WARN("Failed to apply clear state, skipping clear.\n");
717 /* Only set the values up once, as they are not changing. */
718 if (flags & WINED3DCLEAR_STENCIL)
720 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
722 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
723 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
726 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
727 glClearStencil(stencil);
728 checkGLcall("glClearStencil");
729 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
732 if (flags & WINED3DCLEAR_ZBUFFER)
734 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
736 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
738 glDepthMask(GL_TRUE);
739 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
741 checkGLcall("glClearDepth");
742 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
745 if (flags & WINED3DCLEAR_TARGET)
747 for (i = 0; i < rt_count; ++i)
749 struct wined3d_surface *rt = fb->render_targets[i];
752 surface_modify_location(rt, rt->draw_binding, TRUE);
755 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
756 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
758 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
759 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
760 glClearColor(color->r, color->g, color->b, color->a);
761 checkGLcall("glClearColor");
762 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
767 if (render_offscreen)
769 glScissor(draw_rect->left, draw_rect->top,
770 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
774 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
775 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
777 checkGLcall("glScissor");
779 checkGLcall("glClear");
785 /* Now process each rect in turn. */
786 for (i = 0; i < rect_count; ++i)
788 /* Note that GL uses lower left, width/height. */
789 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
791 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
792 wine_dbgstr_rect(&clear_rect[i]),
793 wine_dbgstr_rect(¤t_rect));
795 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
796 * The rectangle is not cleared, no error is returned, but further rectangles are
797 * still cleared if they are valid. */
798 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
800 TRACE("Rectangle with negative dimensions, ignoring.\n");
804 if (render_offscreen)
806 glScissor(current_rect.left, current_rect.top,
807 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
811 glScissor(current_rect.left, drawable_height - current_rect.bottom,
812 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
814 checkGLcall("glScissor");
817 checkGLcall("glClear");
823 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
824 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
825 && target->container.u.swapchain->front_buffer == target))
826 wglFlush(); /* Flush to ensure ordering across contexts. */
828 context_release(context);
831 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
833 ULONG refcount = InterlockedIncrement(&device->ref);
835 TRACE("%p increasing refcount to %u.\n", device, refcount);
840 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
842 ULONG refcount = InterlockedDecrement(&device->ref);
844 TRACE("%p decreasing refcount to %u.\n", device, refcount);
848 struct wined3d_stateblock *stateblock;
851 if (wined3d_stateblock_decref(device->updateStateBlock)
852 && device->updateStateBlock != device->stateBlock)
853 FIXME("Something's still holding the update stateblock.\n");
854 device->updateStateBlock = NULL;
856 stateblock = device->stateBlock;
857 device->stateBlock = NULL;
858 if (wined3d_stateblock_decref(stateblock))
859 FIXME("Something's still holding the stateblock.\n");
861 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
863 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
864 device->multistate_funcs[i] = NULL;
867 if (!list_empty(&device->resources))
869 struct wined3d_resource *resource;
871 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
873 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
875 FIXME("Leftover resource %p with type %s (%#x).\n",
876 resource, debug_d3dresourcetype(resource->type), resource->type);
880 if (device->contexts)
881 ERR("Context array not freed!\n");
882 if (device->hardwareCursor)
883 DestroyCursor(device->hardwareCursor);
884 device->hardwareCursor = 0;
886 wined3d_decref(device->wined3d);
887 device->wined3d = NULL;
888 HeapFree(GetProcessHeap(), 0, device);
889 TRACE("Freed device %p.\n", device);
895 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
897 TRACE("device %p.\n", device);
899 return device->swapchain_count;
902 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
903 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
905 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
906 device, swapchain_idx, swapchain);
908 if (swapchain_idx >= device->swapchain_count)
910 WARN("swapchain_idx %u >= swapchain_count %u.\n",
911 swapchain_idx, device->swapchain_count);
914 return WINED3DERR_INVALIDCALL;
917 *swapchain = device->swapchains[swapchain_idx];
918 wined3d_swapchain_incref(*swapchain);
919 TRACE("Returning %p.\n", *swapchain);
924 static void device_load_logo(struct wined3d_device *device, const char *filename)
926 struct wined3d_color_key color_key;
930 HDC dcb = NULL, dcs = NULL;
932 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
935 GetObjectA(hbm, sizeof(BITMAP), &bm);
936 dcb = CreateCompatibleDC(NULL);
938 SelectObject(dcb, hbm);
942 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
945 memset(&bm, 0, sizeof(bm));
950 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
951 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
952 NULL, &wined3d_null_parent_ops, &device->logo_surface);
955 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
961 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
963 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
964 wined3d_surface_releasedc(device->logo_surface, dcs);
966 color_key.color_space_low_value = 0;
967 color_key.color_space_high_value = 0;
968 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
972 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
973 /* Fill the surface with a white color to show that wined3d is there */
974 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
978 if (dcb) DeleteDC(dcb);
979 if (hbm) DeleteObject(hbm);
982 /* Context activation is done by the caller. */
983 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
985 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
986 unsigned int i, j, count;
987 /* Under DirectX you can sample even if no texture is bound, whereas
988 * OpenGL will only allow that when a valid texture is bound.
989 * We emulate this by creating dummy textures and binding them
990 * to each texture stage when the currently set D3D texture is NULL. */
993 if (gl_info->supported[APPLE_CLIENT_STORAGE])
995 /* The dummy texture does not have client storage backing */
996 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
997 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1000 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1001 for (i = 0; i < count; ++i)
1003 DWORD color = 0x000000ff;
1005 /* Make appropriate texture active */
1006 context_active_texture(context, gl_info, i);
1008 glGenTextures(1, &device->dummy_texture_2d[i]);
1009 checkGLcall("glGenTextures");
1010 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1012 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1013 checkGLcall("glBindTexture");
1015 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1016 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1020 glGenTextures(1, &device->dummy_texture_rect[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1024 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1025 checkGLcall("glBindTexture");
1027 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1028 checkGLcall("glTexImage2D");
1031 if (gl_info->supported[EXT_TEXTURE3D])
1033 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 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 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 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 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1056 checkGLcall("glTexImage2D");
1061 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1063 /* Re-enable because if supported it is enabled by default */
1064 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1065 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1071 /* Context activation is done by the caller. */
1072 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1074 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1077 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1079 glDeleteTextures(count, device->dummy_texture_cube);
1080 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1083 if (gl_info->supported[EXT_TEXTURE3D])
1085 glDeleteTextures(count, device->dummy_texture_3d);
1086 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1089 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1091 glDeleteTextures(count, device->dummy_texture_rect);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1095 glDeleteTextures(count, device->dummy_texture_2d);
1096 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1099 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1100 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1101 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1102 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1105 static LONG fullscreen_style(LONG style)
1107 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1108 style |= WS_POPUP | WS_SYSMENU;
1109 style &= ~(WS_CAPTION | WS_THICKFRAME);
1114 static LONG fullscreen_exstyle(LONG exstyle)
1116 /* Filter out window decorations. */
1117 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1122 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1124 BOOL filter_messages;
1125 LONG style, exstyle;
1127 TRACE("Setting up window %p for fullscreen mode.\n", window);
1129 if (device->style || device->exStyle)
1131 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1132 window, device->style, device->exStyle);
1135 device->style = GetWindowLongW(window, GWL_STYLE);
1136 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1138 style = fullscreen_style(device->style);
1139 exstyle = fullscreen_exstyle(device->exStyle);
1141 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1142 device->style, device->exStyle, style, exstyle);
1144 filter_messages = device->filter_messages;
1145 device->filter_messages = TRUE;
1147 SetWindowLongW(window, GWL_STYLE, style);
1148 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1149 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1151 device->filter_messages = filter_messages;
1154 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1156 BOOL filter_messages;
1157 LONG style, exstyle;
1159 if (!device->style && !device->exStyle) return;
1161 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1162 window, device->style, device->exStyle);
1164 style = GetWindowLongW(window, GWL_STYLE);
1165 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1167 filter_messages = device->filter_messages;
1168 device->filter_messages = TRUE;
1170 /* Only restore the style if the application didn't modify it during the
1171 * fullscreen phase. Some applications change it before calling Reset()
1172 * when switching between windowed and fullscreen modes (HL2), some
1173 * depend on the original style (Eve Online). */
1174 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1176 SetWindowLongW(window, GWL_STYLE, device->style);
1177 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1179 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1181 device->filter_messages = filter_messages;
1183 /* Delete the old values. */
1185 device->exStyle = 0;
1188 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1190 TRACE("device %p, window %p.\n", device, window);
1192 if (!wined3d_register_window(window, device))
1194 ERR("Failed to register window %p.\n", window);
1198 InterlockedExchangePointer((void **)&device->focus_window, window);
1199 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1204 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1206 TRACE("device %p.\n", device);
1208 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1209 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1212 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1213 struct wined3d_swapchain_desc *swapchain_desc)
1215 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1216 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1217 struct wined3d_swapchain *swapchain = NULL;
1218 struct wined3d_context *context;
1223 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1225 if (device->d3d_initialized)
1226 return WINED3DERR_INVALIDCALL;
1227 if (!device->adapter->opengl)
1228 return WINED3DERR_INVALIDCALL;
1230 device->valid_rt_mask = 0;
1231 for (i = 0; i < gl_info->limits.buffers; ++i)
1232 device->valid_rt_mask |= (1 << i);
1233 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1234 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1236 /* Initialize the texture unit mapping to a 1:1 mapping */
1237 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1239 if (state < gl_info->limits.fragment_samplers)
1241 device->texUnitMap[state] = state;
1242 device->rev_tex_unit_map[state] = state;
1246 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1247 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1251 /* Setup the implicit swapchain. This also initializes a context. */
1252 TRACE("Creating implicit swapchain\n");
1253 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1254 swapchain_desc, &swapchain);
1257 WARN("Failed to create implicit swapchain\n");
1261 device->swapchain_count = 1;
1262 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1263 if (!device->swapchains)
1265 ERR("Out of memory!\n");
1268 device->swapchains[0] = swapchain;
1270 if (swapchain->back_buffers && swapchain->back_buffers[0])
1272 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1273 device->fb.render_targets[0] = swapchain->back_buffers[0];
1277 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1278 device->fb.render_targets[0] = swapchain->front_buffer;
1280 wined3d_surface_incref(device->fb.render_targets[0]);
1282 /* Depth Stencil support */
1283 device->fb.depth_stencil = device->auto_depth_stencil;
1284 if (device->fb.depth_stencil)
1285 wined3d_surface_incref(device->fb.depth_stencil);
1287 hr = device->shader_backend->shader_alloc_private(device);
1290 TRACE("Shader private data couldn't be allocated\n");
1293 hr = device->frag_pipe->alloc_private(device);
1296 TRACE("Fragment pipeline private data couldn't be allocated\n");
1299 hr = device->blitter->alloc_private(device);
1302 TRACE("Blitter private data couldn't be allocated\n");
1306 /* Set up some starting GL setup */
1308 /* Setup all the devices defaults */
1309 stateblock_init_default_state(device->stateBlock);
1311 context = context_acquire(device, swapchain->front_buffer);
1313 create_dummy_textures(device, context);
1317 /* Initialize the current view state */
1318 device->view_ident = 1;
1319 device->contexts[0]->last_was_rhw = 0;
1321 switch (wined3d_settings.offscreen_rendering_mode)
1324 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1327 case ORM_BACKBUFFER:
1329 if (context_get_current()->aux_buffers > 0)
1331 TRACE("Using auxiliary buffer for offscreen rendering\n");
1332 device->offscreenBuffer = GL_AUX0;
1336 TRACE("Using back buffer for offscreen rendering\n");
1337 device->offscreenBuffer = GL_BACK;
1342 TRACE("All defaults now set up, leaving 3D init.\n");
1345 context_release(context);
1347 /* Clear the screen */
1348 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1349 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1352 device->d3d_initialized = TRUE;
1354 if (wined3d_settings.logo)
1355 device_load_logo(device, wined3d_settings.logo);
1359 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1360 HeapFree(GetProcessHeap(), 0, device->swapchains);
1361 device->swapchain_count = 0;
1363 wined3d_swapchain_decref(swapchain);
1364 if (device->blit_priv)
1365 device->blitter->free_private(device);
1366 if (device->fragment_priv)
1367 device->frag_pipe->free_private(device);
1368 if (device->shader_priv)
1369 device->shader_backend->shader_free_private(device);
1374 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1375 struct wined3d_swapchain_desc *swapchain_desc)
1377 struct wined3d_swapchain *swapchain = NULL;
1380 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1382 /* Setup the implicit swapchain */
1383 TRACE("Creating implicit swapchain\n");
1384 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1385 swapchain_desc, &swapchain);
1388 WARN("Failed to create implicit swapchain\n");
1392 device->swapchain_count = 1;
1393 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1394 if (!device->swapchains)
1396 ERR("Out of memory!\n");
1399 device->swapchains[0] = swapchain;
1403 wined3d_swapchain_decref(swapchain);
1407 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1409 struct wined3d_resource *resource, *cursor;
1410 const struct wined3d_gl_info *gl_info;
1411 struct wined3d_context *context;
1412 struct wined3d_surface *surface;
1415 TRACE("device %p.\n", device);
1417 if (!device->d3d_initialized)
1418 return WINED3DERR_INVALIDCALL;
1420 /* Force making the context current again, to verify it is still valid
1421 * (workaround for broken drivers) */
1422 context_set_current(NULL);
1423 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1424 * it was created. Thus make sure a context is active for the glDelete* calls
1426 context = context_acquire(device, NULL);
1427 gl_info = context->gl_info;
1429 if (device->logo_surface)
1430 wined3d_surface_decref(device->logo_surface);
1432 stateblock_unbind_resources(device->stateBlock);
1434 /* Unload resources */
1435 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1437 TRACE("Unloading resource %p.\n", resource);
1439 resource->resource_ops->resource_unload(resource);
1442 TRACE("Deleting high order patches\n");
1443 for (i = 0; i < PATCHMAP_SIZE; ++i)
1445 struct wined3d_rect_patch *patch;
1446 struct list *e1, *e2;
1448 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1450 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1451 wined3d_device_delete_patch(device, patch->Handle);
1455 /* Delete the mouse cursor texture */
1456 if (device->cursorTexture)
1459 glDeleteTextures(1, &device->cursorTexture);
1461 device->cursorTexture = 0;
1464 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465 * private data, it might contain opengl pointers
1467 if (device->depth_blt_texture)
1470 glDeleteTextures(1, &device->depth_blt_texture);
1472 device->depth_blt_texture = 0;
1475 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1476 device->blitter->free_private(device);
1477 device->frag_pipe->free_private(device);
1478 device->shader_backend->shader_free_private(device);
1480 /* Release the buffers (with sanity checks)*/
1481 if (device->onscreen_depth_stencil)
1483 surface = device->onscreen_depth_stencil;
1484 device->onscreen_depth_stencil = NULL;
1485 wined3d_surface_decref(surface);
1488 if (device->fb.depth_stencil)
1490 surface = device->fb.depth_stencil;
1492 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1494 device->fb.depth_stencil = NULL;
1495 wined3d_surface_decref(surface);
1498 if (device->auto_depth_stencil)
1500 surface = device->auto_depth_stencil;
1501 device->auto_depth_stencil = NULL;
1502 if (wined3d_surface_decref(surface))
1503 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1506 for (i = 1; i < gl_info->limits.buffers; ++i)
1508 wined3d_device_set_render_target(device, i, NULL, FALSE);
1511 surface = device->fb.render_targets[0];
1512 TRACE("Setting rendertarget 0 to NULL\n");
1513 device->fb.render_targets[0] = NULL;
1514 TRACE("Releasing the render target at %p\n", surface);
1515 wined3d_surface_decref(surface);
1517 context_release(context);
1519 for (i = 0; i < device->swapchain_count; ++i)
1521 TRACE("Releasing the implicit swapchain %u.\n", i);
1522 if (wined3d_swapchain_decref(device->swapchains[i]))
1523 FIXME("Something's still holding the implicit swapchain.\n");
1526 HeapFree(GetProcessHeap(), 0, device->swapchains);
1527 device->swapchains = NULL;
1528 device->swapchain_count = 0;
1530 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1531 device->fb.render_targets = NULL;
1533 device->d3d_initialized = FALSE;
1538 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1542 for (i = 0; i < device->swapchain_count; ++i)
1544 TRACE("Releasing the implicit swapchain %u.\n", i);
1545 if (wined3d_swapchain_decref(device->swapchains[i]))
1546 FIXME("Something's still holding the implicit swapchain.\n");
1549 HeapFree(GetProcessHeap(), 0, device->swapchains);
1550 device->swapchains = NULL;
1551 device->swapchain_count = 0;
1555 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1556 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1557 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1559 * There is no way to deactivate thread safety once it is enabled.
1561 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1563 TRACE("device %p.\n", device);
1565 /* For now just store the flag (needed in case of ddraw). */
1566 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1569 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1570 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1572 struct wined3d_adapter *adapter = device->adapter;
1573 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1578 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1579 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1581 /* Resize the screen even without a window:
1582 * The app could have unset it with SetCooperativeLevel, but not called
1583 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1584 * but we don't have any hwnd
1587 memset(&devmode, 0, sizeof(devmode));
1588 devmode.dmSize = sizeof(devmode);
1589 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1590 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1591 devmode.dmPelsWidth = mode->width;
1592 devmode.dmPelsHeight = mode->height;
1594 devmode.dmDisplayFrequency = mode->refresh_rate;
1595 if (mode->refresh_rate)
1596 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1598 /* Only change the mode if necessary */
1599 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1600 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1603 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1604 if (ret != DISP_CHANGE_SUCCESSFUL)
1606 if (devmode.dmDisplayFrequency)
1608 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1609 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1610 devmode.dmDisplayFrequency = 0;
1611 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1613 if(ret != DISP_CHANGE_SUCCESSFUL) {
1614 return WINED3DERR_NOTAVAILABLE;
1618 /* Store the new values */
1619 adapter->screen_size.cx = mode->width;
1620 adapter->screen_size.cy = mode->height;
1621 adapter->screen_format = mode->format_id;
1623 /* And finally clip mouse to our screen */
1624 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1625 ClipCursor(&clip_rc);
1630 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1632 TRACE("device %p, wined3d %p.\n", device, wined3d);
1634 *wined3d = device->wined3d;
1635 wined3d_incref(*wined3d);
1637 TRACE("Returning %p.\n", *wined3d);
1642 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1644 TRACE("device %p.\n", device);
1646 TRACE("Emulating %d MB, returning %d MB left.\n",
1647 device->adapter->TextureRam / (1024 * 1024),
1648 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1650 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1653 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1654 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1656 struct wined3d_stream_state *stream;
1657 struct wined3d_buffer *prev_buffer;
1659 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1660 device, stream_idx, buffer, offset, stride);
1662 if (stream_idx >= MAX_STREAMS)
1664 WARN("Stream index %u out of range.\n", stream_idx);
1665 return WINED3DERR_INVALIDCALL;
1667 else if (offset & 0x3)
1669 WARN("Offset %u is not 4 byte aligned.\n", offset);
1670 return WINED3DERR_INVALIDCALL;
1673 stream = &device->updateStateBlock->state.streams[stream_idx];
1674 prev_buffer = stream->buffer;
1676 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1678 if (prev_buffer == buffer
1679 && stream->stride == stride
1680 && stream->offset == offset)
1682 TRACE("Application is setting the old values over, nothing to do.\n");
1686 stream->buffer = buffer;
1689 stream->stride = stride;
1690 stream->offset = offset;
1693 /* Handle recording of state blocks. */
1694 if (device->isRecordingState)
1696 TRACE("Recording... not performing anything.\n");
1698 wined3d_buffer_incref(buffer);
1700 wined3d_buffer_decref(prev_buffer);
1706 InterlockedIncrement(&buffer->resource.bind_count);
1707 wined3d_buffer_incref(buffer);
1711 InterlockedDecrement(&prev_buffer->resource.bind_count);
1712 wined3d_buffer_decref(prev_buffer);
1715 device_invalidate_state(device, STATE_STREAMSRC);
1720 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1721 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1723 struct wined3d_stream_state *stream;
1725 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1726 device, stream_idx, buffer, offset, stride);
1728 if (stream_idx >= MAX_STREAMS)
1730 WARN("Stream index %u out of range.\n", stream_idx);
1731 return WINED3DERR_INVALIDCALL;
1734 stream = &device->stateBlock->state.streams[stream_idx];
1735 *buffer = stream->buffer;
1737 wined3d_buffer_incref(*buffer);
1739 *offset = stream->offset;
1740 *stride = stream->stride;
1745 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1747 struct wined3d_stream_state *stream;
1748 UINT old_flags, old_freq;
1750 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1752 /* Verify input. At least in d3d9 this is invalid. */
1753 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1755 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL;
1758 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1760 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL;
1765 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL;
1769 stream = &device->updateStateBlock->state.streams[stream_idx];
1770 old_flags = stream->flags;
1771 old_freq = stream->frequency;
1773 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1774 stream->frequency = divider & 0x7fffff;
1776 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1778 if (stream->frequency != old_freq || stream->flags != old_flags)
1779 device_invalidate_state(device, STATE_STREAMSRC);
1784 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1785 UINT stream_idx, UINT *divider)
1787 struct wined3d_stream_state *stream;
1789 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1791 stream = &device->updateStateBlock->state.streams[stream_idx];
1792 *divider = stream->flags | stream->frequency;
1794 TRACE("Returning %#x.\n", *divider);
1799 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1800 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1802 TRACE("device %p, state %s, matrix %p.\n",
1803 device, debug_d3dtstype(d3dts), matrix);
1804 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1805 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1806 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1807 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1809 /* Handle recording of state blocks. */
1810 if (device->isRecordingState)
1812 TRACE("Recording... not performing anything.\n");
1813 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1814 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1818 /* If the new matrix is the same as the current one,
1819 * we cut off any further processing. this seems to be a reasonable
1820 * optimization because as was noticed, some apps (warcraft3 for example)
1821 * tend towards setting the same matrix repeatedly for some reason.
1823 * From here on we assume that the new matrix is different, wherever it matters. */
1824 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1826 TRACE("The application is setting the same matrix over again.\n");
1830 device->stateBlock->state.transforms[d3dts] = *matrix;
1831 if (d3dts == WINED3D_TS_VIEW)
1832 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1834 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1835 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1841 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1842 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1844 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1846 *matrix = device->stateBlock->state.transforms[state];
1851 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1852 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1854 const struct wined3d_matrix *mat = NULL;
1855 struct wined3d_matrix temp;
1857 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1859 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1860 * below means it will be recorded in a state block change, but it
1861 * works regardless where it is recorded.
1862 * If this is found to be wrong, change to StateBlock. */
1863 if (state > HIGHEST_TRANSFORMSTATE)
1865 WARN("Unhandled transform state %#x.\n", state);
1869 mat = &device->updateStateBlock->state.transforms[state];
1870 multiply_matrix(&temp, mat, matrix);
1872 /* Apply change via set transform - will reapply to eg. lights this way. */
1873 return wined3d_device_set_transform(device, state, &temp);
1876 /* Note lights are real special cases. Although the device caps state only
1877 * e.g. 8 are supported, you can reference any indexes you want as long as
1878 * that number max are enabled at any one point in time. Therefore since the
1879 * indices can be anything, we need a hashmap of them. However, this causes
1880 * stateblock problems. When capturing the state block, I duplicate the
1881 * hashmap, but when recording, just build a chain pretty much of commands to
1883 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1884 UINT light_idx, const struct wined3d_light *light)
1886 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1887 struct wined3d_light_info *object = NULL;
1891 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1893 /* Check the parameter range. Need for speed most wanted sets junk lights
1894 * which confuse the GL driver. */
1896 return WINED3DERR_INVALIDCALL;
1898 switch (light->type)
1900 case WINED3D_LIGHT_POINT:
1901 case WINED3D_LIGHT_SPOT:
1902 case WINED3D_LIGHT_PARALLELPOINT:
1903 case WINED3D_LIGHT_GLSPOT:
1904 /* Incorrect attenuation values can cause the gl driver to crash.
1905 * Happens with Need for speed most wanted. */
1906 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1908 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1909 return WINED3DERR_INVALIDCALL;
1913 case WINED3D_LIGHT_DIRECTIONAL:
1914 /* Ignores attenuation */
1918 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1919 return WINED3DERR_INVALIDCALL;
1922 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1924 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1925 if (object->OriginalIndex == light_idx)
1932 TRACE("Adding new light\n");
1933 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1936 ERR("Out of memory error when allocating a light\n");
1937 return E_OUTOFMEMORY;
1939 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1940 object->glIndex = -1;
1941 object->OriginalIndex = light_idx;
1944 /* Initialize the object. */
1945 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1946 light_idx, light->type,
1947 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1948 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1949 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1950 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1951 light->direction.x, light->direction.y, light->direction.z);
1952 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1953 light->range, light->falloff, light->theta, light->phi);
1955 /* Save away the information. */
1956 object->OriginalParms = *light;
1958 switch (light->type)
1960 case WINED3D_LIGHT_POINT:
1962 object->lightPosn[0] = light->position.x;
1963 object->lightPosn[1] = light->position.y;
1964 object->lightPosn[2] = light->position.z;
1965 object->lightPosn[3] = 1.0f;
1966 object->cutoff = 180.0f;
1970 case WINED3D_LIGHT_DIRECTIONAL:
1972 object->lightPosn[0] = -light->direction.x;
1973 object->lightPosn[1] = -light->direction.y;
1974 object->lightPosn[2] = -light->direction.z;
1975 object->lightPosn[3] = 0.0f;
1976 object->exponent = 0.0f;
1977 object->cutoff = 180.0f;
1980 case WINED3D_LIGHT_SPOT:
1982 object->lightPosn[0] = light->position.x;
1983 object->lightPosn[1] = light->position.y;
1984 object->lightPosn[2] = light->position.z;
1985 object->lightPosn[3] = 1.0f;
1988 object->lightDirn[0] = light->direction.x;
1989 object->lightDirn[1] = light->direction.y;
1990 object->lightDirn[2] = light->direction.z;
1991 object->lightDirn[3] = 1.0f;
1993 /* opengl-ish and d3d-ish spot lights use too different models
1994 * for the light "intensity" as a function of the angle towards
1995 * the main light direction, so we only can approximate very
1996 * roughly. However, spot lights are rather rarely used in games
1997 * (if ever used at all). Furthermore if still used, probably
1998 * nobody pays attention to such details. */
1999 if (!light->falloff)
2001 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2002 * equations have the falloff resp. exponent parameter as an
2003 * exponent, so the spot light lighting will always be 1.0 for
2004 * both of them, and we don't have to care for the rest of the
2005 * rather complex calculation. */
2006 object->exponent = 0.0f;
2010 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2013 object->exponent = -0.3f / logf(cosf(rho / 2));
2016 if (object->exponent > 128.0f)
2017 object->exponent = 128.0f;
2019 object->cutoff = (float)(light->phi * 90 / M_PI);
2024 FIXME("Unrecognized light type %#x.\n", light->type);
2027 /* Update the live definitions if the light is currently assigned a glIndex. */
2028 if (object->glIndex != -1 && !device->isRecordingState)
2029 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2034 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2035 UINT light_idx, struct wined3d_light *light)
2037 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2038 struct wined3d_light_info *light_info = NULL;
2041 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2043 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2045 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2046 if (light_info->OriginalIndex == light_idx)
2053 TRACE("Light information requested but light not defined\n");
2054 return WINED3DERR_INVALIDCALL;
2057 *light = light_info->OriginalParms;
2061 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2063 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2064 struct wined3d_light_info *light_info = NULL;
2067 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2069 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2071 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2072 if (light_info->OriginalIndex == light_idx)
2076 TRACE("Found light %p.\n", light_info);
2078 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2081 TRACE("Light enabled requested but light not defined, so defining one!\n");
2082 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2084 /* Search for it again! Should be fairly quick as near head of list. */
2085 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2087 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2088 if (light_info->OriginalIndex == light_idx)
2094 FIXME("Adding default lights has failed dismally\n");
2095 return WINED3DERR_INVALIDCALL;
2101 if (light_info->glIndex != -1)
2103 if (!device->isRecordingState)
2104 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2106 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2107 light_info->glIndex = -1;
2111 TRACE("Light already disabled, nothing to do\n");
2113 light_info->enabled = FALSE;
2117 light_info->enabled = TRUE;
2118 if (light_info->glIndex != -1)
2120 TRACE("Nothing to do as light was enabled\n");
2125 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2126 /* Find a free GL light. */
2127 for (i = 0; i < gl_info->limits.lights; ++i)
2129 if (!device->updateStateBlock->state.lights[i])
2131 device->updateStateBlock->state.lights[i] = light_info;
2132 light_info->glIndex = i;
2136 if (light_info->glIndex == -1)
2138 /* Our tests show that Windows returns D3D_OK in this situation, even with
2139 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2140 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2141 * as well for those lights.
2143 * TODO: Test how this affects rendering. */
2144 WARN("Too many concurrently active lights\n");
2148 /* i == light_info->glIndex */
2149 if (!device->isRecordingState)
2150 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2157 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2159 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2160 struct wined3d_light_info *light_info = NULL;
2163 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2165 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2167 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2168 if (light_info->OriginalIndex == light_idx)
2175 TRACE("Light enabled state requested but light not defined.\n");
2176 return WINED3DERR_INVALIDCALL;
2178 /* true is 128 according to SetLightEnable */
2179 *enable = light_info->enabled ? 128 : 0;
2183 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2184 UINT plane_idx, const struct wined3d_vec4 *plane)
2186 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2188 /* Validate plane_idx. */
2189 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2191 TRACE("Application has requested clipplane this device doesn't support.\n");
2192 return WINED3DERR_INVALIDCALL;
2195 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2197 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2199 TRACE("Application is setting old values over, nothing to do.\n");
2203 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2205 /* Handle recording of state blocks. */
2206 if (device->isRecordingState)
2208 TRACE("Recording... not performing anything.\n");
2212 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2217 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2218 UINT plane_idx, struct wined3d_vec4 *plane)
2220 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2222 /* Validate plane_idx. */
2223 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2225 TRACE("Application has requested clipplane this device doesn't support.\n");
2226 return WINED3DERR_INVALIDCALL;
2229 *plane = device->stateBlock->state.clip_planes[plane_idx];
2234 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2235 const struct wined3d_clip_status *clip_status)
2237 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2240 return WINED3DERR_INVALIDCALL;
2245 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2246 struct wined3d_clip_status *clip_status)
2248 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2251 return WINED3DERR_INVALIDCALL;
2256 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2258 TRACE("device %p, material %p.\n", device, material);
2260 device->updateStateBlock->changed.material = TRUE;
2261 device->updateStateBlock->state.material = *material;
2263 /* Handle recording of state blocks */
2264 if (device->isRecordingState)
2266 TRACE("Recording... not performing anything.\n");
2270 device_invalidate_state(device, STATE_MATERIAL);
2275 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2277 TRACE("device %p, material %p.\n", device, material);
2279 *material = device->updateStateBlock->state.material;
2281 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2282 material->diffuse.r, material->diffuse.g,
2283 material->diffuse.b, material->diffuse.a);
2284 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2285 material->ambient.r, material->ambient.g,
2286 material->ambient.b, material->ambient.a);
2287 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2288 material->specular.r, material->specular.g,
2289 material->specular.b, material->specular.a);
2290 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2291 material->emissive.r, material->emissive.g,
2292 material->emissive.b, material->emissive.a);
2293 TRACE("power %.8e.\n", material->power);
2298 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2299 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2301 struct wined3d_buffer *prev_buffer;
2303 TRACE("device %p, buffer %p, format %s.\n",
2304 device, buffer, debug_d3dformat(format_id));
2306 prev_buffer = device->updateStateBlock->state.index_buffer;
2308 device->updateStateBlock->changed.indices = TRUE;
2309 device->updateStateBlock->state.index_buffer = buffer;
2310 device->updateStateBlock->state.index_format = format_id;
2312 /* Handle recording of state blocks. */
2313 if (device->isRecordingState)
2315 TRACE("Recording... not performing anything.\n");
2317 wined3d_buffer_incref(buffer);
2319 wined3d_buffer_decref(prev_buffer);
2323 if (prev_buffer != buffer)
2325 device_invalidate_state(device, STATE_INDEXBUFFER);
2328 InterlockedIncrement(&buffer->resource.bind_count);
2329 wined3d_buffer_incref(buffer);
2333 InterlockedDecrement(&prev_buffer->resource.bind_count);
2334 wined3d_buffer_decref(prev_buffer);
2341 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2343 TRACE("device %p, buffer %p.\n", device, buffer);
2345 *buffer = device->stateBlock->state.index_buffer;
2348 wined3d_buffer_incref(*buffer);
2350 TRACE("Returning %p.\n", *buffer);
2355 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2356 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2358 TRACE("device %p, base_index %d.\n", device, base_index);
2360 if (device->updateStateBlock->state.base_vertex_index == base_index)
2362 TRACE("Application is setting the old value over, nothing to do\n");
2366 device->updateStateBlock->state.base_vertex_index = base_index;
2368 if (device->isRecordingState)
2370 TRACE("Recording... not performing anything\n");
2376 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2378 TRACE("device %p.\n", device);
2380 return device->stateBlock->state.base_vertex_index;
2383 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2385 TRACE("device %p, viewport %p.\n", device, viewport);
2386 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2387 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2389 device->updateStateBlock->changed.viewport = TRUE;
2390 device->updateStateBlock->state.viewport = *viewport;
2392 /* Handle recording of state blocks */
2393 if (device->isRecordingState)
2395 TRACE("Recording... not performing anything\n");
2399 device_invalidate_state(device, STATE_VIEWPORT);
2404 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2406 TRACE("device %p, viewport %p.\n", device, viewport);
2408 *viewport = device->stateBlock->state.viewport;
2413 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2414 enum wined3d_render_state state, DWORD value)
2416 DWORD old_value = device->stateBlock->state.render_states[state];
2418 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2420 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2421 device->updateStateBlock->state.render_states[state] = value;
2423 /* Handle recording of state blocks. */
2424 if (device->isRecordingState)
2426 TRACE("Recording... not performing anything.\n");
2430 /* Compared here and not before the assignment to allow proper stateblock recording. */
2431 if (value == old_value)
2432 TRACE("Application is setting the old value over, nothing to do.\n");
2434 device_invalidate_state(device, STATE_RENDER(state));
2439 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2440 enum wined3d_render_state state, DWORD *value)
2442 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2444 *value = device->stateBlock->state.render_states[state];
2449 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2450 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2454 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2455 device, sampler_idx, debug_d3dsamplerstate(state), value);
2457 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2458 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2460 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2461 / sizeof(*device->stateBlock->state.sampler_states))
2463 WARN("Invalid sampler %u.\n", sampler_idx);
2464 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2467 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2468 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2469 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2471 /* Handle recording of state blocks. */
2472 if (device->isRecordingState)
2474 TRACE("Recording... not performing anything.\n");
2478 if (old_value == value)
2480 TRACE("Application is setting the old value over, nothing to do.\n");
2484 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2489 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2490 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2492 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2493 device, sampler_idx, debug_d3dsamplerstate(state), value);
2495 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2496 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2498 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2499 / sizeof(*device->stateBlock->state.sampler_states))
2501 WARN("Invalid sampler %u.\n", sampler_idx);
2502 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2505 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2506 TRACE("Returning %#x.\n", *value);
2511 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2513 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2515 device->updateStateBlock->changed.scissorRect = TRUE;
2516 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2518 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2521 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2523 if (device->isRecordingState)
2525 TRACE("Recording... not performing anything.\n");
2529 device_invalidate_state(device, STATE_SCISSORRECT);
2534 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2536 TRACE("device %p, rect %p.\n", device, rect);
2538 *rect = device->updateStateBlock->state.scissor_rect;
2539 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2544 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2545 struct wined3d_vertex_declaration *declaration)
2547 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2549 TRACE("device %p, declaration %p.\n", device, declaration);
2552 wined3d_vertex_declaration_incref(declaration);
2554 wined3d_vertex_declaration_decref(prev);
2556 device->updateStateBlock->state.vertex_declaration = declaration;
2557 device->updateStateBlock->changed.vertexDecl = TRUE;
2559 if (device->isRecordingState)
2561 TRACE("Recording... not performing anything.\n");
2564 else if (declaration == prev)
2566 /* Checked after the assignment to allow proper stateblock recording. */
2567 TRACE("Application is setting the old declaration over, nothing to do.\n");
2571 device_invalidate_state(device, STATE_VDECL);
2575 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2576 struct wined3d_vertex_declaration **declaration)
2578 TRACE("device %p, declaration %p.\n", device, declaration);
2580 *declaration = device->stateBlock->state.vertex_declaration;
2582 wined3d_vertex_declaration_incref(*declaration);
2587 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2589 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2591 TRACE("device %p, shader %p.\n", device, shader);
2593 device->updateStateBlock->state.vertex_shader = shader;
2594 device->updateStateBlock->changed.vertexShader = TRUE;
2596 if (device->isRecordingState)
2599 wined3d_shader_incref(shader);
2601 wined3d_shader_decref(prev);
2602 TRACE("Recording... not performing anything.\n");
2608 TRACE("Application is setting the old shader over, nothing to do.\n");
2613 wined3d_shader_incref(shader);
2615 wined3d_shader_decref(prev);
2617 device_invalidate_state(device, STATE_VSHADER);
2622 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2624 struct wined3d_shader *shader;
2626 TRACE("device %p.\n", device);
2628 shader = device->stateBlock->state.vertex_shader;
2630 wined3d_shader_incref(shader);
2632 TRACE("Returning %p.\n", shader);
2636 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2637 UINT start_register, const BOOL *constants, UINT bool_count)
2639 UINT count = min(bool_count, MAX_CONST_B - start_register);
2642 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2643 device, start_register, constants, bool_count);
2645 if (!constants || start_register >= MAX_CONST_B)
2646 return WINED3DERR_INVALIDCALL;
2648 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2649 for (i = 0; i < count; ++i)
2650 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2652 for (i = start_register; i < count + start_register; ++i)
2653 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2655 if (!device->isRecordingState)
2656 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2661 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2662 UINT start_register, BOOL *constants, UINT bool_count)
2664 UINT count = min(bool_count, MAX_CONST_B - start_register);
2666 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2667 device, start_register, constants, bool_count);
2669 if (!constants || start_register >= MAX_CONST_B)
2670 return WINED3DERR_INVALIDCALL;
2672 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2677 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2678 UINT start_register, const int *constants, UINT vector4i_count)
2680 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2683 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2684 device, start_register, constants, vector4i_count);
2686 if (!constants || start_register >= MAX_CONST_I)
2687 return WINED3DERR_INVALIDCALL;
2689 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2690 for (i = 0; i < count; ++i)
2691 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2692 constants[i * 4], constants[i * 4 + 1],
2693 constants[i * 4 + 2], constants[i * 4 + 3]);
2695 for (i = start_register; i < count + start_register; ++i)
2696 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2698 if (!device->isRecordingState)
2699 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2704 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2705 UINT start_register, int *constants, UINT vector4i_count)
2707 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2709 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2710 device, start_register, constants, vector4i_count);
2712 if (!constants || start_register >= MAX_CONST_I)
2713 return WINED3DERR_INVALIDCALL;
2715 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2719 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2720 UINT start_register, const float *constants, UINT vector4f_count)
2724 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2725 device, start_register, constants, vector4f_count);
2727 /* Specifically test start_register > limit to catch MAX_UINT overflows
2728 * when adding start_register + vector4f_count. */
2730 || start_register + vector4f_count > device->d3d_vshader_constantF
2731 || start_register > device->d3d_vshader_constantF)
2732 return WINED3DERR_INVALIDCALL;
2734 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2735 constants, vector4f_count * sizeof(float) * 4);
2738 for (i = 0; i < vector4f_count; ++i)
2739 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2740 constants[i * 4], constants[i * 4 + 1],
2741 constants[i * 4 + 2], constants[i * 4 + 3]);
2744 if (!device->isRecordingState)
2746 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2747 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2750 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2751 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2756 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2757 UINT start_register, float *constants, UINT vector4f_count)
2759 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2761 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2762 device, start_register, constants, vector4f_count);
2764 if (!constants || count < 0)
2765 return WINED3DERR_INVALIDCALL;
2767 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2772 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2776 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2778 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2782 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2784 DWORD i = device->rev_tex_unit_map[unit];
2785 DWORD j = device->texUnitMap[stage];
2787 device->texUnitMap[stage] = unit;
2788 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2789 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2791 device->rev_tex_unit_map[unit] = stage;
2792 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2793 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2796 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2800 device->fixed_function_usage_map = 0;
2801 for (i = 0; i < MAX_TEXTURES; ++i)
2803 const struct wined3d_state *state = &device->stateBlock->state;
2804 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2805 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2806 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2807 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2808 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2809 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2810 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2811 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2813 /* Not used, and disable higher stages. */
2814 if (color_op == WINED3D_TOP_DISABLE)
2817 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2818 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2819 || ((color_arg3 == WINED3DTA_TEXTURE)
2820 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2821 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2822 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2823 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2824 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2825 device->fixed_function_usage_map |= (1 << i);
2827 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2828 && i < MAX_TEXTURES - 1)
2829 device->fixed_function_usage_map |= (1 << (i + 1));
2833 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2835 unsigned int i, tex;
2838 device_update_fixed_function_usage_map(device);
2839 ffu_map = device->fixed_function_usage_map;
2841 if (device->max_ffp_textures == gl_info->limits.texture_stages
2842 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2844 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2846 if (!(ffu_map & 1)) continue;
2848 if (device->texUnitMap[i] != i)
2850 device_map_stage(device, i, i);
2851 device_invalidate_state(device, STATE_SAMPLER(i));
2852 device_invalidate_texture_stage(device, i);
2858 /* Now work out the mapping */
2860 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2862 if (!(ffu_map & 1)) continue;
2864 if (device->texUnitMap[i] != tex)
2866 device_map_stage(device, i, tex);
2867 device_invalidate_state(device, STATE_SAMPLER(i));
2868 device_invalidate_texture_stage(device, i);
2875 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2877 const enum wined3d_sampler_texture_type *sampler_type =
2878 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2881 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2883 if (sampler_type[i] && device->texUnitMap[i] != i)
2885 device_map_stage(device, i, i);
2886 device_invalidate_state(device, STATE_SAMPLER(i));
2887 if (i < gl_info->limits.texture_stages)
2888 device_invalidate_texture_stage(device, i);
2893 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2894 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2895 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2897 DWORD current_mapping = device->rev_tex_unit_map[unit];
2899 /* Not currently used */
2900 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2902 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2903 /* Used by a fragment sampler */
2905 if (!pshader_sampler_tokens) {
2906 /* No pixel shader, check fixed function */
2907 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2910 /* Pixel shader, check the shader's sampler map */
2911 return !pshader_sampler_tokens[current_mapping];
2914 /* Used by a vertex sampler */
2915 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2918 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2920 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2921 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2922 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2923 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2928 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2929 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2930 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2933 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2934 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2935 if (vshader_sampler_type[i])
2937 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2939 /* Already mapped somewhere */
2945 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2947 device_map_stage(device, vsampler_idx, start);
2948 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2960 void device_update_tex_unit_map(struct wined3d_device *device)
2962 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2963 const struct wined3d_state *state = &device->stateBlock->state;
2964 BOOL vs = use_vs(state);
2965 BOOL ps = use_ps(state);
2968 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2969 * that would be really messy and require shader recompilation
2970 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2971 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2974 device_map_psamplers(device, gl_info);
2976 device_map_fixed_function_samplers(device, gl_info);
2979 device_map_vsamplers(device, ps, gl_info);
2982 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2984 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2986 TRACE("device %p, shader %p.\n", device, shader);
2988 device->updateStateBlock->state.pixel_shader = shader;
2989 device->updateStateBlock->changed.pixelShader = TRUE;
2991 if (device->isRecordingState)
2994 wined3d_shader_incref(shader);
2996 wined3d_shader_decref(prev);
2997 TRACE("Recording... not performing anything.\n");
3003 TRACE("Application is setting the old shader over, nothing to do.\n");
3008 wined3d_shader_incref(shader);
3010 wined3d_shader_decref(prev);
3012 device_invalidate_state(device, STATE_PIXELSHADER);
3017 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3019 struct wined3d_shader *shader;
3021 TRACE("device %p.\n", device);
3023 shader = device->stateBlock->state.pixel_shader;
3025 wined3d_shader_incref(shader);
3027 TRACE("Returning %p.\n", shader);
3031 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3032 UINT start_register, const BOOL *constants, UINT bool_count)
3034 UINT count = min(bool_count, MAX_CONST_B - start_register);
3037 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3038 device, start_register, constants, bool_count);
3040 if (!constants || start_register >= MAX_CONST_B)
3041 return WINED3DERR_INVALIDCALL;
3043 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3044 for (i = 0; i < count; ++i)
3045 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3047 for (i = start_register; i < count + start_register; ++i)
3048 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3050 if (!device->isRecordingState)
3051 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3056 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3057 UINT start_register, BOOL *constants, UINT bool_count)
3059 UINT count = min(bool_count, MAX_CONST_B - start_register);
3061 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3062 device, start_register, constants, bool_count);
3064 if (!constants || start_register >= MAX_CONST_B)
3065 return WINED3DERR_INVALIDCALL;
3067 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3072 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3073 UINT start_register, const int *constants, UINT vector4i_count)
3075 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3078 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3079 device, start_register, constants, vector4i_count);
3081 if (!constants || start_register >= MAX_CONST_I)
3082 return WINED3DERR_INVALIDCALL;
3084 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3085 for (i = 0; i < count; ++i)
3086 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3087 constants[i * 4], constants[i * 4 + 1],
3088 constants[i * 4 + 2], constants[i * 4 + 3]);
3090 for (i = start_register; i < count + start_register; ++i)
3091 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3093 if (!device->isRecordingState)
3094 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3099 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3100 UINT start_register, int *constants, UINT vector4i_count)
3102 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3104 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3105 device, start_register, constants, vector4i_count);
3107 if (!constants || start_register >= MAX_CONST_I)
3108 return WINED3DERR_INVALIDCALL;
3110 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3115 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3116 UINT start_register, const float *constants, UINT vector4f_count)
3120 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3121 device, start_register, constants, vector4f_count);
3123 /* Specifically test start_register > limit to catch MAX_UINT overflows
3124 * when adding start_register + vector4f_count. */
3126 || start_register + vector4f_count > device->d3d_pshader_constantF
3127 || start_register > device->d3d_pshader_constantF)
3128 return WINED3DERR_INVALIDCALL;
3130 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3131 constants, vector4f_count * sizeof(float) * 4);
3134 for (i = 0; i < vector4f_count; ++i)
3135 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3136 constants[i * 4], constants[i * 4 + 1],
3137 constants[i * 4 + 2], constants[i * 4 + 3]);
3140 if (!device->isRecordingState)
3142 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3143 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3146 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3147 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3152 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3153 UINT start_register, float *constants, UINT vector4f_count)
3155 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3157 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3158 device, start_register, constants, vector4f_count);
3160 if (!constants || count < 0)
3161 return WINED3DERR_INVALIDCALL;
3163 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3168 /* Context activation is done by the caller. */
3169 /* Do not call while under the GL lock. */
3170 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3171 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3172 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3175 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3176 struct wined3d_viewport vp;
3184 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3186 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3189 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3191 ERR("Source has no position mask\n");
3192 return WINED3DERR_INVALIDCALL;
3195 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3197 static BOOL warned = FALSE;
3199 * The clipping code is not quite correct. Some things need
3200 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3201 * so disable clipping for now.
3202 * (The graphics in Half-Life are broken, and my processvertices
3203 * test crashes with IDirect3DDevice3)
3209 FIXME("Clipping is broken and disabled for now\n");
3215 vertex_size = get_flexible_vertex_size(DestFVF);
3216 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3218 WARN("Failed to map buffer, hr %#x.\n", hr);
3222 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3223 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3224 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3226 TRACE("View mat:\n");
3227 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);
3228 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);
3229 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);
3230 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);
3232 TRACE("Proj mat:\n");
3233 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);
3234 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);
3235 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);
3236 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);
3238 TRACE("World mat:\n");
3239 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);
3240 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);
3241 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);
3242 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);
3244 /* Get the viewport */
3245 wined3d_device_get_viewport(device, &vp);
3246 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3247 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3249 multiply_matrix(&mat,&view_mat,&world_mat);
3250 multiply_matrix(&mat,&proj_mat,&mat);
3252 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3254 for (i = 0; i < dwCount; i+= 1) {
3255 unsigned int tex_index;
3257 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3258 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3259 /* The position first */
3260 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3261 const float *p = (const float *)(element->data.addr + i * element->stride);
3263 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3265 /* Multiplication with world, view and projection matrix */
3266 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);
3267 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);
3268 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);
3269 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);
3271 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3273 /* WARNING: The following things are taken from d3d7 and were not yet checked
3274 * against d3d8 or d3d9!
3277 /* Clipping conditions: From msdn
3279 * A vertex is clipped if it does not match the following requirements
3283 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3285 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3286 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3291 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3292 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3295 /* "Normal" viewport transformation (not clipped)
3296 * 1) The values are divided by rhw
3297 * 2) The y axis is negative, so multiply it with -1
3298 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3299 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3300 * 4) Multiply x with Width/2 and add Width/2
3301 * 5) The same for the height
3302 * 6) Add the viewpoint X and Y to the 2D coordinates and
3303 * The minimum Z value to z
3304 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3306 * Well, basically it's simply a linear transformation into viewport
3318 z *= vp.max_z - vp.min_z;
3320 x += vp.width / 2 + vp.x;
3321 y += vp.height / 2 + vp.y;
3326 /* That vertex got clipped
3327 * Contrary to OpenGL it is not dropped completely, it just
3328 * undergoes a different calculation.
3330 TRACE("Vertex got clipped\n");
3337 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3338 * outside of the main vertex buffer memory. That needs some more
3343 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3346 ( (float *) dest_ptr)[0] = x;
3347 ( (float *) dest_ptr)[1] = y;
3348 ( (float *) dest_ptr)[2] = z;
3349 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3351 dest_ptr += 3 * sizeof(float);
3353 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3354 dest_ptr += sizeof(float);
3357 if (DestFVF & WINED3DFVF_PSIZE)
3358 dest_ptr += sizeof(DWORD);
3360 if (DestFVF & WINED3DFVF_NORMAL)
3362 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3363 const float *normal = (const float *)(element->data.addr + i * element->stride);
3364 /* AFAIK this should go into the lighting information */
3365 FIXME("Didn't expect the destination to have a normal\n");
3366 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3369 if (DestFVF & WINED3DFVF_DIFFUSE)
3371 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3372 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3373 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3375 static BOOL warned = FALSE;
3378 ERR("No diffuse color in source, but destination has one\n");
3382 *( (DWORD *) dest_ptr) = 0xffffffff;
3383 dest_ptr += sizeof(DWORD);
3387 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3391 if (DestFVF & WINED3DFVF_SPECULAR)
3393 /* What's the color value in the feedback buffer? */
3394 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3395 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3396 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3398 static BOOL warned = FALSE;
3401 ERR("No specular color in source, but destination has one\n");
3405 *( (DWORD *) dest_ptr) = 0xFF000000;
3406 dest_ptr += sizeof(DWORD);
3410 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3414 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3416 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3417 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3418 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3420 ERR("No source texture, but destination requests one\n");
3421 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3425 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3430 wined3d_buffer_unmap(dest);
3434 #undef copy_and_next
3436 /* Do not call while under the GL lock. */
3437 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3438 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3439 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3441 struct wined3d_state *state = &device->stateBlock->state;
3442 struct wined3d_stream_info stream_info;
3443 const struct wined3d_gl_info *gl_info;
3444 BOOL streamWasUP = state->user_stream;
3445 struct wined3d_context *context;
3446 struct wined3d_shader *vs;
3450 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3451 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3452 device, src_start_idx, dst_idx, vertex_count,
3453 dst_buffer, declaration, flags, dst_fvf);
3456 FIXME("Output vertex declaration not implemented yet.\n");
3458 /* Need any context to write to the vbo. */
3459 context = context_acquire(device, NULL);
3460 gl_info = context->gl_info;
3462 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3463 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3464 * restore it afterwards. */
3465 vs = state->vertex_shader;
3466 state->vertex_shader = NULL;
3467 state->user_stream = FALSE;
3468 device_stream_info_from_declaration(device, &stream_info);
3469 state->user_stream = streamWasUP;
3470 state->vertex_shader = vs;
3472 /* We can't convert FROM a VBO, and vertex buffers used to source into
3473 * process_vertices() are unlikely to ever be used for drawing. Release
3474 * VBOs in those buffers and fix up the stream_info structure.
3476 * Also apply the start index. */
3477 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3479 struct wined3d_stream_info_element *e;
3481 if (!(stream_info.use_map & (1 << i)))
3484 e = &stream_info.elements[i];
3485 if (e->data.buffer_object)
3487 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3488 e->data.buffer_object = 0;
3489 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3491 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3492 vb->buffer_object = 0;
3496 e->data.addr += e->stride * src_start_idx;
3499 hr = process_vertices_strided(device, dst_idx, vertex_count,
3500 &stream_info, dst_buffer, flags, dst_fvf);
3502 context_release(context);
3507 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3508 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3510 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3513 TRACE("device %p, stage %u, state %s, value %#x.\n",
3514 device, stage, debug_d3dtexturestate(state), value);
3516 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3518 WARN("Invalid state %#x passed.\n", state);
3522 if (stage >= gl_info->limits.texture_stages)
3524 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3525 stage, gl_info->limits.texture_stages - 1);
3529 old_value = device->updateStateBlock->state.texture_states[stage][state];
3530 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3531 device->updateStateBlock->state.texture_states[stage][state] = value;
3533 if (device->isRecordingState)
3535 TRACE("Recording... not performing anything.\n");
3539 /* Checked after the assignments to allow proper stateblock recording. */
3540 if (old_value == value)
3542 TRACE("Application is setting the old value over, nothing to do.\n");
3546 if (stage > device->stateBlock->state.lowest_disabled_stage
3547 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3548 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3550 /* Colorop change above lowest disabled stage? That won't change
3551 * anything in the GL setup. Changes in other states are important on
3552 * disabled stages too. */
3556 if (state == WINED3D_TSS_COLOR_OP)
3560 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3562 /* Previously enabled stage disabled now. Make sure to dirtify
3563 * all enabled stages above stage, they have to be disabled.
3565 * The current stage is dirtified below. */
3566 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3568 TRACE("Additionally dirtifying stage %u.\n", i);
3569 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3571 device->stateBlock->state.lowest_disabled_stage = stage;
3572 TRACE("New lowest disabled: %u.\n", stage);
3574 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3576 /* Previously disabled stage enabled. Stages above it may need
3577 * enabling. Stage must be lowest_disabled_stage here, if it's
3578 * bigger success is returned above, and stages below the lowest
3579 * disabled stage can't be enabled (because they are enabled
3582 * Again stage stage doesn't need to be dirtified here, it is
3584 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3586 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3588 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3589 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3591 device->stateBlock->state.lowest_disabled_stage = i;
3592 TRACE("New lowest disabled: %u.\n", i);
3596 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3601 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3602 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3604 TRACE("device %p, stage %u, state %s, value %p.\n",
3605 device, stage, debug_d3dtexturestate(state), value);
3607 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3609 WARN("Invalid state %#x passed.\n", state);
3613 *value = device->updateStateBlock->state.texture_states[stage][state];
3614 TRACE("Returning %#x.\n", *value);
3619 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3620 UINT stage, struct wined3d_texture *texture)
3622 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3623 struct wined3d_texture *prev;
3625 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3627 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3628 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3630 /* Windows accepts overflowing this array... we do not. */
3631 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3633 WARN("Ignoring invalid stage %u.\n", stage);
3637 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3639 WARN("Rejecting attempt to set scratch texture.\n");
3640 return WINED3DERR_INVALIDCALL;
3643 device->updateStateBlock->changed.textures |= 1 << stage;
3645 prev = device->updateStateBlock->state.textures[stage];
3646 TRACE("Previous texture %p.\n", prev);
3648 if (texture == prev)
3650 TRACE("App is setting the same texture again, nothing to do.\n");
3654 TRACE("Setting new texture to %p.\n", texture);
3655 device->updateStateBlock->state.textures[stage] = texture;
3657 if (device->isRecordingState)
3659 TRACE("Recording... not performing anything\n");
3661 if (texture) wined3d_texture_incref(texture);
3662 if (prev) wined3d_texture_decref(prev);
3669 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3671 wined3d_texture_incref(texture);
3673 if (!prev || texture->target != prev->target)
3674 device_invalidate_state(device, STATE_PIXELSHADER);
3676 if (!prev && stage < gl_info->limits.texture_stages)
3678 /* The source arguments for color and alpha ops have different
3679 * meanings when a NULL texture is bound, so the COLOR_OP and
3680 * ALPHA_OP have to be dirtified. */
3681 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3682 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3685 if (bind_count == 1)
3686 texture->sampler = stage;
3691 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3693 wined3d_texture_decref(prev);
3695 if (!texture && stage < gl_info->limits.texture_stages)
3697 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3698 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3701 if (bind_count && prev->sampler == stage)
3705 /* Search for other stages the texture is bound to. Shouldn't
3706 * happen if applications bind textures to a single stage only. */
3707 TRACE("Searching for other stages the texture is bound to.\n");
3708 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3710 if (device->updateStateBlock->state.textures[i] == prev)
3712 TRACE("Texture is also bound to stage %u.\n", i);
3720 device_invalidate_state(device, STATE_SAMPLER(stage));
3725 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3726 UINT stage, struct wined3d_texture **texture)
3728 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3730 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3731 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3733 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3735 WARN("Ignoring invalid stage %u.\n", stage);
3736 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3739 *texture = device->stateBlock->state.textures[stage];
3741 wined3d_texture_incref(*texture);
3743 TRACE("Returning %p.\n", *texture);
3748 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3749 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3751 struct wined3d_swapchain *swapchain;
3754 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3755 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3757 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3760 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3764 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3765 wined3d_swapchain_decref(swapchain);
3768 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3775 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3777 TRACE("device %p, caps %p.\n", device, caps);
3779 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3780 device->create_parms.device_type, caps);
3783 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3784 UINT swapchain_idx, struct wined3d_display_mode *mode)
3786 struct wined3d_swapchain *swapchain;
3789 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3793 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3796 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3797 wined3d_swapchain_decref(swapchain);
3802 const struct wined3d_adapter *adapter = device->adapter;
3804 /* Don't read the real display mode, but return the stored mode
3805 * instead. X11 can't change the color depth, and some apps are
3806 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3807 * that GetDisplayMode still returns 24 bpp.
3809 * Also don't relay to the swapchain because with ddraw it's possible
3810 * that there isn't a swapchain at all. */
3811 mode->width = adapter->screen_size.cx;
3812 mode->height = adapter->screen_size.cy;
3813 mode->format_id = adapter->screen_format;
3814 mode->refresh_rate = 0;
3821 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3823 struct wined3d_stateblock *stateblock;
3826 TRACE("device %p.\n", device);
3828 if (device->isRecordingState)
3829 return WINED3DERR_INVALIDCALL;
3831 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3835 wined3d_stateblock_decref(device->updateStateBlock);
3836 device->updateStateBlock = stateblock;
3837 device->isRecordingState = TRUE;
3839 TRACE("Recording stateblock %p.\n", stateblock);
3844 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3845 struct wined3d_stateblock **stateblock)
3847 struct wined3d_stateblock *object = device->updateStateBlock;
3849 TRACE("device %p, stateblock %p.\n", device, stateblock);
3851 if (!device->isRecordingState)
3853 WARN("Not recording.\n");
3855 return WINED3DERR_INVALIDCALL;
3858 stateblock_init_contained_states(object);
3860 *stateblock = object;
3861 device->isRecordingState = FALSE;
3862 device->updateStateBlock = device->stateBlock;
3863 wined3d_stateblock_incref(device->updateStateBlock);
3865 TRACE("Returning stateblock %p.\n", *stateblock);
3870 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3872 /* At the moment we have no need for any functionality at the beginning
3874 TRACE("device %p.\n", device);
3876 if (device->inScene)
3878 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3879 return WINED3DERR_INVALIDCALL;
3881 device->inScene = TRUE;
3885 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3887 struct wined3d_context *context;
3889 TRACE("device %p.\n", device);
3891 if (!device->inScene)
3893 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3894 return WINED3DERR_INVALIDCALL;
3897 context = context_acquire(device, NULL);
3898 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3900 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3902 context_release(context);
3904 device->inScene = FALSE;
3908 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3909 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3913 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3914 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3915 dst_window_override, dirty_region);
3917 for (i = 0; i < device->swapchain_count; ++i)
3919 wined3d_swapchain_present(device->swapchains[i], src_rect,
3920 dst_rect, dst_window_override, dirty_region, 0);
3926 /* Do not call while under the GL lock. */
3927 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3928 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3932 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3933 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3935 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3937 struct wined3d_surface *ds = device->fb.depth_stencil;
3940 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3941 /* TODO: What about depth stencil buffers without stencil bits? */
3942 return WINED3DERR_INVALIDCALL;
3944 else if (flags & WINED3DCLEAR_TARGET)
3946 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3947 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3949 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3955 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3956 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3957 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3962 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3963 enum wined3d_primitive_type primitive_type)
3965 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3967 device->updateStateBlock->changed.primitive_type = TRUE;
3968 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3971 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3972 enum wined3d_primitive_type *primitive_type)
3974 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3976 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3978 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3981 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3983 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3985 if (!device->stateBlock->state.vertex_declaration)
3987 WARN("Called without a valid vertex declaration set.\n");
3988 return WINED3DERR_INVALIDCALL;
3991 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3992 if (device->stateBlock->state.user_stream)
3994 device_invalidate_state(device, STATE_INDEXBUFFER);
3995 device->stateBlock->state.user_stream = FALSE;
3998 if (device->stateBlock->state.load_base_vertex_index)
4000 device->stateBlock->state.load_base_vertex_index = 0;
4001 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4004 /* Account for the loading offset due to index buffers. Instead of
4005 * reloading all sources correct it with the startvertex parameter. */
4006 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
4010 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4012 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4014 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4016 if (!device->stateBlock->state.index_buffer)
4018 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4019 * without an index buffer set. (The first time at least...)
4020 * D3D8 simply dies, but I doubt it can do much harm to return
4021 * D3DERR_INVALIDCALL there as well. */
4022 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4023 return WINED3DERR_INVALIDCALL;
4026 if (!device->stateBlock->state.vertex_declaration)
4028 WARN("Called without a valid vertex declaration set.\n");
4029 return WINED3DERR_INVALIDCALL;
4032 if (device->stateBlock->state.user_stream)
4034 device_invalidate_state(device, STATE_INDEXBUFFER);
4035 device->stateBlock->state.user_stream = FALSE;
4038 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4039 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4041 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4042 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4045 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
4050 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4051 const void *stream_data, UINT stream_stride)
4053 struct wined3d_stream_state *stream;
4054 struct wined3d_buffer *vb;
4056 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4057 device, vertex_count, stream_data, stream_stride);
4059 if (!device->stateBlock->state.vertex_declaration)
4061 WARN("Called without a valid vertex declaration set.\n");
4062 return WINED3DERR_INVALIDCALL;
4065 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4066 stream = &device->stateBlock->state.streams[0];
4067 vb = stream->buffer;
4068 stream->buffer = (struct wined3d_buffer *)stream_data;
4070 wined3d_buffer_decref(vb);
4072 stream->stride = stream_stride;
4073 device->stateBlock->state.user_stream = TRUE;
4074 if (device->stateBlock->state.load_base_vertex_index)
4076 device->stateBlock->state.load_base_vertex_index = 0;
4077 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4080 /* TODO: Only mark dirty if drawing from a different UP address */
4081 device_invalidate_state(device, STATE_STREAMSRC);
4083 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4085 /* MSDN specifies stream zero settings must be set to NULL */
4086 stream->buffer = NULL;
4089 /* stream zero settings set to null at end, as per the msdn. No need to
4090 * mark dirty here, the app has to set the new stream sources or use UP
4095 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4096 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4097 const void *stream_data, UINT stream_stride)
4099 struct wined3d_stream_state *stream;
4100 struct wined3d_buffer *vb, *ib;
4102 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4103 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4105 if (!device->stateBlock->state.vertex_declaration)
4107 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4108 return WINED3DERR_INVALIDCALL;
4111 stream = &device->stateBlock->state.streams[0];
4112 vb = stream->buffer;
4113 stream->buffer = (struct wined3d_buffer *)stream_data;
4115 wined3d_buffer_decref(vb);
4117 stream->stride = stream_stride;
4118 device->stateBlock->state.user_stream = TRUE;
4119 device->stateBlock->state.index_format = index_data_format_id;
4121 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4122 device->stateBlock->state.base_vertex_index = 0;
4123 if (device->stateBlock->state.load_base_vertex_index)
4125 device->stateBlock->state.load_base_vertex_index = 0;
4126 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4128 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4129 device_invalidate_state(device, STATE_STREAMSRC);
4130 device_invalidate_state(device, STATE_INDEXBUFFER);
4132 drawPrimitive(device, index_count, 0, TRUE, index_data);
4134 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4135 stream->buffer = NULL;
4137 ib = device->stateBlock->state.index_buffer;
4140 wined3d_buffer_decref(ib);
4141 device->stateBlock->state.index_buffer = NULL;
4143 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4144 * SetStreamSource to specify a vertex buffer
4150 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4151 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4153 /* Mark the state dirty until we have nicer tracking. It's fine to change
4154 * baseVertexIndex because that call is only called by ddraw which does
4155 * not need that value. */
4156 device_invalidate_state(device, STATE_VDECL);
4157 device_invalidate_state(device, STATE_STREAMSRC);
4158 device_invalidate_state(device, STATE_INDEXBUFFER);
4160 device->stateBlock->state.base_vertex_index = 0;
4161 device->up_strided = strided_data;
4162 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4163 device->up_strided = NULL;
4165 /* Invalidate the states again to make sure the values from the stateblock
4166 * are properly applied in the next regular draw. Note that the application-
4167 * provided strided data has ovwritten pretty much the entire vertex and
4168 * and index stream related states */
4169 device_invalidate_state(device, STATE_VDECL);
4170 device_invalidate_state(device, STATE_STREAMSRC);
4171 device_invalidate_state(device, STATE_INDEXBUFFER);
4175 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4176 UINT index_count, const struct wined3d_strided_data *strided_data,
4177 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4179 enum wined3d_format_id prev_idx_format;
4181 /* Mark the state dirty until we have nicer tracking
4182 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4185 device_invalidate_state(device, STATE_VDECL);
4186 device_invalidate_state(device, STATE_STREAMSRC);
4187 device_invalidate_state(device, STATE_INDEXBUFFER);
4189 prev_idx_format = device->stateBlock->state.index_format;
4190 device->stateBlock->state.index_format = index_data_format_id;
4191 device->stateBlock->state.user_stream = TRUE;
4192 device->stateBlock->state.base_vertex_index = 0;
4193 device->up_strided = strided_data;
4194 drawPrimitive(device, index_count, 0, TRUE, index_data);
4195 device->up_strided = NULL;
4196 device->stateBlock->state.index_format = prev_idx_format;
4198 device_invalidate_state(device, STATE_VDECL);
4199 device_invalidate_state(device, STATE_STREAMSRC);
4200 device_invalidate_state(device, STATE_INDEXBUFFER);
4204 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4205 static HRESULT device_update_volume(struct wined3d_device *device,
4206 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4208 struct wined3d_map_desc src;
4209 struct wined3d_map_desc dst;
4212 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4213 device, src_volume, dst_volume);
4215 /* TODO: Implement direct loading into the gl volume instead of using
4216 * memcpy and dirtification to improve loading performance. */
4217 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4218 if (FAILED(hr)) return hr;
4219 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4222 wined3d_volume_unmap(src_volume);
4226 memcpy(dst.data, src.data, dst_volume->resource.size);
4228 hr = wined3d_volume_unmap(dst_volume);
4230 wined3d_volume_unmap(src_volume);
4232 hr = wined3d_volume_unmap(src_volume);
4237 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4238 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4240 enum wined3d_resource_type type;
4241 unsigned int level_count, i;
4244 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4246 /* Verify that the source and destination textures are non-NULL. */
4247 if (!src_texture || !dst_texture)
4249 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4250 return WINED3DERR_INVALIDCALL;
4253 if (src_texture == dst_texture)
4255 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4256 return WINED3DERR_INVALIDCALL;
4259 /* Verify that the source and destination textures are the same type. */
4260 type = src_texture->resource.type;
4261 if (dst_texture->resource.type != type)
4263 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4264 return WINED3DERR_INVALIDCALL;
4267 /* Check that both textures have the identical numbers of levels. */
4268 level_count = wined3d_texture_get_level_count(src_texture);
4269 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4271 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4272 return WINED3DERR_INVALIDCALL;
4275 /* Make sure that the destination texture is loaded. */
4276 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4278 /* Update every surface level of the texture. */
4281 case WINED3D_RTYPE_TEXTURE:
4283 struct wined3d_surface *src_surface;
4284 struct wined3d_surface *dst_surface;
4286 for (i = 0; i < level_count; ++i)
4288 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4289 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4290 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4293 WARN("Failed to update surface, hr %#x.\n", hr);
4300 case WINED3D_RTYPE_CUBE_TEXTURE:
4302 struct wined3d_surface *src_surface;
4303 struct wined3d_surface *dst_surface;
4305 for (i = 0; i < level_count * 6; ++i)
4307 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4308 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4309 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4312 WARN("Failed to update surface, hr %#x.\n", hr);
4319 case WINED3D_RTYPE_VOLUME_TEXTURE:
4321 for (i = 0; i < level_count; ++i)
4323 hr = device_update_volume(device,
4324 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4325 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4328 WARN("Failed to update volume, hr %#x.\n", hr);
4336 FIXME("Unsupported texture type %#x.\n", type);
4337 return WINED3DERR_INVALIDCALL;
4343 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4344 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4346 struct wined3d_swapchain *swapchain;
4349 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4351 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4352 if (FAILED(hr)) return hr;
4354 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4355 wined3d_swapchain_decref(swapchain);
4360 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4362 const struct wined3d_state *state = &device->stateBlock->state;
4363 struct wined3d_texture *texture;
4366 TRACE("device %p, num_passes %p.\n", device, num_passes);
4368 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4370 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4372 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4373 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4375 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4377 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4378 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4381 texture = state->textures[i];
4382 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4384 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4386 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4389 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4391 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4394 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4395 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4397 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4402 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4403 || state->render_states[WINED3D_RS_STENCILENABLE])
4405 struct wined3d_surface *ds = device->fb.depth_stencil;
4406 struct wined3d_surface *target = device->fb.render_targets[0];
4409 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4411 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4412 return WINED3DERR_CONFLICTINGRENDERSTATE;
4416 /* return a sensible default */
4419 TRACE("returning D3D_OK\n");
4423 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4427 TRACE("device %p, software %#x.\n", device, software);
4431 FIXME("device %p, software %#x stub!\n", device, software);
4435 device->softwareVertexProcessing = software;
4440 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4444 TRACE("device %p.\n", device);
4448 TRACE("device %p stub!\n", device);
4452 return device->softwareVertexProcessing;
4455 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4456 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4458 struct wined3d_swapchain *swapchain;
4461 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4462 device, swapchain_idx, raster_status);
4464 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4467 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4471 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4472 wined3d_swapchain_decref(swapchain);
4475 WARN("Failed to get raster status, hr %#x.\n", hr);
4482 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4486 TRACE("device %p, segments %.8e.\n", device, segments);
4488 if (segments != 0.0f)
4492 FIXME("device %p, segments %.8e stub!\n", device, segments);
4500 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4504 TRACE("device %p.\n", device);
4508 FIXME("device %p stub!\n", device);
4515 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4516 struct wined3d_surface *src_surface, const RECT *src_rect,
4517 struct wined3d_surface *dst_surface, const POINT *dst_point)
4519 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4520 device, src_surface, wine_dbgstr_rect(src_rect),
4521 dst_surface, wine_dbgstr_point(dst_point));
4523 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4525 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4526 src_surface, dst_surface);
4527 return WINED3DERR_INVALIDCALL;
4530 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4533 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4534 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4536 struct wined3d_rect_patch *patch;
4537 GLenum old_primitive_type;
4542 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4543 device, handle, num_segs, rect_patch_info);
4545 if (!(handle || rect_patch_info))
4547 /* TODO: Write a test for the return value, thus the FIXME */
4548 FIXME("Both handle and rect_patch_info are NULL.\n");
4549 return WINED3DERR_INVALIDCALL;
4554 i = PATCHMAP_HASHFUNC(handle);
4556 LIST_FOR_EACH(e, &device->patches[i])
4558 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4559 if (patch->Handle == handle)
4568 TRACE("Patch does not exist. Creating a new one\n");
4569 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4570 patch->Handle = handle;
4571 list_add_head(&device->patches[i], &patch->entry);
4573 TRACE("Found existing patch %p\n", patch);
4578 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4579 * attributes we have to tesselate, read back, and draw. This needs a patch
4580 * management structure instance. Create one.
4582 * A possible improvement is to check if a vertex shader is used, and if not directly
4585 FIXME("Drawing an uncached patch. This is slow\n");
4586 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4589 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4590 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4591 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4594 TRACE("Tesselation density or patch info changed, retesselating\n");
4596 if (rect_patch_info)
4597 patch->rect_patch_info = *rect_patch_info;
4599 patch->numSegs[0] = num_segs[0];
4600 patch->numSegs[1] = num_segs[1];
4601 patch->numSegs[2] = num_segs[2];
4602 patch->numSegs[3] = num_segs[3];
4604 hr = tesselate_rectpatch(device, patch);
4607 WARN("Patch tesselation failed.\n");
4609 /* Do not release the handle to store the params of the patch */
4611 HeapFree(GetProcessHeap(), 0, patch);
4617 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4618 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4619 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4620 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4622 /* Destroy uncached patches */
4625 HeapFree(GetProcessHeap(), 0, patch->mem);
4626 HeapFree(GetProcessHeap(), 0, patch);
4631 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4632 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4634 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4635 device, handle, segment_count, patch_info);
4640 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4642 struct wined3d_rect_patch *patch;
4646 TRACE("device %p, handle %#x.\n", device, handle);
4648 i = PATCHMAP_HASHFUNC(handle);
4649 LIST_FOR_EACH(e, &device->patches[i])
4651 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4652 if (patch->Handle == handle)
4654 TRACE("Deleting patch %p\n", patch);
4655 list_remove(&patch->entry);
4656 HeapFree(GetProcessHeap(), 0, patch->mem);
4657 HeapFree(GetProcessHeap(), 0, patch);
4662 /* TODO: Write a test for the return value */
4663 FIXME("Attempt to destroy nonexistent patch\n");
4664 return WINED3DERR_INVALIDCALL;
4667 /* Do not call while under the GL lock. */
4668 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4669 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4673 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4674 device, surface, wine_dbgstr_rect(rect),
4675 color->r, color->g, color->b, color->a);
4677 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4679 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4680 return WINED3DERR_INVALIDCALL;
4685 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4689 return surface_color_fill(surface, rect, color);
4692 /* Do not call while under the GL lock. */
4693 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4694 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4696 struct wined3d_resource *resource;
4700 resource = rendertarget_view->resource;
4701 if (resource->type != WINED3D_RTYPE_SURFACE)
4703 FIXME("Only supported on surface resources\n");
4707 SetRect(&rect, 0, 0, resource->width, resource->height);
4708 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4709 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4712 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4713 UINT render_target_idx, struct wined3d_surface **render_target)
4715 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4716 device, render_target_idx, render_target);
4718 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4720 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4721 return WINED3DERR_INVALIDCALL;
4724 *render_target = device->fb.render_targets[render_target_idx];
4725 TRACE("Returning render target %p.\n", *render_target);
4727 if (!*render_target)
4728 return WINED3DERR_NOTFOUND;
4730 wined3d_surface_incref(*render_target);
4735 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4736 struct wined3d_surface **depth_stencil)
4738 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4740 *depth_stencil = device->fb.depth_stencil;
4741 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4743 if (!*depth_stencil)
4744 return WINED3DERR_NOTFOUND;
4746 wined3d_surface_incref(*depth_stencil);
4751 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4752 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4754 struct wined3d_surface *prev;
4756 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4757 device, render_target_idx, render_target, set_viewport);
4759 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4761 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4762 return WINED3DERR_INVALIDCALL;
4765 prev = device->fb.render_targets[render_target_idx];
4766 if (render_target == prev)
4768 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4772 /* Render target 0 can't be set to NULL. */
4773 if (!render_target && !render_target_idx)
4775 WARN("Trying to set render target 0 to NULL.\n");
4776 return WINED3DERR_INVALIDCALL;
4779 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4781 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4782 return WINED3DERR_INVALIDCALL;
4786 wined3d_surface_incref(render_target);
4787 device->fb.render_targets[render_target_idx] = render_target;
4788 /* Release after the assignment, to prevent device_resource_released()
4789 * from seeing the surface as still in use. */
4791 wined3d_surface_decref(prev);
4793 /* Render target 0 is special. */
4794 if (!render_target_idx && set_viewport)
4796 /* Set the viewport and scissor rectangles, if requested. Tests show
4797 * that stateblock recording is ignored, the change goes directly
4798 * into the primary stateblock. */
4799 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4800 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4801 device->stateBlock->state.viewport.x = 0;
4802 device->stateBlock->state.viewport.y = 0;
4803 device->stateBlock->state.viewport.max_z = 1.0f;
4804 device->stateBlock->state.viewport.min_z = 0.0f;
4805 device_invalidate_state(device, STATE_VIEWPORT);
4807 device->stateBlock->state.scissor_rect.top = 0;
4808 device->stateBlock->state.scissor_rect.left = 0;
4809 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4810 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4811 device_invalidate_state(device, STATE_SCISSORRECT);
4814 device_invalidate_state(device, STATE_FRAMEBUFFER);
4819 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4821 struct wined3d_surface *prev = device->fb.depth_stencil;
4823 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4824 device, depth_stencil, prev);
4826 if (prev == depth_stencil)
4828 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4834 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4835 || prev->flags & SFLAG_DISCARD)
4837 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4838 prev->resource.width, prev->resource.height);
4839 if (prev == device->onscreen_depth_stencil)
4841 wined3d_surface_decref(device->onscreen_depth_stencil);
4842 device->onscreen_depth_stencil = NULL;
4847 device->fb.depth_stencil = depth_stencil;
4849 wined3d_surface_incref(depth_stencil);
4851 if (!prev != !depth_stencil)
4853 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4854 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4855 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4856 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4857 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4859 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4861 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4864 wined3d_surface_decref(prev);
4866 device_invalidate_state(device, STATE_FRAMEBUFFER);
4871 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4872 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4874 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4875 device, x_hotspot, y_hotspot, cursor_image);
4877 /* some basic validation checks */
4878 if (device->cursorTexture)
4880 struct wined3d_context *context = context_acquire(device, NULL);
4882 glDeleteTextures(1, &device->cursorTexture);
4884 context_release(context);
4885 device->cursorTexture = 0;
4890 struct wined3d_map_desc map_desc;
4892 /* MSDN: Cursor must be A8R8G8B8 */
4893 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4895 WARN("surface %p has an invalid format.\n", cursor_image);
4896 return WINED3DERR_INVALIDCALL;
4899 /* MSDN: Cursor must be smaller than the display mode */
4900 if (cursor_image->resource.width > device->adapter->screen_size.cx
4901 || cursor_image->resource.height > device->adapter->screen_size.cy)
4903 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4904 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4905 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4906 return WINED3DERR_INVALIDCALL;
4909 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4911 /* Do not store the surface's pointer because the application may
4912 * release it after setting the cursor image. Windows doesn't
4913 * addref the set surface, so we can't do this either without
4914 * creating circular refcount dependencies. Copy out the gl texture
4916 device->cursorWidth = cursor_image->resource.width;
4917 device->cursorHeight = cursor_image->resource.height;
4918 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY)))
4920 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4921 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4922 struct wined3d_context *context;
4923 char *mem, *bits = map_desc.data;
4924 GLint intfmt = format->glInternal;
4925 GLint gl_format = format->glFormat;
4926 GLint type = format->glType;
4927 INT height = device->cursorHeight;
4928 INT width = device->cursorWidth;
4929 INT bpp = format->byte_count;
4932 /* Reformat the texture memory (pitch and width can be
4934 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4935 for (i = 0; i < height; ++i)
4936 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4937 wined3d_surface_unmap(cursor_image);
4939 context = context_acquire(device, NULL);
4943 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4945 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4946 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4949 invalidate_active_texture(device, context);
4950 /* Create a new cursor texture */
4951 glGenTextures(1, &device->cursorTexture);
4952 checkGLcall("glGenTextures");
4953 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4954 /* Copy the bitmap memory into the cursor texture */
4955 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4956 checkGLcall("glTexImage2D");
4957 HeapFree(GetProcessHeap(), 0, mem);
4959 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4961 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4962 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4967 context_release(context);
4971 FIXME("A cursor texture was not returned.\n");
4972 device->cursorTexture = 0;
4975 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4977 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4978 ICONINFO cursorInfo;
4982 /* 32-bit user32 cursors ignore the alpha channel if it's all
4983 * zeroes, and use the mask instead. Fill the mask with all ones
4984 * to ensure we still get a fully transparent cursor. */
4985 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4986 memset(maskBits, 0xff, mask_size);
4987 wined3d_surface_map(cursor_image, &map_desc, NULL,
4988 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
4989 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4991 cursorInfo.fIcon = FALSE;
4992 cursorInfo.xHotspot = x_hotspot;
4993 cursorInfo.yHotspot = y_hotspot;
4994 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4996 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4997 1, 32, map_desc.data);
4998 wined3d_surface_unmap(cursor_image);
4999 /* Create our cursor and clean up. */
5000 cursor = CreateIconIndirect(&cursorInfo);
5001 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5002 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5003 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5004 device->hardwareCursor = cursor;
5005 if (device->bCursorVisible) SetCursor( cursor );
5006 HeapFree(GetProcessHeap(), 0, maskBits);
5010 device->xHotSpot = x_hotspot;
5011 device->yHotSpot = y_hotspot;
5015 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5016 int x_screen_space, int y_screen_space, DWORD flags)
5018 TRACE("device %p, x %d, y %d, flags %#x.\n",
5019 device, x_screen_space, y_screen_space, flags);
5021 device->xScreenSpace = x_screen_space;
5022 device->yScreenSpace = y_screen_space;
5024 if (device->hardwareCursor)
5028 GetCursorPos( &pt );
5029 if (x_screen_space == pt.x && y_screen_space == pt.y)
5031 SetCursorPos( x_screen_space, y_screen_space );
5033 /* Switch to the software cursor if position diverges from the hardware one. */
5034 GetCursorPos( &pt );
5035 if (x_screen_space != pt.x || y_screen_space != pt.y)
5037 if (device->bCursorVisible) SetCursor( NULL );
5038 DestroyCursor( device->hardwareCursor );
5039 device->hardwareCursor = 0;
5044 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5046 BOOL oldVisible = device->bCursorVisible;
5048 TRACE("device %p, show %#x.\n", device, show);
5051 * When ShowCursor is first called it should make the cursor appear at the OS's last
5052 * known cursor position.
5054 if (show && !oldVisible)
5058 device->xScreenSpace = pt.x;
5059 device->yScreenSpace = pt.y;
5062 if (device->hardwareCursor)
5064 device->bCursorVisible = show;
5066 SetCursor(device->hardwareCursor);
5072 if (device->cursorTexture)
5073 device->bCursorVisible = show;
5079 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5081 struct wined3d_resource *resource, *cursor;
5083 TRACE("device %p.\n", device);
5085 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5087 TRACE("Checking resource %p for eviction.\n", resource);
5089 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5091 TRACE("Evicting %p.\n", resource);
5092 resource->resource_ops->resource_unload(resource);
5096 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5097 device_invalidate_state(device, STATE_STREAMSRC);
5100 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5101 const struct wined3d_swapchain_desc *swapchain_desc)
5103 struct wined3d_display_mode m;
5107 /* All Windowed modes are supported, as is leaving the current mode */
5108 if (swapchain_desc->windowed)
5110 if (!swapchain_desc->backbuffer_width)
5112 if (!swapchain_desc->backbuffer_height)
5115 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5116 for (i = 0; i < count; ++i)
5118 memset(&m, 0, sizeof(m));
5119 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5121 ERR("Failed to enumerate adapter mode.\n");
5122 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5123 /* Mode found, it is supported. */
5126 /* Mode not found -> not supported */
5130 /* Do not call while under the GL lock. */
5131 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5133 struct wined3d_resource *resource, *cursor;
5134 const struct wined3d_gl_info *gl_info;
5135 struct wined3d_context *context;
5136 struct wined3d_shader *shader;
5138 context = context_acquire(device, NULL);
5139 gl_info = context->gl_info;
5141 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5143 TRACE("Unloading resource %p.\n", resource);
5145 resource->resource_ops->resource_unload(resource);
5148 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5150 device->shader_backend->shader_destroy(shader);
5154 if (device->depth_blt_texture)
5156 glDeleteTextures(1, &device->depth_blt_texture);
5157 device->depth_blt_texture = 0;
5159 if (device->cursorTexture)
5161 glDeleteTextures(1, &device->cursorTexture);
5162 device->cursorTexture = 0;
5166 device->blitter->free_private(device);
5167 device->frag_pipe->free_private(device);
5168 device->shader_backend->shader_free_private(device);
5169 destroy_dummy_textures(device, gl_info);
5171 context_release(context);
5173 while (device->context_count)
5175 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5178 HeapFree(GetProcessHeap(), 0, swapchain->context);
5179 swapchain->context = NULL;
5182 /* Do not call while under the GL lock. */
5183 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5185 struct wined3d_context *context;
5186 struct wined3d_surface *target;
5189 /* Recreate the primary swapchain's context */
5190 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5191 if (!swapchain->context)
5193 ERR("Failed to allocate memory for swapchain context array.\n");
5194 return E_OUTOFMEMORY;
5197 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5198 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5200 WARN("Failed to create context.\n");
5201 HeapFree(GetProcessHeap(), 0, swapchain->context);
5205 swapchain->context[0] = context;
5206 swapchain->num_contexts = 1;
5207 create_dummy_textures(device, context);
5208 context_release(context);
5210 hr = device->shader_backend->shader_alloc_private(device);
5213 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5217 hr = device->frag_pipe->alloc_private(device);
5220 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5221 device->shader_backend->shader_free_private(device);
5225 hr = device->blitter->alloc_private(device);
5228 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5229 device->frag_pipe->free_private(device);
5230 device->shader_backend->shader_free_private(device);
5237 context_acquire(device, NULL);
5238 destroy_dummy_textures(device, context->gl_info);
5239 context_release(context);
5240 context_destroy(device, context);
5241 HeapFree(GetProcessHeap(), 0, swapchain->context);
5242 swapchain->num_contexts = 0;
5246 /* Do not call while under the GL lock. */
5247 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5248 const struct wined3d_swapchain_desc *swapchain_desc,
5249 wined3d_device_reset_cb callback)
5251 struct wined3d_resource *resource, *cursor;
5252 struct wined3d_swapchain *swapchain;
5253 struct wined3d_display_mode mode;
5254 BOOL DisplayModeChanged = FALSE;
5255 BOOL update_desc = FALSE;
5258 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5260 stateblock_unbind_resources(device->stateBlock);
5262 if (device->onscreen_depth_stencil)
5264 wined3d_surface_decref(device->onscreen_depth_stencil);
5265 device->onscreen_depth_stencil = NULL;
5268 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5270 TRACE("Enumerating resource %p.\n", resource);
5271 if (FAILED(hr = callback(resource)))
5275 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5278 ERR("Failed to get the first implicit swapchain\n");
5282 if (!is_display_mode_supported(device, swapchain_desc))
5284 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5285 WARN("Requested mode: %ux%u.\n",
5286 swapchain_desc->backbuffer_width,
5287 swapchain_desc->backbuffer_height);
5288 wined3d_swapchain_decref(swapchain);
5289 return WINED3DERR_INVALIDCALL;
5292 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5293 * on an existing gl context, so there's no real need for recreation.
5295 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5297 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5299 TRACE("New params:\n");
5300 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5301 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5302 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5303 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5304 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5305 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5306 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5307 TRACE("device_window %p\n", swapchain_desc->device_window);
5308 TRACE("windowed %#x\n", swapchain_desc->windowed);
5309 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5310 if (swapchain_desc->enable_auto_depth_stencil)
5311 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5312 TRACE("flags %#x\n", swapchain_desc->flags);
5313 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5314 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5315 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5317 /* No special treatment of these parameters. Just store them */
5318 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5319 swapchain->desc.flags = swapchain_desc->flags;
5320 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5321 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5323 /* What to do about these? */
5324 if (swapchain_desc->backbuffer_count
5325 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5326 FIXME("Cannot change the back buffer count yet.\n");
5328 if (swapchain_desc->device_window
5329 && swapchain_desc->device_window != swapchain->desc.device_window)
5331 TRACE("Changing the device window from %p to %p.\n",
5332 swapchain->desc.device_window, swapchain_desc->device_window);
5333 swapchain->desc.device_window = swapchain_desc->device_window;
5334 swapchain->device_window = swapchain_desc->device_window;
5335 wined3d_swapchain_set_window(swapchain, NULL);
5338 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5342 TRACE("Creating the depth stencil buffer\n");
5344 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5345 swapchain_desc->backbuffer_width,
5346 swapchain_desc->backbuffer_height,
5347 swapchain_desc->auto_depth_stencil_format,
5348 swapchain_desc->multisample_type,
5349 swapchain_desc->multisample_quality,
5351 &device->auto_depth_stencil);
5354 ERR("Failed to create the depth stencil buffer.\n");
5355 wined3d_swapchain_decref(swapchain);
5356 return WINED3DERR_INVALIDCALL;
5360 if (device->onscreen_depth_stencil)
5362 wined3d_surface_decref(device->onscreen_depth_stencil);
5363 device->onscreen_depth_stencil = NULL;
5366 /* Reset the depth stencil */
5367 if (swapchain_desc->enable_auto_depth_stencil)
5368 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5370 wined3d_device_set_depth_stencil(device, NULL);
5372 TRACE("Resetting stateblock\n");
5373 wined3d_stateblock_decref(device->updateStateBlock);
5374 wined3d_stateblock_decref(device->stateBlock);
5376 if (swapchain_desc->windowed)
5378 mode.width = swapchain->orig_width;
5379 mode.height = swapchain->orig_height;
5380 mode.refresh_rate = 0;
5381 mode.format_id = swapchain->desc.backbuffer_format;
5385 mode.width = swapchain_desc->backbuffer_width;
5386 mode.height = swapchain_desc->backbuffer_height;
5387 mode.refresh_rate = swapchain_desc->refresh_rate;
5388 mode.format_id = swapchain_desc->backbuffer_format;
5391 /* Should Width == 800 && Height == 0 set 800x600? */
5392 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5393 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5394 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5396 if (!swapchain_desc->windowed)
5397 DisplayModeChanged = TRUE;
5399 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5400 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5404 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5405 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5407 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5411 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5412 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5414 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5415 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5423 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5424 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5425 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5428 wined3d_swapchain_decref(swapchain);
5432 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5434 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5435 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5436 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5439 wined3d_swapchain_decref(swapchain);
5443 if (device->auto_depth_stencil)
5445 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5446 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5447 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5450 wined3d_swapchain_decref(swapchain);
5456 if (device->d3d_initialized)
5457 delete_opengl_contexts(device, swapchain);
5459 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5460 || DisplayModeChanged)
5462 wined3d_device_set_display_mode(device, 0, &mode);
5464 if (!swapchain_desc->windowed)
5466 if (swapchain->desc.windowed)
5468 HWND focus_window = device->create_parms.focus_window;
5470 focus_window = swapchain_desc->device_window;
5471 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5473 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5474 wined3d_swapchain_decref(swapchain);
5478 /* switch from windowed to fs */
5479 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5480 swapchain_desc->backbuffer_width,
5481 swapchain_desc->backbuffer_height);
5485 /* Fullscreen -> fullscreen mode change */
5486 MoveWindow(swapchain->device_window, 0, 0,
5487 swapchain_desc->backbuffer_width,
5488 swapchain_desc->backbuffer_height,
5492 else if (!swapchain->desc.windowed)
5494 /* Fullscreen -> windowed switch */
5495 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5496 wined3d_device_release_focus_window(device);
5498 swapchain->desc.windowed = swapchain_desc->windowed;
5500 else if (!swapchain_desc->windowed)
5502 DWORD style = device->style;
5503 DWORD exStyle = device->exStyle;
5504 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5505 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5506 * Reset to clear up their mess. Guild Wars also loses the device during that.
5509 device->exStyle = 0;
5510 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5511 swapchain_desc->backbuffer_width,
5512 swapchain_desc->backbuffer_height);
5513 device->style = style;
5514 device->exStyle = exStyle;
5517 /* Note: No parent needed for initial internal stateblock */
5518 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5520 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5522 TRACE("Created stateblock %p.\n", device->stateBlock);
5523 device->updateStateBlock = device->stateBlock;
5524 wined3d_stateblock_incref(device->updateStateBlock);
5526 stateblock_init_default_state(device->stateBlock);
5528 swapchain_update_render_to_fbo(swapchain);
5529 swapchain_update_draw_bindings(swapchain);
5531 if (device->d3d_initialized)
5532 hr = create_primary_opengl_context(device, swapchain);
5533 wined3d_swapchain_decref(swapchain);
5535 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5541 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5543 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5545 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5551 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5552 struct wined3d_device_creation_parameters *parameters)
5554 TRACE("device %p, parameters %p.\n", device, parameters);
5556 *parameters = device->create_parms;
5560 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5561 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5563 struct wined3d_swapchain *swapchain;
5565 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5566 device, swapchain_idx, flags, ramp);
5568 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5570 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5571 wined3d_swapchain_decref(swapchain);
5575 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5576 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5578 struct wined3d_swapchain *swapchain;
5580 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5581 device, swapchain_idx, ramp);
5583 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5585 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5586 wined3d_swapchain_decref(swapchain);
5590 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5592 TRACE("device %p, resource %p.\n", device, resource);
5594 list_add_head(&device->resources, &resource->resource_list_entry);
5597 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5599 TRACE("device %p, resource %p.\n", device, resource);
5601 list_remove(&resource->resource_list_entry);
5604 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5606 enum wined3d_resource_type type = resource->type;
5609 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5611 context_resource_released(device, resource, type);
5615 case WINED3D_RTYPE_SURFACE:
5617 struct wined3d_surface *surface = surface_from_resource(resource);
5619 if (!device->d3d_initialized) break;
5621 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5623 if (device->fb.render_targets[i] == surface)
5625 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5626 device->fb.render_targets[i] = NULL;
5630 if (device->fb.depth_stencil == surface)
5632 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5633 device->fb.depth_stencil = NULL;
5638 case WINED3D_RTYPE_TEXTURE:
5639 case WINED3D_RTYPE_CUBE_TEXTURE:
5640 case WINED3D_RTYPE_VOLUME_TEXTURE:
5641 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5643 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5645 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5647 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5648 texture, device->stateBlock, i);
5649 device->stateBlock->state.textures[i] = NULL;
5652 if (device->updateStateBlock != device->stateBlock
5653 && device->updateStateBlock->state.textures[i] == texture)
5655 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5656 texture, device->updateStateBlock, i);
5657 device->updateStateBlock->state.textures[i] = NULL;
5662 case WINED3D_RTYPE_BUFFER:
5664 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5666 for (i = 0; i < MAX_STREAMS; ++i)
5668 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5670 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5671 buffer, device->stateBlock, i);
5672 device->stateBlock->state.streams[i].buffer = NULL;
5675 if (device->updateStateBlock != device->stateBlock
5676 && device->updateStateBlock->state.streams[i].buffer == buffer)
5678 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5679 buffer, device->updateStateBlock, i);
5680 device->updateStateBlock->state.streams[i].buffer = NULL;
5685 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5687 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5688 buffer, device->stateBlock);
5689 device->stateBlock->state.index_buffer = NULL;
5692 if (device->updateStateBlock != device->stateBlock
5693 && device->updateStateBlock->state.index_buffer == buffer)
5695 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5696 buffer, device->updateStateBlock);
5697 device->updateStateBlock->state.index_buffer = NULL;
5706 /* Remove the resource from the resourceStore */
5707 device_resource_remove(device, resource);
5709 TRACE("Resource released.\n");
5712 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5713 HDC dc, struct wined3d_surface **surface)
5715 struct wined3d_resource *resource;
5717 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5720 return WINED3DERR_INVALIDCALL;
5722 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5724 if (resource->type == WINED3D_RTYPE_SURFACE)
5726 struct wined3d_surface *s = surface_from_resource(resource);
5730 TRACE("Found surface %p for dc %p.\n", s, dc);
5737 return WINED3DERR_INVALIDCALL;
5740 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5741 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5742 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5744 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5745 const struct fragment_pipeline *fragment_pipeline;
5746 struct wined3d_display_mode mode;
5747 struct shader_caps shader_caps;
5748 struct fragment_caps ffp_caps;
5753 device->wined3d = wined3d;
5754 wined3d_incref(device->wined3d);
5755 device->adapter = wined3d->adapter_count ? adapter : NULL;
5756 device->device_parent = device_parent;
5757 list_init(&device->resources);
5758 list_init(&device->shaders);
5759 device->surface_alignment = surface_alignment;
5761 /* Get the initial screen setup for ddraw. */
5762 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5765 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5766 wined3d_decref(device->wined3d);
5769 adapter->screen_size.cx = mode.width;
5770 adapter->screen_size.cy = mode.height;
5771 adapter->screen_format = mode.format_id;
5773 /* Save the creation parameters. */
5774 device->create_parms.adapter_idx = adapter_idx;
5775 device->create_parms.device_type = device_type;
5776 device->create_parms.focus_window = focus_window;
5777 device->create_parms.flags = flags;
5779 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5781 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5782 device->shader_backend = adapter->shader_backend;
5784 if (device->shader_backend)
5786 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5787 device->vshader_version = shader_caps.VertexShaderVersion;
5788 device->pshader_version = shader_caps.PixelShaderVersion;
5789 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5790 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5791 device->vs_clipping = shader_caps.VSClipping;
5793 fragment_pipeline = adapter->fragment_pipe;
5794 device->frag_pipe = fragment_pipeline;
5795 if (fragment_pipeline)
5797 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5798 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5800 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5801 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5804 ERR("Failed to compile state table, hr %#x.\n", hr);
5805 wined3d_decref(device->wined3d);
5809 device->blitter = adapter->blitter;
5811 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5814 WARN("Failed to create stateblock.\n");
5815 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5817 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5819 wined3d_decref(device->wined3d);
5823 TRACE("Created stateblock %p.\n", device->stateBlock);
5824 device->updateStateBlock = device->stateBlock;
5825 wined3d_stateblock_incref(device->updateStateBlock);
5831 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5833 DWORD rep = device->StateTable[state].representative;
5834 struct wined3d_context *context;
5839 for (i = 0; i < device->context_count; ++i)
5841 context = device->contexts[i];
5842 if(isStateDirty(context, rep)) continue;
5844 context->dirtyArray[context->numDirtyEntries++] = rep;
5845 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5846 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5847 context->isStateDirty[idx] |= (1 << shift);
5851 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5853 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5854 *width = context->current_rt->pow2Width;
5855 *height = context->current_rt->pow2Height;
5858 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5860 const struct wined3d_swapchain *swapchain = context->swapchain;
5861 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5862 * current context's drawable, which is the size of the back buffer of the swapchain
5863 * the active context belongs to. */
5864 *width = swapchain->desc.backbuffer_width;
5865 *height = swapchain->desc.backbuffer_height;
5868 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5869 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5871 if (device->filter_messages)
5873 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5874 window, message, wparam, lparam);
5876 return DefWindowProcW(window, message, wparam, lparam);
5878 return DefWindowProcA(window, message, wparam, lparam);
5881 if (message == WM_DESTROY)
5883 TRACE("unregister window %p.\n", window);
5884 wined3d_unregister_window(window);
5886 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5887 ERR("Window %p is not the focus window for device %p.\n", window, device);
5889 else if (message == WM_DISPLAYCHANGE)
5891 device->device_parent->ops->mode_changed(device->device_parent);
5895 return CallWindowProcW(proc, window, message, wparam, lparam);
5897 return CallWindowProcA(proc, window, message, wparam, lparam);