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 WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_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 float 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(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_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,
175 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
181 stream_info->use_map = 0;
182 stream_info->swizzle_map = 0;
184 /* Check for transformed vertices, disable vertex shader if present. */
185 stream_info->position_transformed = declaration->position_transformed;
186 if (declaration->position_transformed) use_vshader = FALSE;
188 /* Translate the declaration into strided data. */
189 for (i = 0; i < declaration->element_count; ++i)
191 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
192 struct wined3d_buffer *buffer = device->stateBlock->state.streams[element->input_slot].buffer;
193 GLuint buffer_object = 0;
194 const BYTE *data = NULL;
199 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
200 element, i + 1, declaration->element_count);
202 if (!buffer) continue;
204 stride = device->stateBlock->state.streams[element->input_slot].stride;
205 if (device->stateBlock->state.user_stream)
207 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
209 data = (BYTE *)buffer;
213 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
214 data = buffer_get_memory(buffer, &device->adapter->gl_info, &buffer_object);
216 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
217 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
218 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
219 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
220 * not, drawStridedSlow is needed, including a vertex buffer path. */
221 if (device->stateBlock->state.load_base_vertex_index < 0)
223 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
224 device->stateBlock->state.load_base_vertex_index);
226 data = buffer_get_sysmem(buffer, &device->adapter->gl_info);
227 if ((UINT_PTR)data < -device->stateBlock->state.load_base_vertex_index * stride)
229 FIXME("System memory vertex data load offset is negative!\n");
235 if (buffer_object) *fixup = TRUE;
236 else if (*fixup && !use_vshader
237 && (element->usage == WINED3DDECLUSAGE_COLOR
238 || element->usage == WINED3DDECLUSAGE_POSITIONT))
240 static BOOL warned = FALSE;
243 /* This may be bad with the fixed function pipeline. */
244 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
250 data += element->offset;
252 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
256 if (element->output_slot == ~0U)
258 /* TODO: Assuming vertexdeclarations are usually used with the
259 * same or a similar shader, it might be worth it to store the
260 * last used output slot and try that one first. */
261 stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
262 element->usage, element->usage_idx, &idx);
266 idx = element->output_slot;
272 if (!element->ffp_valid)
274 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
275 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
280 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
286 TRACE("Load %s array %u [usage %s, usage_idx %u, "
287 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
288 use_vshader ? "shader": "fixed function", idx,
289 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
290 element->offset, stride, debug_d3dformat(element->format->id), buffer_object);
292 stream_info->elements[idx].format = element->format;
293 stream_info->elements[idx].stride = stride;
294 stream_info->elements[idx].data = data;
295 stream_info->elements[idx].stream_idx = element->input_slot;
296 stream_info->elements[idx].buffer_object = buffer_object;
298 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
299 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
301 stream_info->swizzle_map |= 1 << idx;
303 stream_info->use_map |= 1 << idx;
307 device->num_buffer_queries = 0;
308 if (!device->stateBlock->state.user_stream)
310 WORD map = stream_info->use_map;
312 /* PreLoad all the vertex buffers. */
313 for (i = 0; map; map >>= 1, ++i)
315 struct wined3d_stream_info_element *element;
316 struct wined3d_buffer *buffer;
318 if (!(map & 1)) continue;
320 element = &stream_info->elements[i];
321 buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
322 wined3d_buffer_preload(buffer);
324 /* If PreLoad dropped the buffer object, update the stream info. */
325 if (buffer->buffer_object != element->buffer_object)
327 element->buffer_object = 0;
328 element->data = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data;
332 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
338 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
340 e->format = wined3d_get_format(gl_info, strided->format);
341 e->stride = strided->dwStride;
342 e->data = strided->lpData;
344 e->buffer_object = 0;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
348 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
352 memset(stream_info, 0, sizeof(*stream_info));
354 if (strided->position.lpData)
355 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
356 if (strided->normal.lpData)
357 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
358 if (strided->diffuse.lpData)
359 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
360 if (strided->specular.lpData)
361 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
363 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
365 if (strided->texCoords[i].lpData)
366 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
367 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
370 stream_info->position_transformed = strided->position_transformed;
372 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
374 if (!stream_info->elements[i].format) continue;
376 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
379 stream_info->swizzle_map |= 1 << i;
381 stream_info->use_map |= 1 << i;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
408 struct wined3d_stream_info *stream_info = &device->strided_streams;
409 const struct wined3d_state *state = &device->stateBlock->state;
412 if (device->up_strided)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
417 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
425 if (state->vertex_shader && !stream_info->position_transformed)
427 if (state->vertex_declaration->half_float_conv_needed && !fixup)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device->useDrawStridedSlow = TRUE;
434 device->useDrawStridedSlow = FALSE;
439 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
440 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
441 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
443 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
445 device->useDrawStridedSlow = TRUE;
449 device->useDrawStridedSlow = FALSE;
454 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
456 struct wined3d_texture *texture;
457 enum WINED3DSRGB srgb;
459 if (!(texture = state->textures[idx])) return;
460 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
461 texture->texture_ops->texture_preload(texture, srgb);
464 void device_preload_textures(struct wined3d_device *device)
466 const struct wined3d_state *state = &device->stateBlock->state;
471 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
473 if (state->vertex_shader->reg_maps.sampler_type[i])
474 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
480 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
482 if (state->pixel_shader->reg_maps.sampler_type[i])
483 device_preload_texture(state, i);
488 WORD ffu_map = device->fixed_function_usage_map;
490 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
493 device_preload_texture(state, i);
498 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
500 struct wined3d_context **new_array;
502 TRACE("Adding context %p.\n", context);
504 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
505 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
506 sizeof(*new_array) * (device->context_count + 1));
510 ERR("Failed to grow the context array.\n");
514 new_array[device->context_count++] = context;
515 device->contexts = new_array;
519 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
521 struct wined3d_context **new_array;
525 TRACE("Removing context %p.\n", context);
527 for (i = 0; i < device->context_count; ++i)
529 if (device->contexts[i] == context)
538 ERR("Context %p doesn't exist in context array.\n", context);
542 if (!--device->context_count)
544 HeapFree(GetProcessHeap(), 0, device->contexts);
545 device->contexts = NULL;
549 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
550 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
553 ERR("Failed to shrink context array. Oh well.\n");
557 device->contexts = new_array;
560 /* Do not call while under the GL lock. */
561 void device_switch_onscreen_ds(struct wined3d_device *device,
562 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
564 if (device->onscreen_depth_stencil)
566 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
567 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
568 device->onscreen_depth_stencil->ds_current_size.cx,
569 device->onscreen_depth_stencil->ds_current_size.cy);
570 wined3d_surface_decref(device->onscreen_depth_stencil);
572 device->onscreen_depth_stencil = depth_stencil;
573 wined3d_surface_incref(device->onscreen_depth_stencil);
576 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
578 /* partial draw rect */
579 if (draw_rect->left || draw_rect->top
580 || draw_rect->right < target->resource.width
581 || draw_rect->bottom < target->resource.height)
584 /* partial clear rect */
585 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
586 || clear_rect->right < target->resource.width
587 || clear_rect->bottom < target->resource.height))
593 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
594 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
596 RECT current_rect, r;
598 if (ds->flags & location)
599 SetRect(¤t_rect, 0, 0,
600 ds->ds_current_size.cx,
601 ds->ds_current_size.cy);
603 SetRectEmpty(¤t_rect);
605 IntersectRect(&r, draw_rect, ¤t_rect);
606 if (EqualRect(&r, draw_rect))
608 /* current_rect ⊇ draw_rect, modify only. */
609 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
613 if (EqualRect(&r, ¤t_rect))
615 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
619 /* Full clear, modify only. */
620 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
624 IntersectRect(&r, draw_rect, clear_rect);
625 if (EqualRect(&r, draw_rect))
627 /* clear_rect ⊇ draw_rect, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
634 surface_load_ds_location(ds, context, location);
635 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
638 /* Do not call while under the GL lock. */
639 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
640 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
641 float depth, DWORD stencil)
643 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
644 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
645 UINT drawable_width, drawable_height;
646 struct wined3d_context *context;
647 GLbitfield clear_mask = 0;
648 BOOL render_offscreen;
651 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
652 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
653 * for the cleared parts, and the untouched parts.
655 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
656 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
657 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
658 * checking all this if the dest surface is in the drawable anyway. */
659 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
661 for (i = 0; i < rt_count; ++i)
663 if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
667 context = context_acquire(device, target);
670 context_release(context);
671 WARN("Invalid context, skipping clear.\n");
675 if (!context_apply_clear_state(context, device, rt_count, fb))
677 context_release(context);
678 WARN("Failed to apply clear state, skipping clear.\n");
684 render_offscreen = context->render_offscreen;
685 target->get_drawable_size(context, &drawable_width, &drawable_height);
689 render_offscreen = TRUE;
690 drawable_width = fb->depth_stencil->pow2Width;
691 drawable_height = fb->depth_stencil->pow2Height;
696 /* Only set the values up once, as they are not changing. */
697 if (flags & WINED3DCLEAR_STENCIL)
699 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
701 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
702 device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
705 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
706 glClearStencil(stencil);
707 checkGLcall("glClearStencil");
708 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
711 if (flags & WINED3DCLEAR_ZBUFFER)
713 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
715 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
718 device_switch_onscreen_ds(device, context, fb->depth_stencil);
721 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
722 surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
724 glDepthMask(GL_TRUE);
725 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
727 checkGLcall("glClearDepth");
728 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
731 if (flags & WINED3DCLEAR_TARGET)
733 for (i = 0; i < rt_count; ++i)
735 if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
738 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
739 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
740 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
741 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
742 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
743 glClearColor(color->r, color->g, color->b, color->a);
744 checkGLcall("glClearColor");
745 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
750 if (render_offscreen)
752 glScissor(draw_rect->left, draw_rect->top,
753 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
757 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
758 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
760 checkGLcall("glScissor");
762 checkGLcall("glClear");
768 /* Now process each rect in turn. */
769 for (i = 0; i < rect_count; ++i)
771 /* Note that GL uses lower left, width/height. */
772 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
774 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
775 wine_dbgstr_rect(&clear_rect[i]),
776 wine_dbgstr_rect(¤t_rect));
778 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
779 * The rectangle is not cleared, no error is returned, but further rectanlges are
780 * still cleared if they are valid. */
781 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
783 TRACE("Rectangle with negative dimensions, ignoring.\n");
787 if (render_offscreen)
789 glScissor(current_rect.left, current_rect.top,
790 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
794 glScissor(current_rect.left, drawable_height - current_rect.bottom,
795 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
797 checkGLcall("glScissor");
800 checkGLcall("glClear");
806 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
807 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
808 && target->container.u.swapchain->front_buffer == target))
809 wglFlush(); /* Flush to ensure ordering across contexts. */
811 context_release(context);
816 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
818 ULONG refcount = InterlockedIncrement(&device->ref);
820 TRACE("%p increasing refcount to %u.\n", device, refcount);
825 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
827 ULONG refcount = InterlockedDecrement(&device->ref);
829 TRACE("%p decreasing refcount to %u.\n", device, refcount);
835 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
837 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
838 device->multistate_funcs[i] = NULL;
841 if (!list_empty(&device->resources))
843 struct wined3d_resource *resource;
845 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
847 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
849 FIXME("Leftover resource %p with type %s (%#x).\n",
850 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
854 if (device->contexts)
855 ERR("Context array not freed!\n");
856 if (device->hardwareCursor)
857 DestroyCursor(device->hardwareCursor);
858 device->hardwareCursor = 0;
860 wined3d_decref(device->wined3d);
861 device->wined3d = NULL;
862 HeapFree(GetProcessHeap(), 0, device);
863 TRACE("Freed device %p.\n", device);
869 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
871 TRACE("device %p.\n", device);
873 return device->swapchain_count;
876 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
877 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
879 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
880 device, swapchain_idx, swapchain);
882 if (swapchain_idx >= device->swapchain_count)
884 WARN("swapchain_idx %u >= swapchain_count %u.\n",
885 swapchain_idx, device->swapchain_count);
888 return WINED3DERR_INVALIDCALL;
891 *swapchain = device->swapchains[swapchain_idx];
892 wined3d_swapchain_incref(*swapchain);
893 TRACE("Returning %p.\n", *swapchain);
898 static void device_load_logo(struct wined3d_device *device, const char *filename)
903 HDC dcb = NULL, dcs = NULL;
904 WINEDDCOLORKEY colorkey;
906 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
909 GetObjectA(hbm, sizeof(BITMAP), &bm);
910 dcb = CreateCompatibleDC(NULL);
912 SelectObject(dcb, hbm);
916 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
919 memset(&bm, 0, sizeof(bm));
924 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
925 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
926 &wined3d_null_parent_ops, &device->logo_surface);
929 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
935 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
937 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
938 wined3d_surface_releasedc(device->logo_surface, dcs);
940 colorkey.dwColorSpaceLowValue = 0;
941 colorkey.dwColorSpaceHighValue = 0;
942 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
946 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
947 /* Fill the surface with a white color to show that wined3d is there */
948 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
952 if (dcb) DeleteDC(dcb);
953 if (hbm) DeleteObject(hbm);
956 /* Context activation is done by the caller. */
957 static void create_dummy_textures(struct wined3d_device *device)
959 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
961 /* Under DirectX you can sample even if no texture is bound, whereas
962 * OpenGL will only allow that when a valid texture is bound.
963 * We emulate this by creating dummy textures and binding them
964 * to each texture stage when the currently set D3D texture is NULL. */
967 if (gl_info->supported[APPLE_CLIENT_STORAGE])
969 /* The dummy texture does not have client storage backing */
970 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
971 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
974 for (i = 0; i < gl_info->limits.textures; ++i)
976 DWORD color = 0x000000ff;
978 /* Make appropriate texture active */
979 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
980 checkGLcall("glActiveTextureARB");
982 /* Generate an opengl texture name */
983 glGenTextures(1, &device->dummyTextureName[i]);
984 checkGLcall("glGenTextures");
985 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
987 /* Generate a dummy 2d texture (not using 1d because they cause many
988 * DRI drivers fall back to sw) */
989 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
990 checkGLcall("glBindTexture");
992 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
993 checkGLcall("glTexImage2D");
996 if (gl_info->supported[APPLE_CLIENT_STORAGE])
998 /* Reenable because if supported it is enabled by default */
999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1000 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1006 /* Context activation is done by the caller. */
1007 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1010 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1011 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1014 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1017 static LONG fullscreen_style(LONG style)
1019 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1020 style |= WS_POPUP | WS_SYSMENU;
1021 style &= ~(WS_CAPTION | WS_THICKFRAME);
1026 static LONG fullscreen_exstyle(LONG exstyle)
1028 /* Filter out window decorations. */
1029 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1034 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1036 BOOL filter_messages;
1037 LONG style, exstyle;
1039 TRACE("Setting up window %p for fullscreen mode.\n", window);
1041 if (device->style || device->exStyle)
1043 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1044 window, device->style, device->exStyle);
1047 device->style = GetWindowLongW(window, GWL_STYLE);
1048 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1050 style = fullscreen_style(device->style);
1051 exstyle = fullscreen_exstyle(device->exStyle);
1053 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1054 device->style, device->exStyle, style, exstyle);
1056 filter_messages = device->filter_messages;
1057 device->filter_messages = TRUE;
1059 SetWindowLongW(window, GWL_STYLE, style);
1060 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1061 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1063 device->filter_messages = filter_messages;
1066 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1068 BOOL filter_messages;
1069 LONG style, exstyle;
1071 if (!device->style && !device->exStyle) return;
1073 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1074 window, device->style, device->exStyle);
1076 style = GetWindowLongW(window, GWL_STYLE);
1077 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1079 filter_messages = device->filter_messages;
1080 device->filter_messages = TRUE;
1082 /* Only restore the style if the application didn't modify it during the
1083 * fullscreen phase. Some applications change it before calling Reset()
1084 * when switching between windowed and fullscreen modes (HL2), some
1085 * depend on the original style (Eve Online). */
1086 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1088 SetWindowLongW(window, GWL_STYLE, device->style);
1089 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1091 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1093 device->filter_messages = filter_messages;
1095 /* Delete the old values. */
1097 device->exStyle = 0;
1100 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1102 TRACE("device %p, window %p.\n", device, window);
1104 if (!wined3d_register_window(window, device))
1106 ERR("Failed to register window %p.\n", window);
1110 device->focus_window = window;
1111 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1116 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1118 TRACE("device %p.\n", device);
1120 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1121 device->focus_window = NULL;
1124 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1125 WINED3DPRESENT_PARAMETERS *present_parameters)
1127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1128 struct wined3d_swapchain *swapchain = NULL;
1129 struct wined3d_context *context;
1134 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1136 if (device->d3d_initialized)
1137 return WINED3DERR_INVALIDCALL;
1138 if (!device->adapter->opengl)
1139 return WINED3DERR_INVALIDCALL;
1141 TRACE("Creating stateblock.\n");
1142 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1145 WARN("Failed to create stateblock\n");
1149 TRACE("Created stateblock %p.\n", device->stateBlock);
1150 device->updateStateBlock = device->stateBlock;
1151 wined3d_stateblock_incref(device->updateStateBlock);
1153 device->valid_rt_mask = 0;
1154 for (i = 0; i < gl_info->limits.buffers; ++i)
1155 device->valid_rt_mask |= (1 << i);
1156 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1157 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1159 device->palette_count = 1;
1160 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1161 if (!device->palettes || !device->fb.render_targets)
1163 ERR("Out of memory!\n");
1168 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1169 if (!device->palettes[0])
1171 ERR("Out of memory!\n");
1176 for (i = 0; i < 256; ++i)
1178 device->palettes[0][i].peRed = 0xff;
1179 device->palettes[0][i].peGreen = 0xff;
1180 device->palettes[0][i].peBlue = 0xff;
1181 device->palettes[0][i].peFlags = 0xff;
1183 device->currentPalette = 0;
1185 /* Initialize the texture unit mapping to a 1:1 mapping */
1186 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1188 if (state < gl_info->limits.fragment_samplers)
1190 device->texUnitMap[state] = state;
1191 device->rev_tex_unit_map[state] = state;
1195 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1196 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1200 /* Setup the implicit swapchain. This also initializes a context. */
1201 TRACE("Creating implicit swapchain\n");
1202 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1203 present_parameters, &swapchain);
1206 WARN("Failed to create implicit swapchain\n");
1210 device->swapchain_count = 1;
1211 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1212 if (!device->swapchains)
1214 ERR("Out of memory!\n");
1217 device->swapchains[0] = swapchain;
1219 if (swapchain->back_buffers && swapchain->back_buffers[0])
1221 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1222 device->fb.render_targets[0] = swapchain->back_buffers[0];
1226 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1227 device->fb.render_targets[0] = swapchain->front_buffer;
1229 wined3d_surface_incref(device->fb.render_targets[0]);
1231 /* Depth Stencil support */
1232 device->fb.depth_stencil = device->auto_depth_stencil;
1233 if (device->fb.depth_stencil)
1234 wined3d_surface_incref(device->fb.depth_stencil);
1236 hr = device->shader_backend->shader_alloc_private(device);
1239 TRACE("Shader private data couldn't be allocated\n");
1242 hr = device->frag_pipe->alloc_private(device);
1245 TRACE("Fragment pipeline private data couldn't be allocated\n");
1248 hr = device->blitter->alloc_private(device);
1251 TRACE("Blitter private data couldn't be allocated\n");
1255 /* Set up some starting GL setup */
1257 /* Setup all the devices defaults */
1258 stateblock_init_default_state(device->stateBlock);
1260 context = context_acquire(device, swapchain->front_buffer);
1262 create_dummy_textures(device);
1266 /* Initialize the current view state */
1267 device->view_ident = 1;
1268 device->contexts[0]->last_was_rhw = 0;
1270 switch (wined3d_settings.offscreen_rendering_mode)
1273 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1276 case ORM_BACKBUFFER:
1278 if (context_get_current()->aux_buffers > 0)
1280 TRACE("Using auxilliary buffer for offscreen rendering\n");
1281 device->offscreenBuffer = GL_AUX0;
1285 TRACE("Using back buffer for offscreen rendering\n");
1286 device->offscreenBuffer = GL_BACK;
1291 TRACE("All defaults now set up, leaving 3D init.\n");
1294 context_release(context);
1296 /* Clear the screen */
1297 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1298 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1301 device->d3d_initialized = TRUE;
1303 if (wined3d_settings.logo)
1304 device_load_logo(device, wined3d_settings.logo);
1305 device->highest_dirty_ps_const = 0;
1306 device->highest_dirty_vs_const = 0;
1310 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1311 HeapFree(GetProcessHeap(), 0, device->swapchains);
1312 device->swapchain_count = 0;
1313 if (device->palettes)
1315 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1316 HeapFree(GetProcessHeap(), 0, device->palettes);
1318 device->palette_count = 0;
1320 wined3d_swapchain_decref(swapchain);
1321 if (device->stateBlock)
1323 wined3d_stateblock_decref(device->stateBlock);
1324 device->stateBlock = NULL;
1326 if (device->blit_priv)
1327 device->blitter->free_private(device);
1328 if (device->fragment_priv)
1329 device->frag_pipe->free_private(device);
1330 if (device->shader_priv)
1331 device->shader_backend->shader_free_private(device);
1336 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1337 WINED3DPRESENT_PARAMETERS *present_parameters)
1339 struct wined3d_swapchain *swapchain = NULL;
1342 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1344 /* Setup the implicit swapchain */
1345 TRACE("Creating implicit swapchain\n");
1346 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1347 present_parameters, &swapchain);
1350 WARN("Failed to create implicit swapchain\n");
1354 device->swapchain_count = 1;
1355 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1356 if (!device->swapchains)
1358 ERR("Out of memory!\n");
1361 device->swapchains[0] = swapchain;
1365 wined3d_swapchain_decref(swapchain);
1369 static HRESULT WINAPI device_unload_resource(struct wined3d_resource *resource, void *data)
1371 TRACE("Unloading resource %p.\n", resource);
1373 resource->resource_ops->resource_unload(resource);
1378 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1380 const struct wined3d_gl_info *gl_info;
1381 struct wined3d_context *context;
1382 struct wined3d_surface *surface;
1385 TRACE("device %p.\n", device);
1387 if (!device->d3d_initialized)
1388 return WINED3DERR_INVALIDCALL;
1390 /* Force making the context current again, to verify it is still valid
1391 * (workaround for broken drivers) */
1392 context_set_current(NULL);
1393 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1394 * it was created. Thus make sure a context is active for the glDelete* calls
1396 context = context_acquire(device, NULL);
1397 gl_info = context->gl_info;
1399 if (device->logo_surface)
1400 wined3d_surface_decref(device->logo_surface);
1402 /* Unload resources */
1403 wined3d_device_enum_resources(device, device_unload_resource, NULL);
1405 TRACE("Deleting high order patches\n");
1406 for(i = 0; i < PATCHMAP_SIZE; i++) {
1407 struct list *e1, *e2;
1408 struct WineD3DRectPatch *patch;
1409 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1411 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1412 wined3d_device_delete_patch(device, patch->Handle);
1416 /* Delete the mouse cursor texture */
1417 if (device->cursorTexture)
1420 glDeleteTextures(1, &device->cursorTexture);
1422 device->cursorTexture = 0;
1425 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1426 * private data, it might contain opengl pointers
1428 if (device->depth_blt_texture)
1431 glDeleteTextures(1, &device->depth_blt_texture);
1433 device->depth_blt_texture = 0;
1435 if (device->depth_blt_rb)
1438 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1440 device->depth_blt_rb = 0;
1441 device->depth_blt_rb_w = 0;
1442 device->depth_blt_rb_h = 0;
1445 /* Release the update stateblock */
1446 if (wined3d_stateblock_decref(device->updateStateBlock))
1448 if (device->updateStateBlock != device->stateBlock)
1449 FIXME("Something's still holding the update stateblock.\n");
1451 device->updateStateBlock = NULL;
1454 struct wined3d_stateblock *stateblock = device->stateBlock;
1455 device->stateBlock = NULL;
1457 /* Release the stateblock */
1458 if (wined3d_stateblock_decref(stateblock))
1459 FIXME("Something's still holding the stateblock.\n");
1462 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1463 device->blitter->free_private(device);
1464 device->frag_pipe->free_private(device);
1465 device->shader_backend->shader_free_private(device);
1467 /* Release the buffers (with sanity checks)*/
1468 if (device->onscreen_depth_stencil)
1470 surface = device->onscreen_depth_stencil;
1471 device->onscreen_depth_stencil = NULL;
1472 wined3d_surface_decref(surface);
1475 if (device->fb.depth_stencil)
1477 surface = device->fb.depth_stencil;
1479 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1481 device->fb.depth_stencil = NULL;
1482 if (wined3d_surface_decref(surface)
1483 && surface != device->auto_depth_stencil)
1484 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1487 if (device->auto_depth_stencil)
1489 surface = device->auto_depth_stencil;
1490 device->auto_depth_stencil = NULL;
1491 if (wined3d_surface_decref(surface))
1492 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1495 for (i = 1; i < gl_info->limits.buffers; ++i)
1497 wined3d_device_set_render_target(device, i, NULL, FALSE);
1500 surface = device->fb.render_targets[0];
1501 TRACE("Setting rendertarget 0 to NULL\n");
1502 device->fb.render_targets[0] = NULL;
1503 TRACE("Releasing the render target at %p\n", surface);
1504 wined3d_surface_decref(surface);
1506 context_release(context);
1508 for (i = 0; i < device->swapchain_count; ++i)
1510 TRACE("Releasing the implicit swapchain %u.\n", i);
1511 if (wined3d_swapchain_decref(device->swapchains[i]))
1512 FIXME("Something's still holding the implicit swapchain.\n");
1515 HeapFree(GetProcessHeap(), 0, device->swapchains);
1516 device->swapchains = NULL;
1517 device->swapchain_count = 0;
1519 for (i = 0; i < device->palette_count; ++i)
1520 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1521 HeapFree(GetProcessHeap(), 0, device->palettes);
1522 device->palettes = NULL;
1523 device->palette_count = 0;
1525 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1526 device->fb.render_targets = NULL;
1528 device->d3d_initialized = FALSE;
1533 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1537 for (i = 0; i < device->swapchain_count; ++i)
1539 TRACE("Releasing the implicit swapchain %u.\n", i);
1540 if (wined3d_swapchain_decref(device->swapchains[i]))
1541 FIXME("Something's still holding the implicit swapchain.\n");
1544 HeapFree(GetProcessHeap(), 0, device->swapchains);
1545 device->swapchains = NULL;
1546 device->swapchain_count = 0;
1550 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1551 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1552 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1554 * There is no way to deactivate thread safety once it is enabled.
1556 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1558 TRACE("device %p.\n", device);
1560 /* For now just store the flag (needed in case of ddraw). */
1561 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1564 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1565 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1567 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1572 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1573 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1575 /* Resize the screen even without a window:
1576 * The app could have unset it with SetCooperativeLevel, but not called
1577 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1578 * but we don't have any hwnd
1581 memset(&devmode, 0, sizeof(devmode));
1582 devmode.dmSize = sizeof(devmode);
1583 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1584 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1585 devmode.dmPelsWidth = mode->Width;
1586 devmode.dmPelsHeight = mode->Height;
1588 devmode.dmDisplayFrequency = mode->RefreshRate;
1589 if (mode->RefreshRate)
1590 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1592 /* Only change the mode if necessary */
1593 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1594 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1597 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1598 if (ret != DISP_CHANGE_SUCCESSFUL)
1600 if (devmode.dmDisplayFrequency)
1602 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1603 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1604 devmode.dmDisplayFrequency = 0;
1605 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1607 if(ret != DISP_CHANGE_SUCCESSFUL) {
1608 return WINED3DERR_NOTAVAILABLE;
1612 /* Store the new values */
1613 device->ddraw_width = mode->Width;
1614 device->ddraw_height = mode->Height;
1615 device->ddraw_format = mode->Format;
1617 /* And finally clip mouse to our screen */
1618 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1619 ClipCursor(&clip_rc);
1624 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1626 TRACE("device %p, wined3d %p.\n", device, wined3d);
1628 *wined3d = device->wined3d;
1629 wined3d_incref(*wined3d);
1631 TRACE("Returning %p.\n", *wined3d);
1636 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1638 TRACE("device %p.\n", device);
1640 TRACE("Emulating %d MB, returning %d MB left.\n",
1641 device->adapter->TextureRam / (1024 * 1024),
1642 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1644 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1647 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1648 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1650 struct wined3d_stream_state *stream;
1651 struct wined3d_buffer *prev_buffer;
1653 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1654 device, stream_idx, buffer, offset, stride);
1656 if (stream_idx >= MAX_STREAMS)
1658 WARN("Stream index %u out of range.\n", stream_idx);
1659 return WINED3DERR_INVALIDCALL;
1661 else if (offset & 0x3)
1663 WARN("Offset %u is not 4 byte aligned.\n", offset);
1664 return WINED3DERR_INVALIDCALL;
1667 stream = &device->updateStateBlock->state.streams[stream_idx];
1668 prev_buffer = stream->buffer;
1670 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1672 if (prev_buffer == buffer
1673 && stream->stride == stride
1674 && stream->offset == offset)
1676 TRACE("Application is setting the old values over, nothing to do.\n");
1680 stream->buffer = buffer;
1683 stream->stride = stride;
1684 stream->offset = offset;
1687 /* Handle recording of state blocks. */
1688 if (device->isRecordingState)
1690 TRACE("Recording... not performing anything.\n");
1692 wined3d_buffer_incref(buffer);
1694 wined3d_buffer_decref(prev_buffer);
1700 InterlockedIncrement(&buffer->bind_count);
1701 wined3d_buffer_incref(buffer);
1705 InterlockedDecrement(&prev_buffer->bind_count);
1706 wined3d_buffer_decref(prev_buffer);
1709 device_invalidate_state(device, STATE_STREAMSRC);
1714 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1715 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1717 struct wined3d_stream_state *stream;
1719 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1720 device, stream_idx, buffer, offset, stride);
1722 if (stream_idx >= MAX_STREAMS)
1724 WARN("Stream index %u out of range.\n", stream_idx);
1725 return WINED3DERR_INVALIDCALL;
1728 stream = &device->stateBlock->state.streams[stream_idx];
1729 *buffer = stream->buffer;
1731 wined3d_buffer_incref(*buffer);
1733 *offset = stream->offset;
1734 *stride = stream->stride;
1739 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1741 struct wined3d_stream_state *stream;
1742 UINT old_flags, old_freq;
1744 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1746 /* Verify input. At least in d3d9 this is invalid. */
1747 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1749 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1750 return WINED3DERR_INVALIDCALL;
1752 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1754 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1755 return WINED3DERR_INVALIDCALL;
1759 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1760 return WINED3DERR_INVALIDCALL;
1763 stream = &device->updateStateBlock->state.streams[stream_idx];
1764 old_flags = stream->flags;
1765 old_freq = stream->frequency;
1767 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1768 stream->frequency = divider & 0x7fffff;
1770 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1772 if (stream->frequency != old_freq || stream->flags != old_flags)
1773 device_invalidate_state(device, STATE_STREAMSRC);
1778 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1780 struct wined3d_stream_state *stream;
1782 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1784 stream = &device->updateStateBlock->state.streams[stream_idx];
1785 *divider = stream->flags | stream->frequency;
1787 TRACE("Returning %#x.\n", *divider);
1792 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1793 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1795 TRACE("device %p, state %s, matrix %p.\n",
1796 device, debug_d3dtstype(d3dts), matrix);
1798 /* Handle recording of state blocks. */
1799 if (device->isRecordingState)
1801 TRACE("Recording... not performing anything.\n");
1802 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1803 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1807 /* If the new matrix is the same as the current one,
1808 * we cut off any further processing. this seems to be a reasonable
1809 * optimization because as was noticed, some apps (warcraft3 for example)
1810 * tend towards setting the same matrix repeatedly for some reason.
1812 * From here on we assume that the new matrix is different, wherever it matters. */
1813 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1815 TRACE("The application is setting the same matrix over again.\n");
1819 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1821 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1822 * where ViewMat = Camera space, WorldMat = world space.
1824 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1825 * matrix. The Projection matrix stay projection matrix. */
1827 if (d3dts == WINED3DTS_VIEW)
1828 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1830 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1831 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1837 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1838 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1840 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1842 *matrix = device->stateBlock->state.transforms[state];
1847 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1848 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1850 const WINED3DMATRIX *mat = NULL;
1853 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1855 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1856 * below means it will be recorded in a state block change, but it
1857 * works regardless where it is recorded.
1858 * If this is found to be wrong, change to StateBlock. */
1859 if (state > HIGHEST_TRANSFORMSTATE)
1861 WARN("Unhandled transform state %#x.\n", state);
1865 mat = &device->updateStateBlock->state.transforms[state];
1866 multiply_matrix(&temp, mat, matrix);
1868 /* Apply change via set transform - will reapply to eg. lights this way. */
1869 return wined3d_device_set_transform(device, state, &temp);
1872 /* Note lights are real special cases. Although the device caps state only
1873 * e.g. 8 are supported, you can reference any indexes you want as long as
1874 * that number max are enabled at any one point in time. Therefore since the
1875 * indices can be anything, we need a hashmap of them. However, this causes
1876 * stateblock problems. When capturing the state block, I duplicate the
1877 * hashmap, but when recording, just build a chain pretty much of commands to
1879 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1881 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1882 struct wined3d_light_info *object = NULL;
1886 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1888 /* Check the parameter range. Need for speed most wanted sets junk lights
1889 * which confuse the GL driver. */
1891 return WINED3DERR_INVALIDCALL;
1893 switch (light->Type)
1895 case WINED3DLIGHT_POINT:
1896 case WINED3DLIGHT_SPOT:
1897 case WINED3DLIGHT_PARALLELPOINT:
1898 case WINED3DLIGHT_GLSPOT:
1899 /* Incorrect attenuation values can cause the gl driver to crash.
1900 * Happens with Need for speed most wanted. */
1901 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1903 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1904 return WINED3DERR_INVALIDCALL;
1908 case WINED3DLIGHT_DIRECTIONAL:
1909 /* Ignores attenuation */
1913 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1914 return WINED3DERR_INVALIDCALL;
1917 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1919 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1920 if (object->OriginalIndex == light_idx)
1927 TRACE("Adding new light\n");
1928 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1931 ERR("Out of memory error when allocating a light\n");
1932 return E_OUTOFMEMORY;
1934 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1935 object->glIndex = -1;
1936 object->OriginalIndex = light_idx;
1939 /* Initialize the object. */
1940 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1941 light_idx, light->Type,
1942 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1943 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1944 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1945 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1946 light->Direction.x, light->Direction.y, light->Direction.z);
1947 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1948 light->Range, light->Falloff, light->Theta, light->Phi);
1950 /* Save away the information. */
1951 object->OriginalParms = *light;
1953 switch (light->Type)
1955 case WINED3DLIGHT_POINT:
1957 object->lightPosn[0] = light->Position.x;
1958 object->lightPosn[1] = light->Position.y;
1959 object->lightPosn[2] = light->Position.z;
1960 object->lightPosn[3] = 1.0f;
1961 object->cutoff = 180.0f;
1965 case WINED3DLIGHT_DIRECTIONAL:
1967 object->lightPosn[0] = -light->Direction.x;
1968 object->lightPosn[1] = -light->Direction.y;
1969 object->lightPosn[2] = -light->Direction.z;
1970 object->lightPosn[3] = 0.0f;
1971 object->exponent = 0.0f;
1972 object->cutoff = 180.0f;
1975 case WINED3DLIGHT_SPOT:
1977 object->lightPosn[0] = light->Position.x;
1978 object->lightPosn[1] = light->Position.y;
1979 object->lightPosn[2] = light->Position.z;
1980 object->lightPosn[3] = 1.0f;
1983 object->lightDirn[0] = light->Direction.x;
1984 object->lightDirn[1] = light->Direction.y;
1985 object->lightDirn[2] = light->Direction.z;
1986 object->lightDirn[3] = 1.0f;
1988 /* opengl-ish and d3d-ish spot lights use too different models
1989 * for the light "intensity" as a function of the angle towards
1990 * the main light direction, so we only can approximate very
1991 * roughly. However, spot lights are rather rarely used in games
1992 * (if ever used at all). Furthermore if still used, probably
1993 * nobody pays attention to such details. */
1994 if (!light->Falloff)
1996 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1997 * equations have the falloff resp. exponent parameter as an
1998 * exponent, so the spot light lighting will always be 1.0 for
1999 * both of them, and we don't have to care for the rest of the
2000 * rather complex calculation. */
2001 object->exponent = 0.0f;
2005 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2008 object->exponent = -0.3f / logf(cosf(rho / 2));
2011 if (object->exponent > 128.0f)
2012 object->exponent = 128.0f;
2014 object->cutoff = (float)(light->Phi * 90 / M_PI);
2019 FIXME("Unrecognized light type %#x.\n", light->Type);
2022 /* Update the live definitions if the light is currently assigned a glIndex. */
2023 if (object->glIndex != -1 && !device->isRecordingState)
2024 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2029 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2031 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2032 struct wined3d_light_info *light_info = NULL;
2035 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2037 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2039 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2040 if (light_info->OriginalIndex == light_idx)
2047 TRACE("Light information requested but light not defined\n");
2048 return WINED3DERR_INVALIDCALL;
2051 *light = light_info->OriginalParms;
2055 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2057 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2058 struct wined3d_light_info *light_info = NULL;
2061 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2063 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2065 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2066 if (light_info->OriginalIndex == light_idx)
2070 TRACE("Found light %p.\n", light_info);
2072 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2075 TRACE("Light enabled requested but light not defined, so defining one!\n");
2076 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2078 /* Search for it again! Should be fairly quick as near head of list. */
2079 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2081 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2082 if (light_info->OriginalIndex == light_idx)
2088 FIXME("Adding default lights has failed dismally\n");
2089 return WINED3DERR_INVALIDCALL;
2095 if (light_info->glIndex != -1)
2097 if (!device->isRecordingState)
2098 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2100 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2101 light_info->glIndex = -1;
2105 TRACE("Light already disabled, nothing to do\n");
2107 light_info->enabled = FALSE;
2111 light_info->enabled = TRUE;
2112 if (light_info->glIndex != -1)
2114 TRACE("Nothing to do as light was enabled\n");
2119 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2120 /* Find a free GL light. */
2121 for (i = 0; i < gl_info->limits.lights; ++i)
2123 if (!device->updateStateBlock->state.lights[i])
2125 device->updateStateBlock->state.lights[i] = light_info;
2126 light_info->glIndex = i;
2130 if (light_info->glIndex == -1)
2132 /* Our tests show that Windows returns D3D_OK in this situation, even with
2133 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2134 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2135 * as well for those lights.
2137 * TODO: Test how this affects rendering. */
2138 WARN("Too many concurrently active lights\n");
2142 /* i == light_info->glIndex */
2143 if (!device->isRecordingState)
2144 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2151 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2153 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2154 struct wined3d_light_info *light_info = NULL;
2157 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2159 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2161 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2162 if (light_info->OriginalIndex == light_idx)
2169 TRACE("Light enabled state requested but light not defined.\n");
2170 return WINED3DERR_INVALIDCALL;
2172 /* true is 128 according to SetLightEnable */
2173 *enable = light_info->enabled ? 128 : 0;
2177 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2179 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2181 /* Validate plane_idx. */
2182 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2184 TRACE("Application has requested clipplane this device doesn't support.\n");
2185 return WINED3DERR_INVALIDCALL;
2188 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2190 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2191 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2192 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2193 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2195 TRACE("Application is setting old values over, nothing to do.\n");
2199 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2200 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2201 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2202 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2204 /* Handle recording of state blocks. */
2205 if (device->isRecordingState)
2207 TRACE("Recording... not performing anything.\n");
2211 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2216 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2218 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2220 /* Validate plane_idx. */
2221 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2223 TRACE("Application has requested clipplane this device doesn't support.\n");
2224 return WINED3DERR_INVALIDCALL;
2227 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2228 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2229 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2230 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2235 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2237 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2240 return WINED3DERR_INVALIDCALL;
2242 device->updateStateBlock->state.clip_status.ClipUnion = clip_status->ClipUnion;
2243 device->updateStateBlock->state.clip_status.ClipIntersection = clip_status->ClipIntersection;
2248 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2250 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2253 return WINED3DERR_INVALIDCALL;
2255 clip_status->ClipUnion = device->updateStateBlock->state.clip_status.ClipUnion;
2256 clip_status->ClipIntersection = device->updateStateBlock->state.clip_status.ClipIntersection;
2261 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2263 TRACE("device %p, material %p.\n", device, material);
2265 device->updateStateBlock->changed.material = TRUE;
2266 device->updateStateBlock->state.material = *material;
2268 /* Handle recording of state blocks */
2269 if (device->isRecordingState)
2271 TRACE("Recording... not performing anything.\n");
2275 device_invalidate_state(device, STATE_MATERIAL);
2280 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2282 TRACE("device %p, material %p.\n", device, material);
2284 *material = device->updateStateBlock->state.material;
2286 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2287 material->Diffuse.r, material->Diffuse.g,
2288 material->Diffuse.b, material->Diffuse.a);
2289 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2290 material->Ambient.r, material->Ambient.g,
2291 material->Ambient.b, material->Ambient.a);
2292 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2293 material->Specular.r, material->Specular.g,
2294 material->Specular.b, material->Specular.a);
2295 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2296 material->Emissive.r, material->Emissive.g,
2297 material->Emissive.b, material->Emissive.a);
2298 TRACE("Power %.8e.\n", material->Power);
2303 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2304 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2306 struct wined3d_buffer *prev_buffer;
2308 TRACE("device %p, buffer %p, format %s.\n",
2309 device, buffer, debug_d3dformat(format_id));
2311 prev_buffer = device->updateStateBlock->state.index_buffer;
2313 device->updateStateBlock->changed.indices = TRUE;
2314 device->updateStateBlock->state.index_buffer = buffer;
2315 device->updateStateBlock->state.index_format = format_id;
2317 /* Handle recording of state blocks. */
2318 if (device->isRecordingState)
2320 TRACE("Recording... not performing anything.\n");
2322 wined3d_buffer_incref(buffer);
2324 wined3d_buffer_decref(prev_buffer);
2328 if (prev_buffer != buffer)
2330 device_invalidate_state(device, STATE_INDEXBUFFER);
2333 InterlockedIncrement(&buffer->bind_count);
2334 wined3d_buffer_incref(buffer);
2338 InterlockedDecrement(&prev_buffer->bind_count);
2339 wined3d_buffer_decref(prev_buffer);
2346 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2348 TRACE("device %p, buffer %p.\n", device, buffer);
2350 *buffer = device->stateBlock->state.index_buffer;
2353 wined3d_buffer_incref(*buffer);
2355 TRACE("Returning %p.\n", *buffer);
2360 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2361 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2363 TRACE("device %p, base_index %d.\n", device, base_index);
2365 if (device->updateStateBlock->state.base_vertex_index == base_index)
2367 TRACE("Application is setting the old value over, nothing to do\n");
2371 device->updateStateBlock->state.base_vertex_index = base_index;
2373 if (device->isRecordingState)
2375 TRACE("Recording... not performing anything\n");
2381 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2383 TRACE("device %p.\n", device);
2385 return device->stateBlock->state.base_vertex_index;
2388 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2390 TRACE("device %p, viewport %p.\n", device, viewport);
2391 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2392 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2394 device->updateStateBlock->changed.viewport = TRUE;
2395 device->updateStateBlock->state.viewport = *viewport;
2397 /* Handle recording of state blocks */
2398 if (device->isRecordingState)
2400 TRACE("Recording... not performing anything\n");
2404 device_invalidate_state(device, STATE_VIEWPORT);
2409 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2411 TRACE("device %p, viewport %p.\n", device, viewport);
2413 *viewport = device->stateBlock->state.viewport;
2418 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2419 WINED3DRENDERSTATETYPE state, DWORD value)
2421 DWORD old_value = device->stateBlock->state.render_states[state];
2423 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2425 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2426 device->updateStateBlock->state.render_states[state] = value;
2428 /* Handle recording of state blocks. */
2429 if (device->isRecordingState)
2431 TRACE("Recording... not performing anything.\n");
2435 /* Compared here and not before the assignment to allow proper stateblock recording. */
2436 if (value == old_value)
2437 TRACE("Application is setting the old value over, nothing to do.\n");
2439 device_invalidate_state(device, STATE_RENDER(state));
2444 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2445 WINED3DRENDERSTATETYPE state, DWORD *value)
2447 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2449 *value = device->stateBlock->state.render_states[state];
2454 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2455 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2459 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2460 device, sampler_idx, debug_d3dsamplerstate(state), value);
2462 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2463 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2465 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2466 / sizeof(*device->stateBlock->state.sampler_states))
2468 WARN("Invalid sampler %u.\n", sampler_idx);
2469 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2472 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2473 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2474 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2476 /* Handle recording of state blocks. */
2477 if (device->isRecordingState)
2479 TRACE("Recording... not performing anything.\n");
2483 if (old_value == value)
2485 TRACE("Application is setting the old value over, nothing to do.\n");
2489 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2494 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2495 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2497 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2498 device, sampler_idx, debug_d3dsamplerstate(state), value);
2500 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2501 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2503 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2504 / sizeof(*device->stateBlock->state.sampler_states))
2506 WARN("Invalid sampler %u.\n", sampler_idx);
2507 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2510 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2511 TRACE("Returning %#x.\n", *value);
2516 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2518 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2520 device->updateStateBlock->changed.scissorRect = TRUE;
2521 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2523 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2526 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2528 if (device->isRecordingState)
2530 TRACE("Recording... not performing anything.\n");
2534 device_invalidate_state(device, STATE_SCISSORRECT);
2539 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2541 TRACE("device %p, rect %p.\n", device, rect);
2543 *rect = device->updateStateBlock->state.scissor_rect;
2544 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2549 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2550 struct wined3d_vertex_declaration *declaration)
2552 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2554 TRACE("device %p, declaration %p.\n", device, declaration);
2557 wined3d_vertex_declaration_incref(declaration);
2559 wined3d_vertex_declaration_decref(prev);
2561 device->updateStateBlock->state.vertex_declaration = declaration;
2562 device->updateStateBlock->changed.vertexDecl = TRUE;
2564 if (device->isRecordingState)
2566 TRACE("Recording... not performing anything.\n");
2569 else if (declaration == prev)
2571 /* Checked after the assignment to allow proper stateblock recording. */
2572 TRACE("Application is setting the old declaration over, nothing to do.\n");
2576 device_invalidate_state(device, STATE_VDECL);
2580 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2581 struct wined3d_vertex_declaration **declaration)
2583 TRACE("device %p, declaration %p.\n", device, declaration);
2585 *declaration = device->stateBlock->state.vertex_declaration;
2587 wined3d_vertex_declaration_incref(*declaration);
2592 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2594 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2596 TRACE("device %p, shader %p.\n", device, shader);
2598 device->updateStateBlock->state.vertex_shader = shader;
2599 device->updateStateBlock->changed.vertexShader = TRUE;
2601 if (device->isRecordingState)
2604 wined3d_shader_incref(shader);
2606 wined3d_shader_decref(prev);
2607 TRACE("Recording... not performing anything.\n");
2613 TRACE("Application is setting the old shader over, nothing to do.\n");
2618 wined3d_shader_incref(shader);
2620 wined3d_shader_decref(prev);
2622 device_invalidate_state(device, STATE_VSHADER);
2627 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2629 struct wined3d_shader *shader;
2631 TRACE("device %p.\n", device);
2633 shader = device->stateBlock->state.vertex_shader;
2635 wined3d_shader_incref(shader);
2637 TRACE("Returning %p.\n", shader);
2641 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2642 UINT start_register, const BOOL *constants, UINT bool_count)
2644 UINT count = min(bool_count, MAX_CONST_B - start_register);
2647 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2648 device, start_register, constants, bool_count);
2650 if (!constants || start_register >= MAX_CONST_B)
2651 return WINED3DERR_INVALIDCALL;
2653 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2654 for (i = 0; i < count; ++i)
2655 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2657 for (i = start_register; i < count + start_register; ++i)
2658 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2660 if (!device->isRecordingState)
2661 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2666 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2667 UINT start_register, BOOL *constants, UINT bool_count)
2669 UINT count = min(bool_count, MAX_CONST_B - start_register);
2671 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2672 device, start_register, constants, bool_count);
2674 if (!constants || start_register >= MAX_CONST_B)
2675 return WINED3DERR_INVALIDCALL;
2677 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2682 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2683 UINT start_register, const int *constants, UINT vector4i_count)
2685 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2688 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2689 device, start_register, constants, vector4i_count);
2691 if (!constants || start_register >= MAX_CONST_I)
2692 return WINED3DERR_INVALIDCALL;
2694 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2695 for (i = 0; i < count; ++i)
2696 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2697 constants[i * 4], constants[i * 4 + 1],
2698 constants[i * 4 + 2], constants[i * 4 + 3]);
2700 for (i = start_register; i < count + start_register; ++i)
2701 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2703 if (!device->isRecordingState)
2704 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2709 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2710 UINT start_register, int *constants, UINT vector4i_count)
2712 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2714 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2715 device, start_register, constants, vector4i_count);
2717 if (!constants || start_register >= MAX_CONST_I)
2718 return WINED3DERR_INVALIDCALL;
2720 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2724 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2725 UINT start_register, const float *constants, UINT vector4f_count)
2729 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2730 device, start_register, constants, vector4f_count);
2732 /* Specifically test start_register > limit to catch MAX_UINT overflows
2733 * when adding start_register + vector4f_count. */
2735 || start_register + vector4f_count > device->d3d_vshader_constantF
2736 || start_register > device->d3d_vshader_constantF)
2737 return WINED3DERR_INVALIDCALL;
2739 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2740 constants, vector4f_count * sizeof(float) * 4);
2743 for (i = 0; i < vector4f_count; ++i)
2744 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2745 constants[i * 4], constants[i * 4 + 1],
2746 constants[i * 4 + 2], constants[i * 4 + 3]);
2749 if (!device->isRecordingState)
2751 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2752 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2755 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2756 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2761 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2762 UINT start_register, float *constants, UINT vector4f_count)
2764 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2766 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2767 device, start_register, constants, vector4f_count);
2769 if (!constants || count < 0)
2770 return WINED3DERR_INVALIDCALL;
2772 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2777 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2781 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2783 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2787 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2789 DWORD i = device->rev_tex_unit_map[unit];
2790 DWORD j = device->texUnitMap[stage];
2792 device->texUnitMap[stage] = unit;
2793 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2794 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2796 device->rev_tex_unit_map[unit] = stage;
2797 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2798 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2801 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2805 device->fixed_function_usage_map = 0;
2806 for (i = 0; i < MAX_TEXTURES; ++i)
2808 const struct wined3d_state *state = &device->stateBlock->state;
2809 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2810 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2811 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2812 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2813 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2814 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2815 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2816 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2818 if (color_op == WINED3DTOP_DISABLE) {
2819 /* Not used, and disable higher stages */
2823 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2824 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2825 || ((color_arg3 == WINED3DTA_TEXTURE)
2826 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2827 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2828 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2829 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2830 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2831 device->fixed_function_usage_map |= (1 << i);
2833 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2834 device->fixed_function_usage_map |= (1 << (i + 1));
2838 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2840 unsigned int i, tex;
2843 device_update_fixed_function_usage_map(device);
2844 ffu_map = device->fixed_function_usage_map;
2846 if (device->max_ffp_textures == gl_info->limits.texture_stages
2847 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2849 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2851 if (!(ffu_map & 1)) continue;
2853 if (device->texUnitMap[i] != i)
2855 device_map_stage(device, i, i);
2856 device_invalidate_state(device, STATE_SAMPLER(i));
2857 markTextureStagesDirty(device, i);
2863 /* Now work out the mapping */
2865 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2867 if (!(ffu_map & 1)) continue;
2869 if (device->texUnitMap[i] != tex)
2871 device_map_stage(device, i, tex);
2872 device_invalidate_state(device, STATE_SAMPLER(i));
2873 markTextureStagesDirty(device, i);
2880 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2882 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2883 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2886 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2888 if (sampler_type[i] && device->texUnitMap[i] != i)
2890 device_map_stage(device, i, i);
2891 device_invalidate_state(device, STATE_SAMPLER(i));
2892 if (i < gl_info->limits.texture_stages)
2894 markTextureStagesDirty(device, i);
2900 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2901 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2902 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2904 DWORD current_mapping = device->rev_tex_unit_map[unit];
2906 /* Not currently used */
2907 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2909 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2910 /* Used by a fragment sampler */
2912 if (!pshader_sampler_tokens) {
2913 /* No pixel shader, check fixed function */
2914 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2917 /* Pixel shader, check the shader's sampler map */
2918 return !pshader_sampler_tokens[current_mapping];
2921 /* Used by a vertex sampler */
2922 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2925 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2927 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2928 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2929 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2930 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2935 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2936 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2937 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2940 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2941 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2942 if (vshader_sampler_type[i])
2944 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2946 /* Already mapped somewhere */
2952 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2954 device_map_stage(device, vsampler_idx, start);
2955 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2967 void device_update_tex_unit_map(struct wined3d_device *device)
2969 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2970 const struct wined3d_state *state = &device->stateBlock->state;
2971 BOOL vs = use_vs(state);
2972 BOOL ps = use_ps(state);
2975 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2976 * that would be really messy and require shader recompilation
2977 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2978 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2981 device_map_psamplers(device, gl_info);
2983 device_map_fixed_function_samplers(device, gl_info);
2986 device_map_vsamplers(device, ps, gl_info);
2989 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2991 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2993 TRACE("device %p, shader %p.\n", device, shader);
2995 device->updateStateBlock->state.pixel_shader = shader;
2996 device->updateStateBlock->changed.pixelShader = TRUE;
2998 if (device->isRecordingState)
3001 wined3d_shader_incref(shader);
3003 wined3d_shader_decref(prev);
3004 TRACE("Recording... not performing anything.\n");
3010 TRACE("Application is setting the old shader over, nothing to do.\n");
3015 wined3d_shader_incref(shader);
3017 wined3d_shader_decref(prev);
3019 device_invalidate_state(device, STATE_PIXELSHADER);
3024 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3026 struct wined3d_shader *shader;
3028 TRACE("device %p.\n", device);
3030 shader = device->stateBlock->state.pixel_shader;
3032 wined3d_shader_incref(shader);
3034 TRACE("Returning %p.\n", shader);
3038 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3039 UINT start_register, const BOOL *constants, UINT bool_count)
3041 UINT count = min(bool_count, MAX_CONST_B - start_register);
3044 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3045 device, start_register, constants, bool_count);
3047 if (!constants || start_register >= MAX_CONST_B)
3048 return WINED3DERR_INVALIDCALL;
3050 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3051 for (i = 0; i < count; ++i)
3052 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3054 for (i = start_register; i < count + start_register; ++i)
3055 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3057 if (!device->isRecordingState)
3058 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3063 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3064 UINT start_register, BOOL *constants, UINT bool_count)
3066 UINT count = min(bool_count, MAX_CONST_B - start_register);
3068 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3069 device, start_register, constants, bool_count);
3071 if (!constants || start_register >= MAX_CONST_B)
3072 return WINED3DERR_INVALIDCALL;
3074 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3079 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3080 UINT start_register, const int *constants, UINT vector4i_count)
3082 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3085 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3086 device, start_register, constants, vector4i_count);
3088 if (!constants || start_register >= MAX_CONST_I)
3089 return WINED3DERR_INVALIDCALL;
3091 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3092 for (i = 0; i < count; ++i)
3093 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3094 constants[i * 4], constants[i * 4 + 1],
3095 constants[i * 4 + 2], constants[i * 4 + 3]);
3097 for (i = start_register; i < count + start_register; ++i)
3098 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3100 if (!device->isRecordingState)
3101 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3106 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3107 UINT start_register, int *constants, UINT vector4i_count)
3109 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3111 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3112 device, start_register, constants, vector4i_count);
3114 if (!constants || start_register >= MAX_CONST_I)
3115 return WINED3DERR_INVALIDCALL;
3117 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3122 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3123 UINT start_register, const float *constants, UINT vector4f_count)
3127 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3128 device, start_register, constants, vector4f_count);
3130 /* Specifically test start_register > limit to catch MAX_UINT overflows
3131 * when adding start_register + vector4f_count. */
3133 || start_register + vector4f_count > device->d3d_pshader_constantF
3134 || start_register > device->d3d_pshader_constantF)
3135 return WINED3DERR_INVALIDCALL;
3137 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3138 constants, vector4f_count * sizeof(float) * 4);
3141 for (i = 0; i < vector4f_count; ++i)
3142 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3143 constants[i * 4], constants[i * 4 + 1],
3144 constants[i * 4 + 2], constants[i * 4 + 3]);
3147 if (!device->isRecordingState)
3149 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3150 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3153 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3154 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3159 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3160 UINT start_register, float *constants, UINT vector4f_count)
3162 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3164 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3165 device, start_register, constants, vector4f_count);
3167 if (!constants || count < 0)
3168 return WINED3DERR_INVALIDCALL;
3170 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3175 /* Context activation is done by the caller. */
3176 /* Do not call while under the GL lock. */
3177 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3178 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3179 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3182 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3183 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3186 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3190 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3192 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3195 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3197 ERR("Source has no position mask\n");
3198 return WINED3DERR_INVALIDCALL;
3201 if (!dest->resource.allocatedMemory)
3202 buffer_get_sysmem(dest, gl_info);
3204 /* Get a pointer into the destination vbo(create one if none exists) and
3205 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3207 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3209 dest->flags |= WINED3D_BUFFER_CREATEBO;
3210 wined3d_buffer_preload(dest);
3213 if (dest->buffer_object)
3215 unsigned char extrabytes = 0;
3216 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3217 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3218 * this may write 4 extra bytes beyond the area that should be written
3220 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3221 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3222 if(!dest_conv_addr) {
3223 ERR("Out of memory\n");
3224 /* Continue without storing converted vertices */
3226 dest_conv = dest_conv_addr;
3229 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3231 static BOOL warned = FALSE;
3233 * The clipping code is not quite correct. Some things need
3234 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3235 * so disable clipping for now.
3236 * (The graphics in Half-Life are broken, and my processvertices
3237 * test crashes with IDirect3DDevice3)
3243 FIXME("Clipping is broken and disabled for now\n");
3245 } else doClip = FALSE;
3246 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3248 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3249 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3250 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3252 TRACE("View mat:\n");
3253 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);
3254 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);
3255 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);
3256 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);
3258 TRACE("Proj mat:\n");
3259 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);
3260 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);
3261 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);
3262 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);
3264 TRACE("World mat:\n");
3265 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);
3266 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);
3267 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);
3268 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);
3270 /* Get the viewport */
3271 wined3d_device_get_viewport(device, &vp);
3272 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3273 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3275 multiply_matrix(&mat,&view_mat,&world_mat);
3276 multiply_matrix(&mat,&proj_mat,&mat);
3278 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3280 for (i = 0; i < dwCount; i+= 1) {
3281 unsigned int tex_index;
3283 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3284 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3285 /* The position first */
3286 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3287 const float *p = (const float *)(element->data + i * element->stride);
3289 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3291 /* Multiplication with world, view and projection matrix */
3292 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);
3293 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);
3294 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);
3295 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);
3297 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3299 /* WARNING: The following things are taken from d3d7 and were not yet checked
3300 * against d3d8 or d3d9!
3303 /* Clipping conditions: From msdn
3305 * A vertex is clipped if it does not match the following requirements
3309 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3311 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3312 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3317 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3318 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3321 /* "Normal" viewport transformation (not clipped)
3322 * 1) The values are divided by rhw
3323 * 2) The y axis is negative, so multiply it with -1
3324 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3325 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3326 * 4) Multiply x with Width/2 and add Width/2
3327 * 5) The same for the height
3328 * 6) Add the viewpoint X and Y to the 2D coordinates and
3329 * The minimum Z value to z
3330 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3332 * Well, basically it's simply a linear transformation into viewport
3344 z *= vp.MaxZ - vp.MinZ;
3346 x += vp.Width / 2 + vp.X;
3347 y += vp.Height / 2 + vp.Y;
3352 /* That vertex got clipped
3353 * Contrary to OpenGL it is not dropped completely, it just
3354 * undergoes a different calculation.
3356 TRACE("Vertex got clipped\n");
3363 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3364 * outside of the main vertex buffer memory. That needs some more
3369 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3372 ( (float *) dest_ptr)[0] = x;
3373 ( (float *) dest_ptr)[1] = y;
3374 ( (float *) dest_ptr)[2] = z;
3375 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3377 dest_ptr += 3 * sizeof(float);
3379 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3380 dest_ptr += sizeof(float);
3385 ( (float *) dest_conv)[0] = x * w;
3386 ( (float *) dest_conv)[1] = y * w;
3387 ( (float *) dest_conv)[2] = z * w;
3388 ( (float *) dest_conv)[3] = w;
3390 dest_conv += 3 * sizeof(float);
3392 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3393 dest_conv += sizeof(float);
3397 if (DestFVF & WINED3DFVF_PSIZE) {
3398 dest_ptr += sizeof(DWORD);
3399 if(dest_conv) dest_conv += sizeof(DWORD);
3401 if (DestFVF & WINED3DFVF_NORMAL) {
3402 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3403 const float *normal = (const float *)(element->data + i * element->stride);
3404 /* AFAIK this should go into the lighting information */
3405 FIXME("Didn't expect the destination to have a normal\n");
3406 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3408 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3412 if (DestFVF & WINED3DFVF_DIFFUSE) {
3413 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3414 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3415 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3417 static BOOL warned = FALSE;
3420 ERR("No diffuse color in source, but destination has one\n");
3424 *( (DWORD *) dest_ptr) = 0xffffffff;
3425 dest_ptr += sizeof(DWORD);
3428 *( (DWORD *) dest_conv) = 0xffffffff;
3429 dest_conv += sizeof(DWORD);
3433 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3435 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3436 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3437 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3438 dest_conv += sizeof(DWORD);
3443 if (DestFVF & WINED3DFVF_SPECULAR)
3445 /* What's the color value in the feedback buffer? */
3446 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3447 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3448 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3450 static BOOL warned = FALSE;
3453 ERR("No specular color in source, but destination has one\n");
3457 *( (DWORD *) dest_ptr) = 0xFF000000;
3458 dest_ptr += sizeof(DWORD);
3461 *( (DWORD *) dest_conv) = 0xFF000000;
3462 dest_conv += sizeof(DWORD);
3466 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3468 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3469 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3470 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3471 dest_conv += sizeof(DWORD);
3476 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3477 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3478 const float *tex_coord = (const float *)(element->data + i * element->stride);
3479 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3481 ERR("No source texture, but destination requests one\n");
3482 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3483 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3486 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3488 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3498 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3499 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3500 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3501 dwCount * get_flexible_vertex_size(DestFVF),
3503 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3507 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3512 #undef copy_and_next
3514 /* Do not call while under the GL lock. */
3515 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3516 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3517 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3519 BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
3520 struct wined3d_stream_info stream_info;
3521 const struct wined3d_gl_info *gl_info;
3522 struct wined3d_context *context;
3525 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3526 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3527 device, src_start_idx, dst_idx, vertex_count,
3528 dst_buffer, declaration, flags, dst_fvf);
3531 FIXME("Output vertex declaration not implemented yet.\n");
3533 /* Need any context to write to the vbo. */
3534 context = context_acquire(device, NULL);
3535 gl_info = context->gl_info;
3537 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3538 * control the streamIsUP flag, thus restore it afterwards.
3540 device->stateBlock->state.user_stream = FALSE;
3541 device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
3542 device->stateBlock->state.user_stream = streamWasUP;
3544 if (vbo || src_start_idx)
3547 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3548 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3550 * Also get the start index in, but only loop over all elements if there's something to add at all.
3552 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3554 struct wined3d_stream_info_element *e;
3556 if (!(stream_info.use_map & (1 << i))) continue;
3558 e = &stream_info.elements[i];
3559 if (e->buffer_object)
3561 struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
3562 e->buffer_object = 0;
3563 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3565 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3566 vb->buffer_object = 0;
3570 e->data += e->stride * src_start_idx;
3574 hr = process_vertices_strided(device, dst_idx, vertex_count,
3575 &stream_info, dst_buffer, flags, dst_fvf);
3577 context_release(context);
3582 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3583 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3585 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3588 TRACE("device %p, stage %u, state %s, value %#x.\n",
3589 device, stage, debug_d3dtexturestate(state), value);
3591 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3593 WARN("Invalid state %#x passed.\n", state);
3597 if (stage >= gl_info->limits.texture_stages)
3599 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3600 stage, gl_info->limits.texture_stages - 1);
3604 old_value = device->updateStateBlock->state.texture_states[stage][state];
3605 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3606 device->updateStateBlock->state.texture_states[stage][state] = value;
3608 if (device->isRecordingState)
3610 TRACE("Recording... not performing anything.\n");
3614 /* Checked after the assignments to allow proper stateblock recording. */
3615 if (old_value == value)
3617 TRACE("Application is setting the old value over, nothing to do.\n");
3621 if (stage > device->stateBlock->state.lowest_disabled_stage
3622 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3623 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3625 /* Colorop change above lowest disabled stage? That won't change
3626 * anything in the GL setup. Changes in other states are important on
3627 * disabled stages too. */
3631 if (state == WINED3DTSS_COLOROP)
3635 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3637 /* Previously enabled stage disabled now. Make sure to dirtify
3638 * all enabled stages above stage, they have to be disabled.
3640 * The current stage is dirtified below. */
3641 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3643 TRACE("Additionally dirtifying stage %u.\n", i);
3644 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3646 device->stateBlock->state.lowest_disabled_stage = stage;
3647 TRACE("New lowest disabled: %u.\n", stage);
3649 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3651 /* Previously disabled stage enabled. Stages above it may need
3652 * enabling. Stage must be lowest_disabled_stage here, if it's
3653 * bigger success is returned above, and stages below the lowest
3654 * disabled stage can't be enabled (because they are enabled
3657 * Again stage stage doesn't need to be dirtified here, it is
3659 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3661 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3663 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3664 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3666 device->stateBlock->state.lowest_disabled_stage = i;
3667 TRACE("New lowest disabled: %u.\n", i);
3671 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3676 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3677 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3679 TRACE("device %p, stage %u, state %s, value %p.\n",
3680 device, stage, debug_d3dtexturestate(state), value);
3682 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3684 WARN("Invalid state %#x passed.\n", state);
3688 *value = device->updateStateBlock->state.texture_states[stage][state];
3689 TRACE("Returning %#x.\n", *value);
3694 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3695 UINT stage, struct wined3d_texture *texture)
3697 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3698 struct wined3d_texture *prev;
3700 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3702 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3703 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3705 /* Windows accepts overflowing this array... we do not. */
3706 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3708 WARN("Ignoring invalid stage %u.\n", stage);
3712 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3713 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3715 WARN("Rejecting attempt to set scratch texture.\n");
3716 return WINED3DERR_INVALIDCALL;
3719 device->updateStateBlock->changed.textures |= 1 << stage;
3721 prev = device->updateStateBlock->state.textures[stage];
3722 TRACE("Previous texture %p.\n", prev);
3724 if (texture == prev)
3726 TRACE("App is setting the same texture again, nothing to do.\n");
3730 TRACE("Setting new texture to %p.\n", texture);
3731 device->updateStateBlock->state.textures[stage] = texture;
3733 if (device->isRecordingState)
3735 TRACE("Recording... not performing anything\n");
3737 if (texture) wined3d_texture_incref(texture);
3738 if (prev) wined3d_texture_decref(prev);
3745 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3747 wined3d_texture_incref(texture);
3749 if (!prev || texture->target != prev->target)
3750 device_invalidate_state(device, STATE_PIXELSHADER);
3752 if (!prev && stage < gl_info->limits.texture_stages)
3754 /* The source arguments for color and alpha ops have different
3755 * meanings when a NULL texture is bound, so the COLOROP and
3756 * ALPHAOP have to be dirtified. */
3757 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3758 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3761 if (bind_count == 1)
3762 texture->sampler = stage;
3767 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3769 wined3d_texture_decref(prev);
3771 if (!texture && stage < gl_info->limits.texture_stages)
3773 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3774 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3777 if (bind_count && prev->sampler == stage)
3781 /* Search for other stages the texture is bound to. Shouldn't
3782 * happen if applications bind textures to a single stage only. */
3783 TRACE("Searching for other stages the texture is bound to.\n");
3784 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3786 if (device->updateStateBlock->state.textures[i] == prev)
3788 TRACE("Texture is also bound to stage %u.\n", i);
3796 device_invalidate_state(device, STATE_SAMPLER(stage));
3801 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3802 UINT stage, struct wined3d_texture **texture)
3804 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3806 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3807 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3809 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3811 WARN("Ignoring invalid stage %u.\n", stage);
3812 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3815 *texture = device->stateBlock->state.textures[stage];
3817 wined3d_texture_incref(*texture);
3819 TRACE("Returning %p.\n", *texture);
3824 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3825 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3827 struct wined3d_swapchain *swapchain;
3830 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3831 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3833 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3836 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3840 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3841 wined3d_swapchain_decref(swapchain);
3844 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3851 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3853 TRACE("device %p, caps %p.\n", device, caps);
3855 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3858 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3859 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3861 struct wined3d_swapchain *swapchain;
3864 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3868 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3871 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3872 wined3d_swapchain_decref(swapchain);
3877 /* Don't read the real display mode, but return the stored mode
3878 * instead. X11 can't change the color depth, and some apps are
3879 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3880 * that GetDisplayMode still returns 24 bpp.
3882 * Also don't relay to the swapchain because with ddraw it's possible
3883 * that there isn't a swapchain at all. */
3884 mode->Width = device->ddraw_width;
3885 mode->Height = device->ddraw_height;
3886 mode->Format = device->ddraw_format;
3887 mode->RefreshRate = 0;
3894 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3896 struct wined3d_stateblock *stateblock;
3899 TRACE("device %p.\n", device);
3901 if (device->isRecordingState)
3902 return WINED3DERR_INVALIDCALL;
3904 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3908 wined3d_stateblock_decref(device->updateStateBlock);
3909 device->updateStateBlock = stateblock;
3910 device->isRecordingState = TRUE;
3912 TRACE("Recording stateblock %p.\n", stateblock);
3917 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3918 struct wined3d_stateblock **stateblock)
3920 struct wined3d_stateblock *object = device->updateStateBlock;
3922 TRACE("device %p, stateblock %p.\n", device, stateblock);
3924 if (!device->isRecordingState)
3926 WARN("Not recording.\n");
3928 return WINED3DERR_INVALIDCALL;
3931 stateblock_init_contained_states(object);
3933 *stateblock = object;
3934 device->isRecordingState = FALSE;
3935 device->updateStateBlock = device->stateBlock;
3936 wined3d_stateblock_incref(device->updateStateBlock);
3938 TRACE("Returning stateblock %p.\n", *stateblock);
3943 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3945 /* At the moment we have no need for any functionality at the beginning
3947 TRACE("device %p.\n", device);
3949 if (device->inScene)
3951 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3952 return WINED3DERR_INVALIDCALL;
3954 device->inScene = TRUE;
3958 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3960 struct wined3d_context *context;
3962 TRACE("device %p.\n", device);
3964 if (!device->inScene)
3966 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3967 return WINED3DERR_INVALIDCALL;
3970 context = context_acquire(device, NULL);
3971 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3973 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3975 context_release(context);
3977 device->inScene = FALSE;
3981 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3982 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3986 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3987 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3988 dst_window_override, dirty_region);
3990 for (i = 0; i < device->swapchain_count; ++i)
3992 wined3d_swapchain_present(device->swapchains[i], src_rect,
3993 dst_rect, dst_window_override, dirty_region, 0);
3999 /* Do not call while under the GL lock. */
4000 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4001 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4003 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4006 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4007 device, rect_count, rects, flags, color, depth, stencil);
4009 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4011 struct wined3d_surface *ds = device->fb.depth_stencil;
4014 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4015 /* TODO: What about depth stencil buffers without stencil bits? */
4016 return WINED3DERR_INVALIDCALL;
4018 else if (flags & WINED3DCLEAR_TARGET)
4020 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4021 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4023 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4029 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4031 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4032 &device->fb, rect_count, rects,
4033 &draw_rect, flags, &c, depth, stencil);
4036 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4037 WINED3DPRIMITIVETYPE primitive_type)
4039 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4041 device->updateStateBlock->changed.primitive_type = TRUE;
4042 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4045 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4046 WINED3DPRIMITIVETYPE *primitive_type)
4048 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4050 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4052 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4055 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4057 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4059 if (!device->stateBlock->state.vertex_declaration)
4061 WARN("Called without a valid vertex declaration set.\n");
4062 return WINED3DERR_INVALIDCALL;
4065 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4066 if (device->stateBlock->state.user_stream)
4068 device_invalidate_state(device, STATE_INDEXBUFFER);
4069 device->stateBlock->state.user_stream = FALSE;
4072 if (device->stateBlock->state.load_base_vertex_index)
4074 device->stateBlock->state.load_base_vertex_index = 0;
4075 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4078 /* Account for the loading offset due to index buffers. Instead of
4079 * reloading all sources correct it with the startvertex parameter. */
4080 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4084 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4086 struct wined3d_buffer *index_buffer;
4087 UINT index_size = 2;
4089 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4091 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4093 index_buffer = device->stateBlock->state.index_buffer;
4096 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4097 * without an index buffer set. (The first time at least...)
4098 * D3D8 simply dies, but I doubt it can do much harm to return
4099 * D3DERR_INVALIDCALL there as well. */
4100 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4101 return WINED3DERR_INVALIDCALL;
4104 if (!device->stateBlock->state.vertex_declaration)
4106 WARN("Called without a valid vertex declaration set.\n");
4107 return WINED3DERR_INVALIDCALL;
4110 if (device->stateBlock->state.user_stream)
4112 device_invalidate_state(device, STATE_INDEXBUFFER);
4113 device->stateBlock->state.user_stream = FALSE;
4115 vbo = index_buffer->buffer_object;
4117 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4122 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4123 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4125 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4126 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4129 drawPrimitive(device, index_count, start_idx, index_size,
4130 vbo ? NULL : index_buffer->resource.allocatedMemory);
4135 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4136 const void *stream_data, UINT stream_stride)
4138 struct wined3d_stream_state *stream;
4139 struct wined3d_buffer *vb;
4141 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4142 device, vertex_count, stream_data, stream_stride);
4144 if (!device->stateBlock->state.vertex_declaration)
4146 WARN("Called without a valid vertex declaration set.\n");
4147 return WINED3DERR_INVALIDCALL;
4150 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4151 stream = &device->stateBlock->state.streams[0];
4152 vb = stream->buffer;
4153 stream->buffer = (struct wined3d_buffer *)stream_data;
4155 wined3d_buffer_decref(vb);
4157 stream->stride = stream_stride;
4158 device->stateBlock->state.user_stream = TRUE;
4159 if (device->stateBlock->state.load_base_vertex_index)
4161 device->stateBlock->state.load_base_vertex_index = 0;
4162 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4165 /* TODO: Only mark dirty if drawing from a different UP address */
4166 device_invalidate_state(device, STATE_STREAMSRC);
4168 drawPrimitive(device, vertex_count, 0, 0, NULL);
4170 /* MSDN specifies stream zero settings must be set to NULL */
4171 stream->buffer = NULL;
4174 /* stream zero settings set to null at end, as per the msdn. No need to
4175 * mark dirty here, the app has to set the new stream sources or use UP
4180 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4181 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4182 const void *stream_data, UINT stream_stride)
4184 struct wined3d_stream_state *stream;
4185 struct wined3d_buffer *vb, *ib;
4188 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4189 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4191 if (!device->stateBlock->state.vertex_declaration)
4193 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4194 return WINED3DERR_INVALIDCALL;
4197 if (index_data_format_id == WINED3DFMT_R16_UINT)
4202 stream = &device->stateBlock->state.streams[0];
4203 vb = stream->buffer;
4204 stream->buffer = (struct wined3d_buffer *)stream_data;
4206 wined3d_buffer_decref(vb);
4208 stream->stride = stream_stride;
4209 device->stateBlock->state.user_stream = TRUE;
4211 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4212 device->stateBlock->state.base_vertex_index = 0;
4213 if (device->stateBlock->state.load_base_vertex_index)
4215 device->stateBlock->state.load_base_vertex_index = 0;
4216 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4218 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4219 device_invalidate_state(device, STATE_STREAMSRC);
4220 device_invalidate_state(device, STATE_INDEXBUFFER);
4222 drawPrimitive(device, index_count, 0, index_size, index_data);
4224 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4225 stream->buffer = NULL;
4227 ib = device->stateBlock->state.index_buffer;
4230 wined3d_buffer_decref(ib);
4231 device->stateBlock->state.index_buffer = NULL;
4233 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4234 * SetStreamSource to specify a vertex buffer
4240 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4241 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4243 /* Mark the state dirty until we have nicer tracking. It's fine to change
4244 * baseVertexIndex because that call is only called by ddraw which does
4245 * not need that value. */
4246 device_invalidate_state(device, STATE_VDECL);
4247 device_invalidate_state(device, STATE_INDEXBUFFER);
4248 device->stateBlock->state.base_vertex_index = 0;
4249 device->up_strided = strided_data;
4250 drawPrimitive(device, vertex_count, 0, 0, NULL);
4251 device->up_strided = NULL;
4255 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4256 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4257 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4259 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4261 /* Mark the state dirty until we have nicer tracking
4262 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4265 device_invalidate_state(device, STATE_VDECL);
4266 device_invalidate_state(device, STATE_INDEXBUFFER);
4267 device->stateBlock->state.user_stream = TRUE;
4268 device->stateBlock->state.base_vertex_index = 0;
4269 device->up_strided = strided_data;
4270 drawPrimitive(device, index_count, 0, index_size, index_data);
4271 device->up_strided = NULL;
4275 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4276 static HRESULT device_update_volume(struct wined3d_device *device,
4277 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4279 WINED3DLOCKED_BOX src;
4280 WINED3DLOCKED_BOX dst;
4283 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4284 device, src_volume, dst_volume);
4286 /* TODO: Implement direct loading into the gl volume instead of using
4287 * memcpy and dirtification to improve loading performance. */
4288 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4289 if (FAILED(hr)) return hr;
4290 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4293 wined3d_volume_unmap(src_volume);
4297 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4299 hr = wined3d_volume_unmap(dst_volume);
4301 wined3d_volume_unmap(src_volume);
4303 hr = wined3d_volume_unmap(src_volume);
4308 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4309 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4311 unsigned int level_count, i;
4312 WINED3DRESOURCETYPE type;
4315 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4317 /* Verify that the source and destination textures are non-NULL. */
4318 if (!src_texture || !dst_texture)
4320 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4321 return WINED3DERR_INVALIDCALL;
4324 if (src_texture == dst_texture)
4326 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4327 return WINED3DERR_INVALIDCALL;
4330 /* Verify that the source and destination textures are the same type. */
4331 type = src_texture->resource.resourceType;
4332 if (dst_texture->resource.resourceType != type)
4334 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4335 return WINED3DERR_INVALIDCALL;
4338 /* Check that both textures have the identical numbers of levels. */
4339 level_count = wined3d_texture_get_level_count(src_texture);
4340 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4342 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4343 return WINED3DERR_INVALIDCALL;
4346 /* Make sure that the destination texture is loaded. */
4347 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4349 /* Update every surface level of the texture. */
4352 case WINED3DRTYPE_TEXTURE:
4354 struct wined3d_surface *src_surface;
4355 struct wined3d_surface *dst_surface;
4357 for (i = 0; i < level_count; ++i)
4359 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4360 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4361 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4364 WARN("Failed to update surface, hr %#x.\n", hr);
4371 case WINED3DRTYPE_CUBETEXTURE:
4373 struct wined3d_surface *src_surface;
4374 struct wined3d_surface *dst_surface;
4376 for (i = 0; i < level_count * 6; ++i)
4378 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4379 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4380 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4383 WARN("Failed to update surface, hr %#x.\n", hr);
4390 case WINED3DRTYPE_VOLUMETEXTURE:
4392 for (i = 0; i < level_count; ++i)
4394 hr = device_update_volume(device,
4395 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4396 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4399 WARN("Failed to update volume, hr %#x.\n", hr);
4407 FIXME("Unsupported texture type %#x.\n", type);
4408 return WINED3DERR_INVALIDCALL;
4414 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4415 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4417 struct wined3d_swapchain *swapchain;
4420 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4422 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4423 if (FAILED(hr)) return hr;
4425 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4426 wined3d_swapchain_decref(swapchain);
4431 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4433 const struct wined3d_state *state = &device->stateBlock->state;
4434 struct wined3d_texture *texture;
4437 TRACE("device %p, num_passes %p.\n", device, num_passes);
4439 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4441 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4443 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4444 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4446 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4448 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4449 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4452 texture = state->textures[i];
4453 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4455 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4457 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4460 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4462 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4465 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4466 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4468 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4473 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4474 state->render_states[WINED3DRS_STENCILENABLE])
4476 struct wined3d_surface *ds = device->fb.depth_stencil;
4477 struct wined3d_surface *target = device->fb.render_targets[0];
4480 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4482 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4483 return WINED3DERR_CONFLICTINGRENDERSTATE;
4487 /* return a sensible default */
4490 TRACE("returning D3D_OK\n");
4494 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4498 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4500 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4501 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4502 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4503 device_invalidate_state(device, STATE_SAMPLER(i));
4507 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4508 UINT palette_idx, const PALETTEENTRY *entries)
4512 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4514 if (palette_idx >= MAX_PALETTES)
4516 WARN("Invalid palette index %u.\n", palette_idx);
4517 return WINED3DERR_INVALIDCALL;
4520 if (palette_idx >= device->palette_count)
4522 UINT new_size = device->palette_count;
4523 PALETTEENTRY **palettes;
4528 } while (palette_idx >= new_size);
4529 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4532 ERR("Out of memory!\n");
4533 return E_OUTOFMEMORY;
4535 device->palettes = palettes;
4536 device->palette_count = new_size;
4539 if (!device->palettes[palette_idx])
4541 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4542 if (!device->palettes[palette_idx])
4544 ERR("Out of memory!\n");
4545 return E_OUTOFMEMORY;
4549 for (i = 0; i < 256; ++i)
4551 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4552 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4553 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4554 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4557 if (palette_idx == device->currentPalette)
4558 dirtify_p8_texture_samplers(device);
4563 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4564 UINT palette_idx, PALETTEENTRY *entries)
4568 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4570 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4572 /* What happens in such situation isn't documented; Native seems to
4573 * silently abort on such conditions. */
4574 WARN("Invalid palette index %u.\n", palette_idx);
4575 return WINED3DERR_INVALIDCALL;
4578 for (i = 0; i < 256; ++i)
4580 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4581 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4582 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4583 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4589 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4591 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4593 /* Native appears to silently abort on attempt to make an uninitialized
4594 * palette current and render. (tested with reference rasterizer). */
4595 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4597 WARN("Invalid palette index %u.\n", palette_idx);
4598 return WINED3DERR_INVALIDCALL;
4601 /* TODO: stateblocks? */
4602 if (device->currentPalette != palette_idx)
4604 device->currentPalette = palette_idx;
4605 dirtify_p8_texture_samplers(device);
4611 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4613 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4616 return WINED3DERR_INVALIDCALL;
4618 *palette_idx = device->currentPalette;
4623 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4627 TRACE("device %p, software %#x.\n", device, software);
4631 FIXME("device %p, software %#x stub!\n", device, software);
4635 device->softwareVertexProcessing = software;
4640 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4644 TRACE("device %p.\n", device);
4648 TRACE("device %p stub!\n", device);
4652 return device->softwareVertexProcessing;
4655 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4656 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4658 struct wined3d_swapchain *swapchain;
4661 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4662 device, swapchain_idx, raster_status);
4664 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4667 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4671 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4672 wined3d_swapchain_decref(swapchain);
4675 WARN("Failed to get raster status, hr %#x.\n", hr);
4682 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4686 TRACE("device %p, segments %.8e.\n", device, segments);
4688 if (segments != 0.0f)
4692 FIXME("device %p, segments %.8e stub!\n", device, segments);
4700 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4704 TRACE("device %p.\n", device);
4708 FIXME("device %p stub!\n", device);
4715 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4716 struct wined3d_surface *src_surface, const RECT *src_rect,
4717 struct wined3d_surface *dst_surface, const POINT *dst_point)
4719 const struct wined3d_format *src_format;
4720 const struct wined3d_format *dst_format;
4721 const struct wined3d_gl_info *gl_info;
4722 struct wined3d_context *context;
4723 struct wined3d_bo_address data;
4724 struct wined3d_format format;
4725 UINT update_w, update_h;
4726 CONVERT_TYPES convert;
4733 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4734 device, src_surface, wine_dbgstr_rect(src_rect),
4735 dst_surface, wine_dbgstr_point(dst_point));
4737 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4739 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4740 src_surface, dst_surface);
4741 return WINED3DERR_INVALIDCALL;
4744 src_format = src_surface->resource.format;
4745 dst_format = dst_surface->resource.format;
4747 if (src_format->id != dst_format->id)
4749 WARN("Source and destination surfaces should have the same format.\n");
4750 return WINED3DERR_INVALIDCALL;
4759 else if (dst_point->x < 0 || dst_point->y < 0)
4761 WARN("Invalid destination point.\n");
4762 return WINED3DERR_INVALIDCALL;
4769 r.right = src_surface->resource.width;
4770 r.bottom = src_surface->resource.height;
4773 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4774 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4776 WARN("Invalid source rectangle.\n");
4777 return WINED3DERR_INVALIDCALL;
4780 src_w = src_surface->resource.width;
4781 src_h = src_surface->resource.height;
4783 dst_w = dst_surface->resource.width;
4784 dst_h = dst_surface->resource.height;
4786 update_w = src_rect->right - src_rect->left;
4787 update_h = src_rect->bottom - src_rect->top;
4789 if (update_w > dst_w || dst_point->x > dst_w - update_w
4790 || update_h > dst_h || dst_point->y > dst_h - update_h)
4792 WARN("Destination out of bounds.\n");
4793 return WINED3DERR_INVALIDCALL;
4796 /* NPOT block sizes would be silly. */
4797 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4798 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4799 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4801 WARN("Update rect not block-aligned.\n");
4802 return WINED3DERR_INVALIDCALL;
4805 /* This call loads the OpenGL surface directly, instead of copying the
4806 * surface to the destination's sysmem copy. If surface conversion is
4807 * needed, use BltFast instead to copy in sysmem and use regular surface
4809 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4810 if (convert != NO_CONVERSION || format.convert)
4811 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4813 context = context_acquire(device, NULL);
4814 gl_info = context->gl_info;
4817 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4818 checkGLcall("glActiveTextureARB");
4821 /* Only load the surface for partial updates. For newly allocated texture
4822 * the texture wouldn't be the current location, and we'd upload zeroes
4823 * just to overwrite them again. */
4824 if (update_w == dst_w && update_h == dst_h)
4825 surface_prepare_texture(dst_surface, gl_info, FALSE);
4827 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4828 surface_bind(dst_surface, gl_info, FALSE);
4830 data.buffer_object = 0;
4831 data.addr = src_surface->resource.allocatedMemory;
4834 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4836 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4838 context_release(context);
4840 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4841 sampler = device->rev_tex_unit_map[0];
4842 if (sampler != WINED3D_UNMAPPED_STAGE)
4843 device_invalidate_state(device, STATE_SAMPLER(sampler));
4848 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4849 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4851 struct WineD3DRectPatch *patch;
4852 GLenum old_primitive_type;
4857 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4858 device, handle, num_segs, rect_patch_info);
4860 if (!(handle || rect_patch_info))
4862 /* TODO: Write a test for the return value, thus the FIXME */
4863 FIXME("Both handle and rect_patch_info are NULL.\n");
4864 return WINED3DERR_INVALIDCALL;
4869 i = PATCHMAP_HASHFUNC(handle);
4871 LIST_FOR_EACH(e, &device->patches[i])
4873 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4874 if (patch->Handle == handle)
4883 TRACE("Patch does not exist. Creating a new one\n");
4884 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4885 patch->Handle = handle;
4886 list_add_head(&device->patches[i], &patch->entry);
4888 TRACE("Found existing patch %p\n", patch);
4893 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4894 * attributes we have to tesselate, read back, and draw. This needs a patch
4895 * management structure instance. Create one.
4897 * A possible improvement is to check if a vertex shader is used, and if not directly
4900 FIXME("Drawing an uncached patch. This is slow\n");
4901 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4904 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4905 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4906 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4909 TRACE("Tesselation density or patch info changed, retesselating\n");
4911 if (rect_patch_info)
4912 patch->RectPatchInfo = *rect_patch_info;
4914 patch->numSegs[0] = num_segs[0];
4915 patch->numSegs[1] = num_segs[1];
4916 patch->numSegs[2] = num_segs[2];
4917 patch->numSegs[3] = num_segs[3];
4919 hr = tesselate_rectpatch(device, patch);
4922 WARN("Patch tesselation failed.\n");
4924 /* Do not release the handle to store the params of the patch */
4926 HeapFree(GetProcessHeap(), 0, patch);
4932 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4933 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4934 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4935 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4937 /* Destroy uncached patches */
4940 HeapFree(GetProcessHeap(), 0, patch->mem);
4941 HeapFree(GetProcessHeap(), 0, patch);
4946 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4947 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4949 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4950 device, handle, segment_count, patch_info);
4955 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4957 struct WineD3DRectPatch *patch;
4961 TRACE("device %p, handle %#x.\n", device, handle);
4963 i = PATCHMAP_HASHFUNC(handle);
4964 LIST_FOR_EACH(e, &device->patches[i])
4966 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4967 if (patch->Handle == handle)
4969 TRACE("Deleting patch %p\n", patch);
4970 list_remove(&patch->entry);
4971 HeapFree(GetProcessHeap(), 0, patch->mem);
4972 HeapFree(GetProcessHeap(), 0, patch);
4977 /* TODO: Write a test for the return value */
4978 FIXME("Attempt to destroy nonexistent patch\n");
4979 return WINED3DERR_INVALIDCALL;
4982 /* Do not call while under the GL lock. */
4983 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4984 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
4986 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4987 device, surface, wine_dbgstr_rect(rect),
4988 color->r, color->g, color->b, color->a);
4990 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4992 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4993 return WINED3DERR_INVALIDCALL;
4996 return surface_color_fill(surface, rect, color);
4999 /* Do not call while under the GL lock. */
5000 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5001 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5003 struct wined3d_resource *resource;
5006 resource = rendertarget_view->resource;
5007 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5009 FIXME("Only supported on surface resources\n");
5013 hr = surface_color_fill(surface_from_resource(resource), NULL, color);
5014 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5017 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5018 UINT render_target_idx, struct wined3d_surface **render_target)
5020 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5021 device, render_target_idx, render_target);
5023 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5025 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5026 return WINED3DERR_INVALIDCALL;
5029 *render_target = device->fb.render_targets[render_target_idx];
5031 wined3d_surface_incref(*render_target);
5033 TRACE("Returning render target %p.\n", *render_target);
5038 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5040 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5042 *depth_stencil = device->fb.depth_stencil;
5043 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5045 if (!*depth_stencil)
5046 return WINED3DERR_NOTFOUND;
5048 wined3d_surface_incref(*depth_stencil);
5053 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5054 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5056 struct wined3d_surface *prev;
5058 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5059 device, render_target_idx, render_target, set_viewport);
5061 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5063 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5064 return WINED3DERR_INVALIDCALL;
5067 prev = device->fb.render_targets[render_target_idx];
5068 if (render_target == prev)
5070 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5074 /* Render target 0 can't be set to NULL. */
5075 if (!render_target && !render_target_idx)
5077 WARN("Trying to set render target 0 to NULL.\n");
5078 return WINED3DERR_INVALIDCALL;
5081 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5083 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5084 return WINED3DERR_INVALIDCALL;
5088 wined3d_surface_incref(render_target);
5089 device->fb.render_targets[render_target_idx] = render_target;
5090 /* Release after the assignment, to prevent device_resource_released()
5091 * from seeing the surface as still in use. */
5093 wined3d_surface_decref(prev);
5095 /* Render target 0 is special. */
5096 if (!render_target_idx && set_viewport)
5098 /* Set the viewport and scissor rectangles, if requested. Tests show
5099 * that stateblock recording is ignored, the change goes directly
5100 * into the primary stateblock. */
5101 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5102 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5103 device->stateBlock->state.viewport.X = 0;
5104 device->stateBlock->state.viewport.Y = 0;
5105 device->stateBlock->state.viewport.MaxZ = 1.0f;
5106 device->stateBlock->state.viewport.MinZ = 0.0f;
5107 device_invalidate_state(device, STATE_VIEWPORT);
5109 device->stateBlock->state.scissor_rect.top = 0;
5110 device->stateBlock->state.scissor_rect.left = 0;
5111 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5112 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5113 device_invalidate_state(device, STATE_SCISSORRECT);
5116 device_invalidate_state(device, STATE_FRAMEBUFFER);
5121 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5123 struct wined3d_surface *prev = device->fb.depth_stencil;
5125 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5126 device, depth_stencil, prev);
5128 if (prev == depth_stencil)
5130 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5136 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5137 || prev->flags & SFLAG_DISCARD)
5139 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5140 prev->resource.width, prev->resource.height);
5141 if (prev == device->onscreen_depth_stencil)
5143 wined3d_surface_decref(device->onscreen_depth_stencil);
5144 device->onscreen_depth_stencil = NULL;
5149 device->fb.depth_stencil = depth_stencil;
5151 wined3d_surface_incref(depth_stencil);
5153 wined3d_surface_decref(prev);
5155 if (!prev != !depth_stencil)
5157 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5158 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5159 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5160 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5161 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5163 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5165 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5168 device_invalidate_state(device, STATE_FRAMEBUFFER);
5173 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5174 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5176 WINED3DLOCKED_RECT lockedRect;
5178 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5179 device, x_hotspot, y_hotspot, cursor_image);
5181 /* some basic validation checks */
5182 if (device->cursorTexture)
5184 struct wined3d_context *context = context_acquire(device, NULL);
5186 glDeleteTextures(1, &device->cursorTexture);
5188 context_release(context);
5189 device->cursorTexture = 0;
5194 WINED3DLOCKED_RECT rect;
5196 /* MSDN: Cursor must be A8R8G8B8 */
5197 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5199 WARN("surface %p has an invalid format.\n", cursor_image);
5200 return WINED3DERR_INVALIDCALL;
5203 /* MSDN: Cursor must be smaller than the display mode */
5204 if (cursor_image->resource.width > device->ddraw_width
5205 || cursor_image->resource.height > device->ddraw_height)
5207 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5208 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5209 device->ddraw_width, device->ddraw_height);
5210 return WINED3DERR_INVALIDCALL;
5213 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5215 /* Do not store the surface's pointer because the application may
5216 * release it after setting the cursor image. Windows doesn't
5217 * addref the set surface, so we can't do this either without
5218 * creating circular refcount dependencies. Copy out the gl texture
5220 device->cursorWidth = cursor_image->resource.width;
5221 device->cursorHeight = cursor_image->resource.height;
5222 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5224 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5225 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5226 struct wined3d_context *context;
5227 char *mem, *bits = rect.pBits;
5228 GLint intfmt = format->glInternal;
5229 GLint gl_format = format->glFormat;
5230 GLint type = format->glType;
5231 INT height = device->cursorHeight;
5232 INT width = device->cursorWidth;
5233 INT bpp = format->byte_count;
5237 /* Reformat the texture memory (pitch and width can be
5239 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5240 for(i = 0; i < height; i++)
5241 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5242 wined3d_surface_unmap(cursor_image);
5244 context = context_acquire(device, NULL);
5248 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5250 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5251 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5254 /* Make sure that a proper texture unit is selected */
5255 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5256 checkGLcall("glActiveTextureARB");
5257 sampler = device->rev_tex_unit_map[0];
5258 if (sampler != WINED3D_UNMAPPED_STAGE)
5259 device_invalidate_state(device, STATE_SAMPLER(sampler));
5260 /* Create a new cursor texture */
5261 glGenTextures(1, &device->cursorTexture);
5262 checkGLcall("glGenTextures");
5263 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5264 checkGLcall("glBindTexture");
5265 /* Copy the bitmap memory into the cursor texture */
5266 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5267 checkGLcall("glTexImage2D");
5268 HeapFree(GetProcessHeap(), 0, mem);
5270 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5272 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5273 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5278 context_release(context);
5282 FIXME("A cursor texture was not returned.\n");
5283 device->cursorTexture = 0;
5286 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5288 /* Draw a hardware cursor */
5289 ICONINFO cursorInfo;
5291 /* Create and clear maskBits because it is not needed for
5292 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5294 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5295 (cursor_image->resource.width * cursor_image->resource.height / 8));
5296 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5297 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5298 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5300 cursorInfo.fIcon = FALSE;
5301 cursorInfo.xHotspot = x_hotspot;
5302 cursorInfo.yHotspot = y_hotspot;
5303 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5305 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5306 1, 32, lockedRect.pBits);
5307 wined3d_surface_unmap(cursor_image);
5308 /* Create our cursor and clean up. */
5309 cursor = CreateIconIndirect(&cursorInfo);
5310 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5311 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5312 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5313 device->hardwareCursor = cursor;
5314 if (device->bCursorVisible) SetCursor( cursor );
5315 HeapFree(GetProcessHeap(), 0, maskBits);
5319 device->xHotSpot = x_hotspot;
5320 device->yHotSpot = y_hotspot;
5324 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5325 int x_screen_space, int y_screen_space, DWORD flags)
5327 TRACE("device %p, x %d, y %d, flags %#x.\n",
5328 device, x_screen_space, y_screen_space, flags);
5330 device->xScreenSpace = x_screen_space;
5331 device->yScreenSpace = y_screen_space;
5333 /* switch to the software cursor if position diverges from the hardware one */
5334 if (device->hardwareCursor)
5337 GetCursorPos( &pt );
5338 if (x_screen_space != pt.x || y_screen_space != pt.y)
5340 if (device->bCursorVisible) SetCursor( NULL );
5341 DestroyCursor( device->hardwareCursor );
5342 device->hardwareCursor = 0;
5347 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5349 BOOL oldVisible = device->bCursorVisible;
5351 TRACE("device %p, show %#x.\n", device, show);
5354 * When ShowCursor is first called it should make the cursor appear at the OS's last
5355 * known cursor position.
5357 if (show && !oldVisible)
5361 device->xScreenSpace = pt.x;
5362 device->yScreenSpace = pt.y;
5365 if (device->hardwareCursor)
5367 device->bCursorVisible = show;
5369 SetCursor(device->hardwareCursor);
5375 if (device->cursorTexture)
5376 device->bCursorVisible = show;
5382 static HRESULT WINAPI evict_managed_resource(struct wined3d_resource *resource, void *data)
5384 TRACE("checking resource %p for eviction\n", resource);
5386 if (resource->pool == WINED3DPOOL_MANAGED)
5388 TRACE("Evicting %p.\n", resource);
5389 resource->resource_ops->resource_unload(resource);
5395 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5397 TRACE("device %p.\n", device);
5399 wined3d_device_enum_resources(device, evict_managed_resource, NULL);
5400 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5401 device_invalidate_state(device, STATE_STREAMSRC);
5406 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5407 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5409 struct wined3d_device *device = surface->resource.device;
5410 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5412 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5413 if (surface->flags & SFLAG_DIBSECTION)
5415 /* Release the DC */
5416 SelectObject(surface->hDC, surface->dib.holdbitmap);
5417 DeleteDC(surface->hDC);
5418 /* Release the DIB section */
5419 DeleteObject(surface->dib.DIBsection);
5420 surface->dib.bitmap_data = NULL;
5421 surface->resource.allocatedMemory = NULL;
5422 surface->flags &= ~SFLAG_DIBSECTION;
5424 surface->resource.width = pPresentationParameters->BackBufferWidth;
5425 surface->resource.height = pPresentationParameters->BackBufferHeight;
5426 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5427 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5429 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5430 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5432 surface->pow2Width = surface->pow2Height = 1;
5433 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5434 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5437 if (surface->texture_name)
5439 struct wined3d_context *context = context_acquire(device, NULL);
5441 glDeleteTextures(1, &surface->texture_name);
5443 context_release(context);
5444 surface->texture_name = 0;
5445 surface->flags &= ~SFLAG_CLIENT;
5447 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5448 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5450 surface->flags |= SFLAG_NONPOW2;
5454 surface->flags &= ~SFLAG_NONPOW2;
5456 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5457 surface->resource.allocatedMemory = NULL;
5458 surface->resource.heapMemory = NULL;
5459 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5461 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5463 if (!surface_init_sysmem(surface))
5465 return E_OUTOFMEMORY;
5470 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5473 WINED3DDISPLAYMODE m;
5476 /* All Windowed modes are supported, as is leaving the current mode */
5477 if(pp->Windowed) return TRUE;
5478 if(!pp->BackBufferWidth) return TRUE;
5479 if(!pp->BackBufferHeight) return TRUE;
5481 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5482 for (i = 0; i < count; ++i)
5484 memset(&m, 0, sizeof(m));
5485 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5487 ERR("Failed to enumerate adapter mode.\n");
5488 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5489 /* Mode found, it is supported. */
5492 /* Mode not found -> not supported */
5496 /* Do not call while under the GL lock. */
5497 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5499 const struct wined3d_gl_info *gl_info;
5500 struct wined3d_context *context;
5501 struct wined3d_shader *shader;
5503 context = context_acquire(device, NULL);
5504 gl_info = context->gl_info;
5506 wined3d_device_enum_resources(device, device_unload_resource, NULL);
5507 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5509 device->shader_backend->shader_destroy(shader);
5513 if (device->depth_blt_texture)
5515 glDeleteTextures(1, &device->depth_blt_texture);
5516 device->depth_blt_texture = 0;
5518 if (device->depth_blt_rb)
5520 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
5521 device->depth_blt_rb = 0;
5522 device->depth_blt_rb_w = 0;
5523 device->depth_blt_rb_h = 0;
5525 if (device->cursorTexture)
5527 glDeleteTextures(1, &device->cursorTexture);
5528 device->cursorTexture = 0;
5532 device->blitter->free_private(device);
5533 device->frag_pipe->free_private(device);
5534 device->shader_backend->shader_free_private(device);
5535 destroy_dummy_textures(device, gl_info);
5537 context_release(context);
5539 while (device->context_count)
5541 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5544 HeapFree(GetProcessHeap(), 0, swapchain->context);
5545 swapchain->context = NULL;
5548 /* Do not call while under the GL lock. */
5549 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5551 struct wined3d_context *context;
5552 struct wined3d_surface *target;
5555 /* Recreate the primary swapchain's context */
5556 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5557 if (!swapchain->context)
5559 ERR("Failed to allocate memory for swapchain context array.\n");
5560 return E_OUTOFMEMORY;
5563 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5564 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5566 WARN("Failed to create context.\n");
5567 HeapFree(GetProcessHeap(), 0, swapchain->context);
5571 swapchain->context[0] = context;
5572 swapchain->num_contexts = 1;
5573 create_dummy_textures(device);
5574 context_release(context);
5576 hr = device->shader_backend->shader_alloc_private(device);
5579 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5583 hr = device->frag_pipe->alloc_private(device);
5586 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5587 device->shader_backend->shader_free_private(device);
5591 hr = device->blitter->alloc_private(device);
5594 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5595 device->frag_pipe->free_private(device);
5596 device->shader_backend->shader_free_private(device);
5603 context_acquire(device, NULL);
5604 destroy_dummy_textures(device, context->gl_info);
5605 context_release(context);
5606 context_destroy(device, context);
5607 HeapFree(GetProcessHeap(), 0, swapchain->context);
5608 swapchain->num_contexts = 0;
5612 /* Do not call while under the GL lock. */
5613 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5614 WINED3DPRESENT_PARAMETERS *present_parameters)
5616 struct wined3d_swapchain *swapchain;
5617 BOOL DisplayModeChanged = FALSE;
5618 WINED3DDISPLAYMODE mode;
5621 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5623 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5626 ERR("Failed to get the first implicit swapchain\n");
5630 if (!is_display_mode_supported(device, present_parameters))
5632 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5633 WARN("Requested mode: %d, %d.\n",
5634 present_parameters->BackBufferWidth,
5635 present_parameters->BackBufferHeight);
5636 wined3d_swapchain_decref(swapchain);
5637 return WINED3DERR_INVALIDCALL;
5640 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5641 * on an existing gl context, so there's no real need for recreation.
5643 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5645 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5647 TRACE("New params:\n");
5648 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5649 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5650 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5651 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5652 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5653 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5654 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5655 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5656 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5657 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5658 TRACE("Flags = %08x\n", present_parameters->Flags);
5659 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5660 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5662 /* No special treatment of these parameters. Just store them */
5663 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5664 swapchain->presentParms.Flags = present_parameters->Flags;
5665 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5666 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5668 /* What to do about these? */
5669 if (present_parameters->BackBufferCount
5670 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5671 FIXME("Cannot change the back buffer count yet.\n");
5673 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5674 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5675 FIXME("Cannot change the back buffer format yet.\n");
5677 if (present_parameters->hDeviceWindow
5678 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5679 FIXME("Cannot change the device window yet.\n");
5681 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5685 TRACE("Creating the depth stencil buffer\n");
5687 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5688 present_parameters->BackBufferWidth,
5689 present_parameters->BackBufferHeight,
5690 present_parameters->AutoDepthStencilFormat,
5691 present_parameters->MultiSampleType,
5692 present_parameters->MultiSampleQuality,
5694 &device->auto_depth_stencil);
5697 ERR("Failed to create the depth stencil buffer.\n");
5698 wined3d_swapchain_decref(swapchain);
5699 return WINED3DERR_INVALIDCALL;
5703 if (device->onscreen_depth_stencil)
5705 wined3d_surface_decref(device->onscreen_depth_stencil);
5706 device->onscreen_depth_stencil = NULL;
5709 /* Reset the depth stencil */
5710 if (present_parameters->EnableAutoDepthStencil)
5711 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5713 wined3d_device_set_depth_stencil(device, NULL);
5715 TRACE("Resetting stateblock\n");
5716 wined3d_stateblock_decref(device->updateStateBlock);
5717 wined3d_stateblock_decref(device->stateBlock);
5719 delete_opengl_contexts(device, swapchain);
5721 if (present_parameters->Windowed)
5723 mode.Width = swapchain->orig_width;
5724 mode.Height = swapchain->orig_height;
5725 mode.RefreshRate = 0;
5726 mode.Format = swapchain->presentParms.BackBufferFormat;
5730 mode.Width = present_parameters->BackBufferWidth;
5731 mode.Height = present_parameters->BackBufferHeight;
5732 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5733 mode.Format = swapchain->presentParms.BackBufferFormat;
5736 /* Should Width == 800 && Height == 0 set 800x600? */
5737 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5738 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5739 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5743 if (!present_parameters->Windowed)
5744 DisplayModeChanged = TRUE;
5746 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5747 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5749 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5752 wined3d_swapchain_decref(swapchain);
5756 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5758 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5761 wined3d_swapchain_decref(swapchain);
5765 if (device->auto_depth_stencil)
5767 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5770 wined3d_swapchain_decref(swapchain);
5776 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5777 || DisplayModeChanged)
5779 wined3d_device_set_display_mode(device, 0, &mode);
5781 if (!present_parameters->Windowed)
5783 if (swapchain->presentParms.Windowed)
5785 HWND focus_window = device->createParms.hFocusWindow;
5787 focus_window = present_parameters->hDeviceWindow;
5788 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5790 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5791 wined3d_swapchain_decref(swapchain);
5795 /* switch from windowed to fs */
5796 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5797 present_parameters->BackBufferWidth,
5798 present_parameters->BackBufferHeight);
5802 /* Fullscreen -> fullscreen mode change */
5803 MoveWindow(swapchain->device_window, 0, 0,
5804 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5808 else if (!swapchain->presentParms.Windowed)
5810 /* Fullscreen -> windowed switch */
5811 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5812 wined3d_device_release_focus_window(device);
5814 swapchain->presentParms.Windowed = present_parameters->Windowed;
5816 else if (!present_parameters->Windowed)
5818 DWORD style = device->style;
5819 DWORD exStyle = device->exStyle;
5820 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5821 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5822 * Reset to clear up their mess. Guild Wars also loses the device during that.
5825 device->exStyle = 0;
5826 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5827 present_parameters->BackBufferWidth,
5828 present_parameters->BackBufferHeight);
5829 device->style = style;
5830 device->exStyle = exStyle;
5833 /* Note: No parent needed for initial internal stateblock */
5834 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5836 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5838 TRACE("Created stateblock %p.\n", device->stateBlock);
5839 device->updateStateBlock = device->stateBlock;
5840 wined3d_stateblock_incref(device->updateStateBlock);
5842 stateblock_init_default_state(device->stateBlock);
5844 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5847 GetClientRect(swapchain->win_handle, &client_rect);
5849 if(!swapchain->presentParms.BackBufferCount)
5851 TRACE("Single buffered rendering\n");
5852 swapchain->render_to_fbo = FALSE;
5854 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
5855 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5857 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5858 swapchain->presentParms.BackBufferWidth,
5859 swapchain->presentParms.BackBufferHeight,
5860 client_rect.right, client_rect.bottom);
5861 swapchain->render_to_fbo = TRUE;
5865 TRACE("Rendering directly to GL_BACK\n");
5866 swapchain->render_to_fbo = FALSE;
5870 hr = create_primary_opengl_context(device, swapchain);
5871 wined3d_swapchain_decref(swapchain);
5873 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5879 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5881 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5883 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5889 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5890 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5892 TRACE("device %p, parameters %p.\n", device, parameters);
5894 *parameters = device->createParms;
5898 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5899 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5901 struct wined3d_swapchain *swapchain;
5903 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5904 device, swapchain_idx, flags, ramp);
5906 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5908 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5909 wined3d_swapchain_decref(swapchain);
5913 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5915 struct wined3d_swapchain *swapchain;
5917 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5918 device, swapchain_idx, ramp);
5920 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5922 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5923 wined3d_swapchain_decref(swapchain);
5927 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5929 TRACE("device %p, resource %p.\n", device, resource);
5931 list_add_head(&device->resources, &resource->resource_list_entry);
5934 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5936 TRACE("device %p, resource %p.\n", device, resource);
5938 list_remove(&resource->resource_list_entry);
5941 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5943 WINED3DRESOURCETYPE type = resource->resourceType;
5946 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5948 context_resource_released(device, resource, type);
5952 case WINED3DRTYPE_SURFACE:
5954 struct wined3d_surface *surface = surface_from_resource(resource);
5956 if (!device->d3d_initialized) break;
5958 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5960 if (device->fb.render_targets[i] == surface)
5962 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5963 device->fb.render_targets[i] = NULL;
5967 if (device->fb.depth_stencil == surface)
5969 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5970 device->fb.depth_stencil = NULL;
5975 case WINED3DRTYPE_TEXTURE:
5976 case WINED3DRTYPE_CUBETEXTURE:
5977 case WINED3DRTYPE_VOLUMETEXTURE:
5978 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5980 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5982 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5984 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5985 texture, device->stateBlock, i);
5986 device->stateBlock->state.textures[i] = NULL;
5989 if (device->updateStateBlock != device->stateBlock
5990 && device->updateStateBlock->state.textures[i] == texture)
5992 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5993 texture, device->updateStateBlock, i);
5994 device->updateStateBlock->state.textures[i] = NULL;
5999 case WINED3DRTYPE_BUFFER:
6001 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6003 for (i = 0; i < MAX_STREAMS; ++i)
6005 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6007 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6008 buffer, device->stateBlock, i);
6009 device->stateBlock->state.streams[i].buffer = NULL;
6012 if (device->updateStateBlock != device->stateBlock
6013 && device->updateStateBlock->state.streams[i].buffer == buffer)
6015 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6016 buffer, device->updateStateBlock, i);
6017 device->updateStateBlock->state.streams[i].buffer = NULL;
6022 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6024 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6025 buffer, device->stateBlock);
6026 device->stateBlock->state.index_buffer = NULL;
6029 if (device->updateStateBlock != device->stateBlock
6030 && device->updateStateBlock->state.index_buffer == buffer)
6032 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6033 buffer, device->updateStateBlock);
6034 device->updateStateBlock->state.index_buffer = NULL;
6043 /* Remove the resource from the resourceStore */
6044 device_resource_remove(device, resource);
6046 TRACE("Resource released.\n");
6049 HRESULT CDECL wined3d_device_enum_resources(struct wined3d_device *device,
6050 D3DCB_ENUMRESOURCES callback, void *data)
6052 struct wined3d_resource *resource, *cursor;
6054 TRACE("device %p, callback %p, data %p.\n", device, callback, data);
6056 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
6058 TRACE("enumerating resource %p.\n", resource);
6059 if (callback(resource, data) == S_FALSE)
6061 TRACE("Canceling enumeration.\n");
6069 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6070 HDC dc, struct wined3d_surface **surface)
6072 struct wined3d_resource *resource;
6074 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6076 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6078 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6080 struct wined3d_surface *s = surface_from_resource(resource);
6084 TRACE("Found surface %p for dc %p.\n", s, dc);
6091 return WINED3DERR_INVALIDCALL;
6094 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6095 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6096 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6098 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6099 const struct fragment_pipeline *fragment_pipeline;
6100 struct shader_caps shader_caps;
6101 struct fragment_caps ffp_caps;
6102 WINED3DDISPLAYMODE mode;
6107 device->wined3d = wined3d;
6108 wined3d_incref(device->wined3d);
6109 device->adapter = wined3d->adapter_count ? adapter : NULL;
6110 device->device_parent = device_parent;
6111 list_init(&device->resources);
6112 list_init(&device->shaders);
6113 device->surface_alignment = surface_alignment;
6115 /* Get the initial screen setup for ddraw. */
6116 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6119 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6120 wined3d_decref(device->wined3d);
6123 device->ddraw_width = mode.Width;
6124 device->ddraw_height = mode.Height;
6125 device->ddraw_format = mode.Format;
6127 /* Save the creation parameters. */
6128 device->createParms.AdapterOrdinal = adapter_idx;
6129 device->createParms.DeviceType = device_type;
6130 device->createParms.hFocusWindow = focus_window;
6131 device->createParms.BehaviorFlags = flags;
6133 device->devType = device_type;
6134 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6136 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6137 device->shader_backend = adapter->shader_backend;
6139 if (device->shader_backend)
6141 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6142 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6143 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6144 device->vs_clipping = shader_caps.VSClipping;
6146 fragment_pipeline = adapter->fragment_pipe;
6147 device->frag_pipe = fragment_pipeline;
6148 if (fragment_pipeline)
6150 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6151 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6153 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6154 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6157 ERR("Failed to compile state table, hr %#x.\n", hr);
6158 wined3d_decref(device->wined3d);
6162 device->blitter = adapter->blitter;
6168 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6170 DWORD rep = device->StateTable[state].representative;
6171 struct wined3d_context *context;
6176 for (i = 0; i < device->context_count; ++i)
6178 context = device->contexts[i];
6179 if(isStateDirty(context, rep)) continue;
6181 context->dirtyArray[context->numDirtyEntries++] = rep;
6182 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6183 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6184 context->isStateDirty[idx] |= (1 << shift);
6188 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
6190 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6191 *width = context->current_rt->pow2Width;
6192 *height = context->current_rt->pow2Height;
6195 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
6197 struct wined3d_swapchain *swapchain = context->swapchain;
6198 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6199 * current context's drawable, which is the size of the back buffer of the swapchain
6200 * the active context belongs to. */
6201 *width = swapchain->presentParms.BackBufferWidth;
6202 *height = swapchain->presentParms.BackBufferHeight;
6205 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6206 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6208 if (device->filter_messages)
6210 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6211 window, message, wparam, lparam);
6213 return DefWindowProcW(window, message, wparam, lparam);
6215 return DefWindowProcA(window, message, wparam, lparam);
6218 if (message == WM_DESTROY)
6220 TRACE("unregister window %p.\n", window);
6221 wined3d_unregister_window(window);
6223 if (device->focus_window == window) device->focus_window = NULL;
6224 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6228 return CallWindowProcW(proc, window, message, wparam, lparam);
6230 return CallWindowProcA(proc, window, message, wparam, lparam);