2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
42 WINED3D_LIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
70 switch(primitive_type)
72 case WINED3D_PT_POINTLIST:
75 case WINED3D_PT_LINELIST:
78 case WINED3D_PT_LINESTRIP:
81 case WINED3D_PT_TRIANGLELIST:
84 case WINED3D_PT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3D_PT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3D_PT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3D_PT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
113 return WINED3D_PT_POINTLIST;
116 return WINED3D_PT_LINELIST;
119 return WINED3D_PT_LINESTRIP;
122 return WINED3D_PT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3D_PT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3D_PT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3D_PT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3D_PT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
176 /* Context activation is done by the caller. */
177 static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
179 const struct wined3d_state *state = &device->stateBlock->state;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
186 stream_info->use_map = 0;
187 stream_info->swizzle_map = 0;
188 stream_info->all_vbo = 1;
190 /* Check for transformed vertices, disable vertex shader if present. */
191 stream_info->position_transformed = declaration->position_transformed;
192 use_vshader = state->vertex_shader && !declaration->position_transformed;
194 /* Translate the declaration into strided data. */
195 for (i = 0; i < declaration->element_count; ++i)
197 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
198 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
199 struct wined3d_buffer *buffer = stream->buffer;
200 struct wined3d_bo_address data;
205 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
206 element, i + 1, declaration->element_count);
208 if (!buffer) continue;
210 stride = stream->stride;
212 TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
213 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
215 /* We can't use VBOs if the base vertex index is negative. OpenGL
216 * doesn't accept negative offsets (or rather offsets bigger than the
217 * VBO, because the pointer is unsigned), so use system memory
218 * sources. In most sane cases the pointer - offset will still be > 0,
219 * otherwise it will wrap around to some big value. Hope that with the
220 * indices, the driver wraps it back internally. If not,
221 * drawStridedSlow() is needed, including a vertex buffer path. */
222 if (state->load_base_vertex_index < 0)
224 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
225 data.buffer_object = 0;
226 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
227 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
228 FIXME("System memory vertex data load offset is negative!\n");
230 data.addr += element->offset;
232 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
236 if (element->output_slot == ~0U)
238 /* TODO: Assuming vertexdeclarations are usually used with the
239 * same or a similar shader, it might be worth it to store the
240 * last used output slot and try that one first. */
241 stride_used = vshader_get_input(state->vertex_shader,
242 element->usage, element->usage_idx, &idx);
246 idx = element->output_slot;
252 if (!element->ffp_valid)
254 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
255 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
260 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
266 TRACE("Load %s array %u [usage %s, usage_idx %u, "
267 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
268 use_vshader ? "shader": "fixed function", idx,
269 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
270 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
272 data.addr += stream->offset;
274 stream_info->elements[idx].format = element->format;
275 stream_info->elements[idx].data = data;
276 stream_info->elements[idx].stride = stride;
277 stream_info->elements[idx].stream_idx = element->input_slot;
279 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
280 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
282 stream_info->swizzle_map |= 1 << idx;
284 stream_info->use_map |= 1 << idx;
288 /* Preload the vertex buffers. */
289 device->num_buffer_queries = 0;
290 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
292 struct wined3d_stream_info_element *element;
293 struct wined3d_buffer *buffer;
298 element = &stream_info->elements[i];
299 buffer = state->streams[element->stream_idx].buffer;
300 wined3d_buffer_preload(buffer);
302 /* If the preload dropped the buffer object, update the stream info. */
303 if (buffer->buffer_object != element->data.buffer_object)
305 element->data.buffer_object = 0;
306 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data.addr;
309 if (!buffer->buffer_object)
310 stream_info->all_vbo = 0;
313 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
317 /* Context activation is done by the caller. */
318 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
320 struct wined3d_stream_info *stream_info = &device->strided_streams;
321 const struct wined3d_state *state = &device->stateBlock->state;
322 DWORD prev_all_vbo = stream_info->all_vbo;
324 TRACE("============================= Vertex Declaration =============================\n");
325 device_stream_info_from_declaration(device, stream_info);
327 if (state->vertex_shader && !stream_info->position_transformed)
329 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
331 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
332 device->useDrawStridedSlow = TRUE;
336 device->useDrawStridedSlow = FALSE;
341 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
342 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
343 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
345 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
347 device->useDrawStridedSlow = TRUE;
351 device->useDrawStridedSlow = FALSE;
355 if (prev_all_vbo != stream_info->all_vbo)
356 device_invalidate_state(device, STATE_INDEXBUFFER);
359 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
361 struct wined3d_texture *texture;
362 enum WINED3DSRGB srgb;
364 if (!(texture = state->textures[idx])) return;
365 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
366 texture->texture_ops->texture_preload(texture, srgb);
369 void device_preload_textures(const struct wined3d_device *device)
371 const struct wined3d_state *state = &device->stateBlock->state;
376 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
378 if (state->vertex_shader->reg_maps.sampler_type[i])
379 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
385 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
387 if (state->pixel_shader->reg_maps.sampler_type[i])
388 device_preload_texture(state, i);
393 WORD ffu_map = device->fixed_function_usage_map;
395 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
398 device_preload_texture(state, i);
403 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
405 struct wined3d_context **new_array;
407 TRACE("Adding context %p.\n", context);
409 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
410 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
411 sizeof(*new_array) * (device->context_count + 1));
415 ERR("Failed to grow the context array.\n");
419 new_array[device->context_count++] = context;
420 device->contexts = new_array;
424 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
426 struct wined3d_context **new_array;
430 TRACE("Removing context %p.\n", context);
432 for (i = 0; i < device->context_count; ++i)
434 if (device->contexts[i] == context)
443 ERR("Context %p doesn't exist in context array.\n", context);
447 if (!--device->context_count)
449 HeapFree(GetProcessHeap(), 0, device->contexts);
450 device->contexts = NULL;
454 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
455 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
458 ERR("Failed to shrink context array. Oh well.\n");
462 device->contexts = new_array;
465 /* Do not call while under the GL lock. */
466 void device_switch_onscreen_ds(struct wined3d_device *device,
467 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
469 if (device->onscreen_depth_stencil)
471 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
473 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
474 device->onscreen_depth_stencil->ds_current_size.cx,
475 device->onscreen_depth_stencil->ds_current_size.cy);
476 wined3d_surface_decref(device->onscreen_depth_stencil);
478 device->onscreen_depth_stencil = depth_stencil;
479 wined3d_surface_incref(device->onscreen_depth_stencil);
482 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
484 /* partial draw rect */
485 if (draw_rect->left || draw_rect->top
486 || draw_rect->right < target->resource.width
487 || draw_rect->bottom < target->resource.height)
490 /* partial clear rect */
491 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
492 || clear_rect->right < target->resource.width
493 || clear_rect->bottom < target->resource.height))
499 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
500 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
502 RECT current_rect, r;
504 if (ds->flags & location)
505 SetRect(¤t_rect, 0, 0,
506 ds->ds_current_size.cx,
507 ds->ds_current_size.cy);
509 SetRectEmpty(¤t_rect);
511 IntersectRect(&r, draw_rect, ¤t_rect);
512 if (EqualRect(&r, draw_rect))
514 /* current_rect ⊇ draw_rect, modify only. */
515 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
519 if (EqualRect(&r, ¤t_rect))
521 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
525 /* Full clear, modify only. */
526 *out_rect = *draw_rect;
530 IntersectRect(&r, draw_rect, clear_rect);
531 if (EqualRect(&r, draw_rect))
533 /* clear_rect ⊇ draw_rect, modify only. */
534 *out_rect = *draw_rect;
540 surface_load_ds_location(ds, context, location);
541 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
544 /* Do not call while under the GL lock. */
545 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
546 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
547 float depth, DWORD stencil)
549 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
550 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
551 const struct wined3d_gl_info *gl_info;
552 UINT drawable_width, drawable_height;
553 struct wined3d_context *context;
554 GLbitfield clear_mask = 0;
555 BOOL render_offscreen;
559 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
560 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
561 * for the cleared parts, and the untouched parts.
563 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
564 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
565 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
566 * checking all this if the dest surface is in the drawable anyway. */
567 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
569 for (i = 0; i < rt_count; ++i)
571 struct wined3d_surface *rt = fb->render_targets[i];
573 surface_load_location(rt, rt->draw_binding, NULL);
577 context = context_acquire(device, target);
580 context_release(context);
581 WARN("Invalid context, skipping clear.\n");
584 gl_info = context->gl_info;
588 render_offscreen = context->render_offscreen;
589 target->get_drawable_size(context, &drawable_width, &drawable_height);
593 render_offscreen = TRUE;
594 drawable_width = fb->depth_stencil->pow2Width;
595 drawable_height = fb->depth_stencil->pow2Height;
598 if (flags & WINED3DCLEAR_ZBUFFER)
600 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
602 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
603 device_switch_onscreen_ds(device, context, fb->depth_stencil);
604 prepare_ds_clear(fb->depth_stencil, context, location,
605 draw_rect, rect_count, clear_rect, &ds_rect);
608 if (!context_apply_clear_state(context, device, rt_count, fb))
610 context_release(context);
611 WARN("Failed to apply clear state, skipping clear.\n");
615 /* Only set the values up once, as they are not changing. */
616 if (flags & WINED3DCLEAR_STENCIL)
618 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
620 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
621 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
623 gl_info->gl_ops.gl.p_glStencilMask(~0U);
624 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
625 gl_info->gl_ops.gl.p_glClearStencil(stencil);
626 checkGLcall("glClearStencil");
627 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
630 if (flags & WINED3DCLEAR_ZBUFFER)
632 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
634 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
636 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
637 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
638 gl_info->gl_ops.gl.p_glClearDepth(depth);
639 checkGLcall("glClearDepth");
640 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
643 if (flags & WINED3DCLEAR_TARGET)
645 for (i = 0; i < rt_count; ++i)
647 struct wined3d_surface *rt = fb->render_targets[i];
650 surface_modify_location(rt, rt->draw_binding, TRUE);
653 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
654 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
655 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
656 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
657 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
658 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
659 checkGLcall("glClearColor");
660 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
665 if (render_offscreen)
667 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
668 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
672 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
673 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
675 checkGLcall("glScissor");
676 gl_info->gl_ops.gl.p_glClear(clear_mask);
677 checkGLcall("glClear");
683 /* Now process each rect in turn. */
684 for (i = 0; i < rect_count; ++i)
686 /* Note that GL uses lower left, width/height. */
687 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
689 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
690 wine_dbgstr_rect(&clear_rect[i]),
691 wine_dbgstr_rect(¤t_rect));
693 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
694 * The rectangle is not cleared, no error is returned, but further rectangles are
695 * still cleared if they are valid. */
696 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
698 TRACE("Rectangle with negative dimensions, ignoring.\n");
702 if (render_offscreen)
704 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
705 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
709 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
710 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
712 checkGLcall("glScissor");
714 gl_info->gl_ops.gl.p_glClear(clear_mask);
715 checkGLcall("glClear");
719 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
720 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
721 && target->container.u.swapchain->front_buffer == target))
722 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
724 context_release(context);
727 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
729 ULONG refcount = InterlockedIncrement(&device->ref);
731 TRACE("%p increasing refcount to %u.\n", device, refcount);
736 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
738 ULONG refcount = InterlockedDecrement(&device->ref);
740 TRACE("%p decreasing refcount to %u.\n", device, refcount);
744 struct wined3d_stateblock *stateblock;
747 if (wined3d_stateblock_decref(device->updateStateBlock)
748 && device->updateStateBlock != device->stateBlock)
749 FIXME("Something's still holding the update stateblock.\n");
750 device->updateStateBlock = NULL;
752 stateblock = device->stateBlock;
753 device->stateBlock = NULL;
754 if (wined3d_stateblock_decref(stateblock))
755 FIXME("Something's still holding the stateblock.\n");
757 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
759 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
760 device->multistate_funcs[i] = NULL;
763 if (!list_empty(&device->resources))
765 struct wined3d_resource *resource;
767 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
769 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
771 FIXME("Leftover resource %p with type %s (%#x).\n",
772 resource, debug_d3dresourcetype(resource->type), resource->type);
776 if (device->contexts)
777 ERR("Context array not freed!\n");
778 if (device->hardwareCursor)
779 DestroyCursor(device->hardwareCursor);
780 device->hardwareCursor = 0;
782 wined3d_decref(device->wined3d);
783 device->wined3d = NULL;
784 HeapFree(GetProcessHeap(), 0, device);
785 TRACE("Freed device %p.\n", device);
791 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
793 TRACE("device %p.\n", device);
795 return device->swapchain_count;
798 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
800 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
802 if (swapchain_idx >= device->swapchain_count)
804 WARN("swapchain_idx %u >= swapchain_count %u.\n",
805 swapchain_idx, device->swapchain_count);
809 return device->swapchains[swapchain_idx];
812 static void device_load_logo(struct wined3d_device *device, const char *filename)
814 struct wined3d_color_key color_key;
818 HDC dcb = NULL, dcs = NULL;
820 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
823 GetObjectA(hbm, sizeof(BITMAP), &bm);
824 dcb = CreateCompatibleDC(NULL);
826 SelectObject(dcb, hbm);
830 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
833 memset(&bm, 0, sizeof(bm));
838 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0,
839 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_MAPPABLE,
840 NULL, &wined3d_null_parent_ops, &device->logo_surface);
843 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
849 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
851 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
852 wined3d_surface_releasedc(device->logo_surface, dcs);
854 color_key.color_space_low_value = 0;
855 color_key.color_space_high_value = 0;
856 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
860 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
861 /* Fill the surface with a white color to show that wined3d is there */
862 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
866 if (dcb) DeleteDC(dcb);
867 if (hbm) DeleteObject(hbm);
870 /* Context activation is done by the caller. */
871 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
873 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
874 unsigned int i, j, count;
875 /* Under DirectX you can sample even if no texture is bound, whereas
876 * OpenGL will only allow that when a valid texture is bound.
877 * We emulate this by creating dummy textures and binding them
878 * to each texture stage when the currently set D3D texture is NULL. */
880 if (gl_info->supported[APPLE_CLIENT_STORAGE])
882 /* The dummy texture does not have client storage backing */
883 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
884 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
887 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
888 for (i = 0; i < count; ++i)
890 DWORD color = 0x000000ff;
892 /* Make appropriate texture active */
893 context_active_texture(context, gl_info, i);
895 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
896 checkGLcall("glGenTextures");
897 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
899 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
900 checkGLcall("glBindTexture");
902 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
903 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
904 checkGLcall("glTexImage2D");
906 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
908 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
909 checkGLcall("glGenTextures");
910 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
912 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
913 checkGLcall("glBindTexture");
915 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
916 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
917 checkGLcall("glTexImage2D");
920 if (gl_info->supported[EXT_TEXTURE3D])
922 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
923 checkGLcall("glGenTextures");
924 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
926 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
927 checkGLcall("glBindTexture");
929 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
930 checkGLcall("glTexImage3D");
933 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
935 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
936 checkGLcall("glGenTextures");
937 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
939 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
940 checkGLcall("glBindTexture");
942 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
944 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
945 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
946 checkGLcall("glTexImage2D");
951 if (gl_info->supported[APPLE_CLIENT_STORAGE])
953 /* Re-enable because if supported it is enabled by default */
954 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
955 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
959 /* Context activation is done by the caller. */
960 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
962 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
964 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
966 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
967 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
970 if (gl_info->supported[EXT_TEXTURE3D])
972 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
973 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
976 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
978 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
979 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
982 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
983 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
985 memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
986 memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
987 memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
988 memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
991 static LONG fullscreen_style(LONG style)
993 /* Make sure the window is managed, otherwise we won't get keyboard input. */
994 style |= WS_POPUP | WS_SYSMENU;
995 style &= ~(WS_CAPTION | WS_THICKFRAME);
1000 static LONG fullscreen_exstyle(LONG exstyle)
1002 /* Filter out window decorations. */
1003 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1008 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1010 BOOL filter_messages;
1011 LONG style, exstyle;
1013 TRACE("Setting up window %p for fullscreen mode.\n", window);
1015 if (device->style || device->exStyle)
1017 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1018 window, device->style, device->exStyle);
1021 device->style = GetWindowLongW(window, GWL_STYLE);
1022 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1024 style = fullscreen_style(device->style);
1025 exstyle = fullscreen_exstyle(device->exStyle);
1027 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1028 device->style, device->exStyle, style, exstyle);
1030 filter_messages = device->filter_messages;
1031 device->filter_messages = TRUE;
1033 SetWindowLongW(window, GWL_STYLE, style);
1034 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1035 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1037 device->filter_messages = filter_messages;
1040 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1042 BOOL filter_messages;
1043 LONG style, exstyle;
1045 if (!device->style && !device->exStyle) return;
1047 style = GetWindowLongW(window, GWL_STYLE);
1048 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1050 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
1051 * application, and we want to ignore them in the test below, since it's
1052 * not the application's fault that they changed. Additionally, we want to
1053 * preserve the current status of these flags (i.e. don't restore them) to
1054 * more closely emulate the behavior of Direct3D, which leaves these flags
1055 * alone when returning to windowed mode. */
1056 device->style ^= (device->style ^ style) & WS_VISIBLE;
1057 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
1059 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1060 window, device->style, device->exStyle);
1062 filter_messages = device->filter_messages;
1063 device->filter_messages = TRUE;
1065 /* Only restore the style if the application didn't modify it during the
1066 * fullscreen phase. Some applications change it before calling Reset()
1067 * when switching between windowed and fullscreen modes (HL2), some
1068 * depend on the original style (Eve Online). */
1069 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1071 SetWindowLongW(window, GWL_STYLE, device->style);
1072 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1074 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1076 device->filter_messages = filter_messages;
1078 /* Delete the old values. */
1080 device->exStyle = 0;
1083 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1085 TRACE("device %p, window %p.\n", device, window);
1087 if (!wined3d_register_window(window, device))
1089 ERR("Failed to register window %p.\n", window);
1093 InterlockedExchangePointer((void **)&device->focus_window, window);
1094 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1099 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1101 TRACE("device %p.\n", device);
1103 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1104 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1107 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1108 struct wined3d_swapchain_desc *swapchain_desc)
1110 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1111 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1112 struct wined3d_swapchain *swapchain = NULL;
1113 struct wined3d_context *context;
1118 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1120 if (device->d3d_initialized)
1121 return WINED3DERR_INVALIDCALL;
1122 if (device->wined3d->flags & WINED3D_NO3D)
1123 return WINED3DERR_INVALIDCALL;
1125 device->valid_rt_mask = 0;
1126 for (i = 0; i < gl_info->limits.buffers; ++i)
1127 device->valid_rt_mask |= (1 << i);
1128 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1129 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1131 /* Initialize the texture unit mapping to a 1:1 mapping */
1132 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1134 if (state < gl_info->limits.fragment_samplers)
1136 device->texUnitMap[state] = state;
1137 device->rev_tex_unit_map[state] = state;
1141 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1142 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1146 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
1148 TRACE("Shader private data couldn't be allocated\n");
1151 if (FAILED(hr = device->blitter->alloc_private(device)))
1153 TRACE("Blitter private data couldn't be allocated\n");
1157 /* Setup the implicit swapchain. This also initializes a context. */
1158 TRACE("Creating implicit swapchain\n");
1159 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1160 swapchain_desc, &swapchain);
1163 WARN("Failed to create implicit swapchain\n");
1167 device->swapchain_count = 1;
1168 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1169 if (!device->swapchains)
1171 ERR("Out of memory!\n");
1174 device->swapchains[0] = swapchain;
1176 if (swapchain->back_buffers && swapchain->back_buffers[0])
1178 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1179 device->fb.render_targets[0] = swapchain->back_buffers[0];
1183 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1184 device->fb.render_targets[0] = swapchain->front_buffer;
1186 wined3d_surface_incref(device->fb.render_targets[0]);
1188 /* Depth Stencil support */
1189 device->fb.depth_stencil = device->auto_depth_stencil;
1190 if (device->fb.depth_stencil)
1191 wined3d_surface_incref(device->fb.depth_stencil);
1193 /* Set up some starting GL setup */
1195 /* Setup all the devices defaults */
1196 stateblock_init_default_state(device->stateBlock);
1198 context = context_acquire(device, swapchain->front_buffer);
1200 create_dummy_textures(device, context);
1202 /* Initialize the current view state */
1203 device->view_ident = 1;
1204 device->contexts[0]->last_was_rhw = 0;
1206 switch (wined3d_settings.offscreen_rendering_mode)
1209 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1212 case ORM_BACKBUFFER:
1214 if (context_get_current()->aux_buffers > 0)
1216 TRACE("Using auxiliary buffer for offscreen rendering\n");
1217 device->offscreenBuffer = GL_AUX0;
1221 TRACE("Using back buffer for offscreen rendering\n");
1222 device->offscreenBuffer = GL_BACK;
1227 TRACE("All defaults now set up, leaving 3D init.\n");
1229 context_release(context);
1231 /* Clear the screen */
1232 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1233 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1236 device->d3d_initialized = TRUE;
1238 if (wined3d_settings.logo)
1239 device_load_logo(device, wined3d_settings.logo);
1243 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1244 HeapFree(GetProcessHeap(), 0, device->swapchains);
1245 device->swapchain_count = 0;
1247 wined3d_swapchain_decref(swapchain);
1248 if (device->blit_priv)
1249 device->blitter->free_private(device);
1250 if (device->shader_priv)
1251 device->shader_backend->shader_free_private(device);
1256 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1257 struct wined3d_swapchain_desc *swapchain_desc)
1259 struct wined3d_swapchain *swapchain = NULL;
1262 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1264 /* Setup the implicit swapchain */
1265 TRACE("Creating implicit swapchain\n");
1266 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1267 swapchain_desc, &swapchain);
1270 WARN("Failed to create implicit swapchain\n");
1274 device->swapchain_count = 1;
1275 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1276 if (!device->swapchains)
1278 ERR("Out of memory!\n");
1281 device->swapchains[0] = swapchain;
1285 wined3d_swapchain_decref(swapchain);
1289 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1291 struct wined3d_resource *resource, *cursor;
1292 const struct wined3d_gl_info *gl_info;
1293 struct wined3d_context *context;
1294 struct wined3d_surface *surface;
1297 TRACE("device %p.\n", device);
1299 if (!device->d3d_initialized)
1300 return WINED3DERR_INVALIDCALL;
1302 /* Force making the context current again, to verify it is still valid
1303 * (workaround for broken drivers) */
1304 context_set_current(NULL);
1305 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1306 * it was created. Thus make sure a context is active for the glDelete* calls
1308 context = context_acquire(device, NULL);
1309 gl_info = context->gl_info;
1311 if (device->logo_surface)
1312 wined3d_surface_decref(device->logo_surface);
1314 stateblock_unbind_resources(device->stateBlock);
1316 /* Unload resources */
1317 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1319 TRACE("Unloading resource %p.\n", resource);
1321 resource->resource_ops->resource_unload(resource);
1324 /* Delete the mouse cursor texture */
1325 if (device->cursorTexture)
1327 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1328 device->cursorTexture = 0;
1331 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1332 * private data, it might contain opengl pointers
1334 if (device->depth_blt_texture)
1336 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1337 device->depth_blt_texture = 0;
1340 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1341 device->blitter->free_private(device);
1342 device->shader_backend->shader_free_private(device);
1344 /* Release the buffers (with sanity checks)*/
1345 if (device->onscreen_depth_stencil)
1347 surface = device->onscreen_depth_stencil;
1348 device->onscreen_depth_stencil = NULL;
1349 wined3d_surface_decref(surface);
1352 if (device->fb.depth_stencil)
1354 surface = device->fb.depth_stencil;
1356 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1358 device->fb.depth_stencil = NULL;
1359 wined3d_surface_decref(surface);
1362 if (device->auto_depth_stencil)
1364 surface = device->auto_depth_stencil;
1365 device->auto_depth_stencil = NULL;
1366 if (wined3d_surface_decref(surface))
1367 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1370 for (i = 1; i < gl_info->limits.buffers; ++i)
1372 wined3d_device_set_render_target(device, i, NULL, FALSE);
1375 surface = device->fb.render_targets[0];
1376 TRACE("Setting rendertarget 0 to NULL\n");
1377 device->fb.render_targets[0] = NULL;
1378 TRACE("Releasing the render target at %p\n", surface);
1379 wined3d_surface_decref(surface);
1381 context_release(context);
1383 for (i = 0; i < device->swapchain_count; ++i)
1385 TRACE("Releasing the implicit swapchain %u.\n", i);
1386 if (wined3d_swapchain_decref(device->swapchains[i]))
1387 FIXME("Something's still holding the implicit swapchain.\n");
1390 HeapFree(GetProcessHeap(), 0, device->swapchains);
1391 device->swapchains = NULL;
1392 device->swapchain_count = 0;
1394 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1395 device->fb.render_targets = NULL;
1397 device->d3d_initialized = FALSE;
1402 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1406 for (i = 0; i < device->swapchain_count; ++i)
1408 TRACE("Releasing the implicit swapchain %u.\n", i);
1409 if (wined3d_swapchain_decref(device->swapchains[i]))
1410 FIXME("Something's still holding the implicit swapchain.\n");
1413 HeapFree(GetProcessHeap(), 0, device->swapchains);
1414 device->swapchains = NULL;
1415 device->swapchain_count = 0;
1419 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1420 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1421 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1423 * There is no way to deactivate thread safety once it is enabled.
1425 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1427 TRACE("device %p.\n", device);
1429 /* For now just store the flag (needed in case of ddraw). */
1430 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1433 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1435 TRACE("device %p.\n", device);
1437 TRACE("Emulating %d MB, returning %d MB left.\n",
1438 device->adapter->TextureRam / (1024 * 1024),
1439 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1441 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1444 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1445 struct wined3d_buffer *buffer, UINT offset)
1447 struct wined3d_buffer *prev_buffer;
1449 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1451 if (idx >= MAX_STREAM_OUT)
1453 WARN("Invalid stream output %u.\n", idx);
1457 prev_buffer = device->updateStateBlock->state.stream_output[idx].buffer;
1458 device->updateStateBlock->state.stream_output[idx].buffer = buffer;
1459 device->updateStateBlock->state.stream_output[idx].offset = offset;
1461 if (device->isRecordingState)
1464 wined3d_buffer_incref(buffer);
1466 wined3d_buffer_decref(prev_buffer);
1470 if (prev_buffer != buffer)
1474 InterlockedIncrement(&buffer->resource.bind_count);
1475 wined3d_buffer_incref(buffer);
1479 InterlockedDecrement(&prev_buffer->resource.bind_count);
1480 wined3d_buffer_decref(prev_buffer);
1485 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1486 UINT idx, UINT *offset)
1488 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1490 if (idx >= MAX_STREAM_OUT)
1492 WARN("Invalid stream output %u.\n", idx);
1496 *offset = device->stateBlock->state.stream_output[idx].offset;
1497 return device->stateBlock->state.stream_output[idx].buffer;
1500 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1501 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1503 struct wined3d_stream_state *stream;
1504 struct wined3d_buffer *prev_buffer;
1506 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1507 device, stream_idx, buffer, offset, stride);
1509 if (stream_idx >= MAX_STREAMS)
1511 WARN("Stream index %u out of range.\n", stream_idx);
1512 return WINED3DERR_INVALIDCALL;
1514 else if (offset & 0x3)
1516 WARN("Offset %u is not 4 byte aligned.\n", offset);
1517 return WINED3DERR_INVALIDCALL;
1520 stream = &device->updateStateBlock->state.streams[stream_idx];
1521 prev_buffer = stream->buffer;
1523 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1525 if (prev_buffer == buffer
1526 && stream->stride == stride
1527 && stream->offset == offset)
1529 TRACE("Application is setting the old values over, nothing to do.\n");
1533 stream->buffer = buffer;
1536 stream->stride = stride;
1537 stream->offset = offset;
1540 /* Handle recording of state blocks. */
1541 if (device->isRecordingState)
1543 TRACE("Recording... not performing anything.\n");
1545 wined3d_buffer_incref(buffer);
1547 wined3d_buffer_decref(prev_buffer);
1553 InterlockedIncrement(&buffer->resource.bind_count);
1554 wined3d_buffer_incref(buffer);
1558 InterlockedDecrement(&prev_buffer->resource.bind_count);
1559 wined3d_buffer_decref(prev_buffer);
1562 device_invalidate_state(device, STATE_STREAMSRC);
1567 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1568 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1570 struct wined3d_stream_state *stream;
1572 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1573 device, stream_idx, buffer, offset, stride);
1575 if (stream_idx >= MAX_STREAMS)
1577 WARN("Stream index %u out of range.\n", stream_idx);
1578 return WINED3DERR_INVALIDCALL;
1581 stream = &device->stateBlock->state.streams[stream_idx];
1582 *buffer = stream->buffer;
1584 wined3d_buffer_incref(*buffer);
1586 *offset = stream->offset;
1587 *stride = stream->stride;
1592 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1594 struct wined3d_stream_state *stream;
1595 UINT old_flags, old_freq;
1597 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1599 /* Verify input. At least in d3d9 this is invalid. */
1600 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1602 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1603 return WINED3DERR_INVALIDCALL;
1605 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1607 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1608 return WINED3DERR_INVALIDCALL;
1612 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1613 return WINED3DERR_INVALIDCALL;
1616 stream = &device->updateStateBlock->state.streams[stream_idx];
1617 old_flags = stream->flags;
1618 old_freq = stream->frequency;
1620 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1621 stream->frequency = divider & 0x7fffff;
1623 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1625 if (stream->frequency != old_freq || stream->flags != old_flags)
1626 device_invalidate_state(device, STATE_STREAMSRC);
1631 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1632 UINT stream_idx, UINT *divider)
1634 struct wined3d_stream_state *stream;
1636 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1638 stream = &device->updateStateBlock->state.streams[stream_idx];
1639 *divider = stream->flags | stream->frequency;
1641 TRACE("Returning %#x.\n", *divider);
1646 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1647 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1649 TRACE("device %p, state %s, matrix %p.\n",
1650 device, debug_d3dtstype(d3dts), matrix);
1651 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1652 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1653 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1654 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1656 /* Handle recording of state blocks. */
1657 if (device->isRecordingState)
1659 TRACE("Recording... not performing anything.\n");
1660 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1661 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1665 /* If the new matrix is the same as the current one,
1666 * we cut off any further processing. this seems to be a reasonable
1667 * optimization because as was noticed, some apps (warcraft3 for example)
1668 * tend towards setting the same matrix repeatedly for some reason.
1670 * From here on we assume that the new matrix is different, wherever it matters. */
1671 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1673 TRACE("The application is setting the same matrix over again.\n");
1677 device->stateBlock->state.transforms[d3dts] = *matrix;
1678 if (d3dts == WINED3D_TS_VIEW)
1679 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1681 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1682 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1685 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1686 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1688 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1690 *matrix = device->stateBlock->state.transforms[state];
1693 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1694 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1696 const struct wined3d_matrix *mat;
1697 struct wined3d_matrix temp;
1699 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1701 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1702 * below means it will be recorded in a state block change, but it
1703 * works regardless where it is recorded.
1704 * If this is found to be wrong, change to StateBlock. */
1705 if (state > HIGHEST_TRANSFORMSTATE)
1707 WARN("Unhandled transform state %#x.\n", state);
1711 mat = &device->updateStateBlock->state.transforms[state];
1712 multiply_matrix(&temp, mat, matrix);
1714 /* Apply change via set transform - will reapply to eg. lights this way. */
1715 wined3d_device_set_transform(device, state, &temp);
1718 /* Note lights are real special cases. Although the device caps state only
1719 * e.g. 8 are supported, you can reference any indexes you want as long as
1720 * that number max are enabled at any one point in time. Therefore since the
1721 * indices can be anything, we need a hashmap of them. However, this causes
1722 * stateblock problems. When capturing the state block, I duplicate the
1723 * hashmap, but when recording, just build a chain pretty much of commands to
1725 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1726 UINT light_idx, const struct wined3d_light *light)
1728 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1729 struct wined3d_light_info *object = NULL;
1733 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1735 /* Check the parameter range. Need for speed most wanted sets junk lights
1736 * which confuse the GL driver. */
1738 return WINED3DERR_INVALIDCALL;
1740 switch (light->type)
1742 case WINED3D_LIGHT_POINT:
1743 case WINED3D_LIGHT_SPOT:
1744 case WINED3D_LIGHT_PARALLELPOINT:
1745 case WINED3D_LIGHT_GLSPOT:
1746 /* Incorrect attenuation values can cause the gl driver to crash.
1747 * Happens with Need for speed most wanted. */
1748 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1750 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1751 return WINED3DERR_INVALIDCALL;
1755 case WINED3D_LIGHT_DIRECTIONAL:
1756 /* Ignores attenuation */
1760 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1761 return WINED3DERR_INVALIDCALL;
1764 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1766 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1767 if (object->OriginalIndex == light_idx)
1774 TRACE("Adding new light\n");
1775 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1777 return E_OUTOFMEMORY;
1779 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1780 object->glIndex = -1;
1781 object->OriginalIndex = light_idx;
1784 /* Initialize the object. */
1785 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1786 light_idx, light->type,
1787 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1788 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1789 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1790 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1791 light->direction.x, light->direction.y, light->direction.z);
1792 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1793 light->range, light->falloff, light->theta, light->phi);
1795 /* Save away the information. */
1796 object->OriginalParms = *light;
1798 switch (light->type)
1800 case WINED3D_LIGHT_POINT:
1802 object->lightPosn[0] = light->position.x;
1803 object->lightPosn[1] = light->position.y;
1804 object->lightPosn[2] = light->position.z;
1805 object->lightPosn[3] = 1.0f;
1806 object->cutoff = 180.0f;
1810 case WINED3D_LIGHT_DIRECTIONAL:
1812 object->lightPosn[0] = -light->direction.x;
1813 object->lightPosn[1] = -light->direction.y;
1814 object->lightPosn[2] = -light->direction.z;
1815 object->lightPosn[3] = 0.0f;
1816 object->exponent = 0.0f;
1817 object->cutoff = 180.0f;
1820 case WINED3D_LIGHT_SPOT:
1822 object->lightPosn[0] = light->position.x;
1823 object->lightPosn[1] = light->position.y;
1824 object->lightPosn[2] = light->position.z;
1825 object->lightPosn[3] = 1.0f;
1828 object->lightDirn[0] = light->direction.x;
1829 object->lightDirn[1] = light->direction.y;
1830 object->lightDirn[2] = light->direction.z;
1831 object->lightDirn[3] = 1.0f;
1833 /* opengl-ish and d3d-ish spot lights use too different models
1834 * for the light "intensity" as a function of the angle towards
1835 * the main light direction, so we only can approximate very
1836 * roughly. However, spot lights are rather rarely used in games
1837 * (if ever used at all). Furthermore if still used, probably
1838 * nobody pays attention to such details. */
1839 if (!light->falloff)
1841 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1842 * equations have the falloff resp. exponent parameter as an
1843 * exponent, so the spot light lighting will always be 1.0 for
1844 * both of them, and we don't have to care for the rest of the
1845 * rather complex calculation. */
1846 object->exponent = 0.0f;
1850 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1853 object->exponent = -0.3f / logf(cosf(rho / 2));
1856 if (object->exponent > 128.0f)
1857 object->exponent = 128.0f;
1859 object->cutoff = (float)(light->phi * 90 / M_PI);
1864 FIXME("Unrecognized light type %#x.\n", light->type);
1867 /* Update the live definitions if the light is currently assigned a glIndex. */
1868 if (object->glIndex != -1 && !device->isRecordingState)
1869 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1874 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1875 UINT light_idx, struct wined3d_light *light)
1877 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1878 struct wined3d_light_info *light_info = NULL;
1881 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1883 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1885 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1886 if (light_info->OriginalIndex == light_idx)
1893 TRACE("Light information requested but light not defined\n");
1894 return WINED3DERR_INVALIDCALL;
1897 *light = light_info->OriginalParms;
1901 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1903 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1904 struct wined3d_light_info *light_info = NULL;
1907 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1909 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1911 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1912 if (light_info->OriginalIndex == light_idx)
1916 TRACE("Found light %p.\n", light_info);
1918 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1921 TRACE("Light enabled requested but light not defined, so defining one!\n");
1922 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1924 /* Search for it again! Should be fairly quick as near head of list. */
1925 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1927 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1928 if (light_info->OriginalIndex == light_idx)
1934 FIXME("Adding default lights has failed dismally\n");
1935 return WINED3DERR_INVALIDCALL;
1941 if (light_info->glIndex != -1)
1943 if (!device->isRecordingState)
1944 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
1946 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
1947 light_info->glIndex = -1;
1951 TRACE("Light already disabled, nothing to do\n");
1953 light_info->enabled = FALSE;
1957 light_info->enabled = TRUE;
1958 if (light_info->glIndex != -1)
1960 TRACE("Nothing to do as light was enabled\n");
1965 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1966 /* Find a free GL light. */
1967 for (i = 0; i < gl_info->limits.lights; ++i)
1969 if (!device->updateStateBlock->state.lights[i])
1971 device->updateStateBlock->state.lights[i] = light_info;
1972 light_info->glIndex = i;
1976 if (light_info->glIndex == -1)
1978 /* Our tests show that Windows returns D3D_OK in this situation, even with
1979 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1980 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1981 * as well for those lights.
1983 * TODO: Test how this affects rendering. */
1984 WARN("Too many concurrently active lights\n");
1988 /* i == light_info->glIndex */
1989 if (!device->isRecordingState)
1990 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
1997 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1999 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2000 struct wined3d_light_info *light_info = NULL;
2003 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2005 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2007 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2008 if (light_info->OriginalIndex == light_idx)
2015 TRACE("Light enabled state requested but light not defined.\n");
2016 return WINED3DERR_INVALIDCALL;
2018 /* true is 128 according to SetLightEnable */
2019 *enable = light_info->enabled ? 128 : 0;
2023 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2024 UINT plane_idx, const struct wined3d_vec4 *plane)
2026 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2028 /* Validate plane_idx. */
2029 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2031 TRACE("Application has requested clipplane this device doesn't support.\n");
2032 return WINED3DERR_INVALIDCALL;
2035 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2037 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2039 TRACE("Application is setting old values over, nothing to do.\n");
2043 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2045 /* Handle recording of state blocks. */
2046 if (device->isRecordingState)
2048 TRACE("Recording... not performing anything.\n");
2052 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2057 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2058 UINT plane_idx, struct wined3d_vec4 *plane)
2060 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2062 /* Validate plane_idx. */
2063 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2065 TRACE("Application has requested clipplane this device doesn't support.\n");
2066 return WINED3DERR_INVALIDCALL;
2069 *plane = device->stateBlock->state.clip_planes[plane_idx];
2074 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2075 const struct wined3d_clip_status *clip_status)
2077 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2080 return WINED3DERR_INVALIDCALL;
2085 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2086 struct wined3d_clip_status *clip_status)
2088 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2091 return WINED3DERR_INVALIDCALL;
2096 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2098 TRACE("device %p, material %p.\n", device, material);
2100 device->updateStateBlock->changed.material = TRUE;
2101 device->updateStateBlock->state.material = *material;
2103 /* Handle recording of state blocks */
2104 if (device->isRecordingState)
2106 TRACE("Recording... not performing anything.\n");
2110 device_invalidate_state(device, STATE_MATERIAL);
2113 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2115 TRACE("device %p, material %p.\n", device, material);
2117 *material = device->updateStateBlock->state.material;
2119 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2120 material->diffuse.r, material->diffuse.g,
2121 material->diffuse.b, material->diffuse.a);
2122 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2123 material->ambient.r, material->ambient.g,
2124 material->ambient.b, material->ambient.a);
2125 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2126 material->specular.r, material->specular.g,
2127 material->specular.b, material->specular.a);
2128 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2129 material->emissive.r, material->emissive.g,
2130 material->emissive.b, material->emissive.a);
2131 TRACE("power %.8e.\n", material->power);
2134 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2135 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2137 struct wined3d_buffer *prev_buffer;
2139 TRACE("device %p, buffer %p, format %s.\n",
2140 device, buffer, debug_d3dformat(format_id));
2142 prev_buffer = device->updateStateBlock->state.index_buffer;
2144 device->updateStateBlock->changed.indices = TRUE;
2145 device->updateStateBlock->state.index_buffer = buffer;
2146 device->updateStateBlock->state.index_format = format_id;
2148 /* Handle recording of state blocks. */
2149 if (device->isRecordingState)
2151 TRACE("Recording... not performing anything.\n");
2153 wined3d_buffer_incref(buffer);
2155 wined3d_buffer_decref(prev_buffer);
2159 if (prev_buffer != buffer)
2161 device_invalidate_state(device, STATE_INDEXBUFFER);
2164 InterlockedIncrement(&buffer->resource.bind_count);
2165 wined3d_buffer_incref(buffer);
2169 InterlockedDecrement(&prev_buffer->resource.bind_count);
2170 wined3d_buffer_decref(prev_buffer);
2175 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
2176 enum wined3d_format_id *format)
2178 TRACE("device %p, format %p.\n", device, format);
2180 *format = device->stateBlock->state.index_format;
2181 return device->stateBlock->state.index_buffer;
2184 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2186 TRACE("device %p, base_index %d.\n", device, base_index);
2188 device->updateStateBlock->state.base_vertex_index = base_index;
2191 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2193 TRACE("device %p.\n", device);
2195 return device->stateBlock->state.base_vertex_index;
2198 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2200 TRACE("device %p, viewport %p.\n", device, viewport);
2201 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2202 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2204 device->updateStateBlock->changed.viewport = TRUE;
2205 device->updateStateBlock->state.viewport = *viewport;
2207 /* Handle recording of state blocks */
2208 if (device->isRecordingState)
2210 TRACE("Recording... not performing anything\n");
2214 device_invalidate_state(device, STATE_VIEWPORT);
2217 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2219 TRACE("device %p, viewport %p.\n", device, viewport);
2221 *viewport = device->stateBlock->state.viewport;
2224 static void resolve_depth_buffer(struct wined3d_state *state)
2226 struct wined3d_texture *texture = state->textures[0];
2227 struct wined3d_surface *depth_stencil, *surface;
2229 if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE
2230 || !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
2232 surface = surface_from_resource(texture->sub_resources[0]);
2233 depth_stencil = state->fb->depth_stencil;
2237 wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
2240 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2241 enum wined3d_render_state state, DWORD value)
2243 DWORD old_value = device->stateBlock->state.render_states[state];
2245 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2247 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2248 device->updateStateBlock->state.render_states[state] = value;
2250 /* Handle recording of state blocks. */
2251 if (device->isRecordingState)
2253 TRACE("Recording... not performing anything.\n");
2257 /* Compared here and not before the assignment to allow proper stateblock recording. */
2258 if (value == old_value)
2259 TRACE("Application is setting the old value over, nothing to do.\n");
2261 device_invalidate_state(device, STATE_RENDER(state));
2263 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2265 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2266 resolve_depth_buffer(&device->stateBlock->state);
2270 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2272 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2274 return device->stateBlock->state.render_states[state];
2277 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2278 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2282 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2283 device, sampler_idx, debug_d3dsamplerstate(state), value);
2285 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2286 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2288 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2289 / sizeof(*device->stateBlock->state.sampler_states))
2291 WARN("Invalid sampler %u.\n", sampler_idx);
2292 return; /* Windows accepts overflowing this array ... we do not. */
2295 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2296 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2297 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2299 /* Handle recording of state blocks. */
2300 if (device->isRecordingState)
2302 TRACE("Recording... not performing anything.\n");
2306 if (old_value == value)
2308 TRACE("Application is setting the old value over, nothing to do.\n");
2312 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2315 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2316 UINT sampler_idx, enum wined3d_sampler_state state)
2318 TRACE("device %p, sampler_idx %u, state %s.\n",
2319 device, sampler_idx, debug_d3dsamplerstate(state));
2321 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2322 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2324 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2325 / sizeof(*device->stateBlock->state.sampler_states))
2327 WARN("Invalid sampler %u.\n", sampler_idx);
2328 return 0; /* Windows accepts overflowing this array ... we do not. */
2331 return device->stateBlock->state.sampler_states[sampler_idx][state];
2334 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2336 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2338 device->updateStateBlock->changed.scissorRect = TRUE;
2339 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2341 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2344 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2346 if (device->isRecordingState)
2348 TRACE("Recording... not performing anything.\n");
2352 device_invalidate_state(device, STATE_SCISSORRECT);
2355 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2357 TRACE("device %p, rect %p.\n", device, rect);
2359 *rect = device->updateStateBlock->state.scissor_rect;
2360 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2363 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2364 struct wined3d_vertex_declaration *declaration)
2366 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2368 TRACE("device %p, declaration %p.\n", device, declaration);
2371 wined3d_vertex_declaration_incref(declaration);
2373 wined3d_vertex_declaration_decref(prev);
2375 device->updateStateBlock->state.vertex_declaration = declaration;
2376 device->updateStateBlock->changed.vertexDecl = TRUE;
2378 if (device->isRecordingState)
2380 TRACE("Recording... not performing anything.\n");
2384 if (declaration == prev)
2386 /* Checked after the assignment to allow proper stateblock recording. */
2387 TRACE("Application is setting the old declaration over, nothing to do.\n");
2391 device_invalidate_state(device, STATE_VDECL);
2394 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2396 TRACE("device %p.\n", device);
2398 return device->stateBlock->state.vertex_declaration;
2401 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2403 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2405 TRACE("device %p, shader %p.\n", device, shader);
2408 wined3d_shader_incref(shader);
2410 wined3d_shader_decref(prev);
2412 device->updateStateBlock->state.vertex_shader = shader;
2413 device->updateStateBlock->changed.vertexShader = TRUE;
2415 if (device->isRecordingState)
2417 TRACE("Recording... not performing anything.\n");
2423 TRACE("Application is setting the old shader over, nothing to do.\n");
2427 device_invalidate_state(device, STATE_VSHADER);
2430 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2432 TRACE("device %p.\n", device);
2434 return device->stateBlock->state.vertex_shader;
2437 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2439 struct wined3d_buffer *prev;
2441 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2443 if (idx >= MAX_CONSTANT_BUFFERS)
2445 WARN("Invalid constant buffer index %u.\n", idx);
2449 prev = device->updateStateBlock->state.vs_cb[idx];
2450 device->updateStateBlock->state.vs_cb[idx] = buffer;
2452 if (device->isRecordingState)
2455 wined3d_buffer_incref(buffer);
2457 wined3d_buffer_decref(prev);
2465 InterlockedIncrement(&buffer->resource.bind_count);
2466 wined3d_buffer_incref(buffer);
2470 InterlockedDecrement(&prev->resource.bind_count);
2471 wined3d_buffer_decref(prev);
2476 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2478 TRACE("device %p, idx %u.\n", device, idx);
2480 if (idx >= MAX_CONSTANT_BUFFERS)
2482 WARN("Invalid constant buffer index %u.\n", idx);
2486 return device->stateBlock->state.vs_cb[idx];
2489 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2491 struct wined3d_sampler *prev;
2493 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2495 if (idx >= MAX_SAMPLER_OBJECTS)
2497 WARN("Invalid sampler index %u.\n", idx);
2501 prev = device->updateStateBlock->state.vs_sampler[idx];
2502 device->updateStateBlock->state.vs_sampler[idx] = sampler;
2505 wined3d_sampler_incref(sampler);
2507 wined3d_sampler_decref(prev);
2510 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2512 TRACE("device %p, idx %u.\n", device, idx);
2514 if (idx >= MAX_SAMPLER_OBJECTS)
2516 WARN("Invalid sampler index %u.\n", idx);
2520 return device->stateBlock->state.vs_sampler[idx];
2523 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2524 UINT start_register, const BOOL *constants, UINT bool_count)
2526 UINT count = min(bool_count, MAX_CONST_B - start_register);
2529 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2530 device, start_register, constants, bool_count);
2532 if (!constants || start_register >= MAX_CONST_B)
2533 return WINED3DERR_INVALIDCALL;
2535 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2536 for (i = 0; i < count; ++i)
2537 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2539 for (i = start_register; i < count + start_register; ++i)
2540 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2542 if (!device->isRecordingState)
2543 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2548 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2549 UINT start_register, BOOL *constants, UINT bool_count)
2551 UINT count = min(bool_count, MAX_CONST_B - start_register);
2553 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2554 device, start_register, constants, bool_count);
2556 if (!constants || start_register >= MAX_CONST_B)
2557 return WINED3DERR_INVALIDCALL;
2559 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2564 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2565 UINT start_register, const int *constants, UINT vector4i_count)
2567 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2570 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2571 device, start_register, constants, vector4i_count);
2573 if (!constants || start_register >= MAX_CONST_I)
2574 return WINED3DERR_INVALIDCALL;
2576 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2577 for (i = 0; i < count; ++i)
2578 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2579 constants[i * 4], constants[i * 4 + 1],
2580 constants[i * 4 + 2], constants[i * 4 + 3]);
2582 for (i = start_register; i < count + start_register; ++i)
2583 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2585 if (!device->isRecordingState)
2586 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2591 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2592 UINT start_register, int *constants, UINT vector4i_count)
2594 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2596 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2597 device, start_register, constants, vector4i_count);
2599 if (!constants || start_register >= MAX_CONST_I)
2600 return WINED3DERR_INVALIDCALL;
2602 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2606 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2607 UINT start_register, const float *constants, UINT vector4f_count)
2611 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2612 device, start_register, constants, vector4f_count);
2614 /* Specifically test start_register > limit to catch MAX_UINT overflows
2615 * when adding start_register + vector4f_count. */
2617 || start_register + vector4f_count > device->d3d_vshader_constantF
2618 || start_register > device->d3d_vshader_constantF)
2619 return WINED3DERR_INVALIDCALL;
2621 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2622 constants, vector4f_count * sizeof(float) * 4);
2625 for (i = 0; i < vector4f_count; ++i)
2626 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2627 constants[i * 4], constants[i * 4 + 1],
2628 constants[i * 4 + 2], constants[i * 4 + 3]);
2631 if (!device->isRecordingState)
2633 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2634 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2637 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2638 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2643 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2644 UINT start_register, float *constants, UINT vector4f_count)
2646 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2648 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2649 device, start_register, constants, vector4f_count);
2651 if (!constants || count < 0)
2652 return WINED3DERR_INVALIDCALL;
2654 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2659 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2663 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2665 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2669 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2671 DWORD i = device->rev_tex_unit_map[unit];
2672 DWORD j = device->texUnitMap[stage];
2674 device->texUnitMap[stage] = unit;
2675 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2676 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2678 device->rev_tex_unit_map[unit] = stage;
2679 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2680 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2683 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2687 device->fixed_function_usage_map = 0;
2688 for (i = 0; i < MAX_TEXTURES; ++i)
2690 const struct wined3d_state *state = &device->stateBlock->state;
2691 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2692 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2693 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2694 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2695 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2696 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2697 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2698 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2700 /* Not used, and disable higher stages. */
2701 if (color_op == WINED3D_TOP_DISABLE)
2704 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2705 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2706 || ((color_arg3 == WINED3DTA_TEXTURE)
2707 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2708 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2709 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2710 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2711 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2712 device->fixed_function_usage_map |= (1 << i);
2714 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2715 && i < MAX_TEXTURES - 1)
2716 device->fixed_function_usage_map |= (1 << (i + 1));
2720 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2722 unsigned int i, tex;
2725 device_update_fixed_function_usage_map(device);
2726 ffu_map = device->fixed_function_usage_map;
2728 if (device->max_ffp_textures == gl_info->limits.texture_stages
2729 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2731 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2733 if (!(ffu_map & 1)) continue;
2735 if (device->texUnitMap[i] != i)
2737 device_map_stage(device, i, i);
2738 device_invalidate_state(device, STATE_SAMPLER(i));
2739 device_invalidate_texture_stage(device, i);
2745 /* Now work out the mapping */
2747 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2749 if (!(ffu_map & 1)) continue;
2751 if (device->texUnitMap[i] != tex)
2753 device_map_stage(device, i, tex);
2754 device_invalidate_state(device, STATE_SAMPLER(i));
2755 device_invalidate_texture_stage(device, i);
2762 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2764 const enum wined3d_sampler_texture_type *sampler_type =
2765 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2768 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2770 if (sampler_type[i] && device->texUnitMap[i] != i)
2772 device_map_stage(device, i, i);
2773 device_invalidate_state(device, STATE_SAMPLER(i));
2774 if (i < gl_info->limits.texture_stages)
2775 device_invalidate_texture_stage(device, i);
2780 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2781 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2782 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2784 DWORD current_mapping = device->rev_tex_unit_map[unit];
2786 /* Not currently used */
2787 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2789 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2790 /* Used by a fragment sampler */
2792 if (!pshader_sampler_tokens) {
2793 /* No pixel shader, check fixed function */
2794 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2797 /* Pixel shader, check the shader's sampler map */
2798 return !pshader_sampler_tokens[current_mapping];
2801 /* Used by a vertex sampler */
2802 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2805 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2807 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2808 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2809 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2810 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2815 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2816 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2817 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2820 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2821 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2822 if (vshader_sampler_type[i])
2824 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2826 /* Already mapped somewhere */
2832 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2834 device_map_stage(device, vsampler_idx, start);
2835 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2847 void device_update_tex_unit_map(struct wined3d_device *device)
2849 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2850 const struct wined3d_state *state = &device->stateBlock->state;
2851 BOOL vs = use_vs(state);
2852 BOOL ps = use_ps(state);
2855 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2856 * that would be really messy and require shader recompilation
2857 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2858 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2861 device_map_psamplers(device, gl_info);
2863 device_map_fixed_function_samplers(device, gl_info);
2866 device_map_vsamplers(device, ps, gl_info);
2869 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2871 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2873 TRACE("device %p, shader %p.\n", device, shader);
2876 wined3d_shader_incref(shader);
2878 wined3d_shader_decref(prev);
2880 device->updateStateBlock->state.pixel_shader = shader;
2881 device->updateStateBlock->changed.pixelShader = TRUE;
2883 if (device->isRecordingState)
2885 TRACE("Recording... not performing anything.\n");
2891 TRACE("Application is setting the old shader over, nothing to do.\n");
2895 device_invalidate_state(device, STATE_PIXELSHADER);
2898 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2900 TRACE("device %p.\n", device);
2902 return device->stateBlock->state.pixel_shader;
2905 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2907 struct wined3d_buffer *prev;
2909 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2911 if (idx >= MAX_CONSTANT_BUFFERS)
2913 WARN("Invalid constant buffer index %u.\n", idx);
2917 prev = device->updateStateBlock->state.ps_cb[idx];
2918 device->updateStateBlock->state.ps_cb[idx] = buffer;
2920 if (device->isRecordingState)
2923 wined3d_buffer_incref(buffer);
2925 wined3d_buffer_decref(prev);
2933 InterlockedIncrement(&buffer->resource.bind_count);
2934 wined3d_buffer_incref(buffer);
2938 InterlockedDecrement(&prev->resource.bind_count);
2939 wined3d_buffer_decref(prev);
2944 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2946 TRACE("device %p, idx %u.\n", device, idx);
2948 if (idx >= MAX_CONSTANT_BUFFERS)
2950 WARN("Invalid constant buffer index %u.\n", idx);
2954 return device->stateBlock->state.ps_cb[idx];
2957 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2959 struct wined3d_sampler *prev;
2961 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2963 if (idx >= MAX_SAMPLER_OBJECTS)
2965 WARN("Invalid sampler index %u.\n", idx);
2969 prev = device->updateStateBlock->state.ps_sampler[idx];
2970 device->updateStateBlock->state.ps_sampler[idx] = sampler;
2973 wined3d_sampler_incref(sampler);
2975 wined3d_sampler_decref(prev);
2978 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2980 TRACE("device %p, idx %u.\n", device, idx);
2982 if (idx >= MAX_SAMPLER_OBJECTS)
2984 WARN("Invalid sampler index %u.\n", idx);
2988 return device->stateBlock->state.ps_sampler[idx];
2991 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2992 UINT start_register, const BOOL *constants, UINT bool_count)
2994 UINT count = min(bool_count, MAX_CONST_B - start_register);
2997 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2998 device, start_register, constants, bool_count);
3000 if (!constants || start_register >= MAX_CONST_B)
3001 return WINED3DERR_INVALIDCALL;
3003 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3004 for (i = 0; i < count; ++i)
3005 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3007 for (i = start_register; i < count + start_register; ++i)
3008 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3010 if (!device->isRecordingState)
3011 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3016 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3017 UINT start_register, BOOL *constants, UINT bool_count)
3019 UINT count = min(bool_count, MAX_CONST_B - start_register);
3021 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3022 device, start_register, constants, bool_count);
3024 if (!constants || start_register >= MAX_CONST_B)
3025 return WINED3DERR_INVALIDCALL;
3027 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3032 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3033 UINT start_register, const int *constants, UINT vector4i_count)
3035 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3038 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3039 device, start_register, constants, vector4i_count);
3041 if (!constants || start_register >= MAX_CONST_I)
3042 return WINED3DERR_INVALIDCALL;
3044 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3045 for (i = 0; i < count; ++i)
3046 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3047 constants[i * 4], constants[i * 4 + 1],
3048 constants[i * 4 + 2], constants[i * 4 + 3]);
3050 for (i = start_register; i < count + start_register; ++i)
3051 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3053 if (!device->isRecordingState)
3054 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3059 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3060 UINT start_register, int *constants, UINT vector4i_count)
3062 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3064 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3065 device, start_register, constants, vector4i_count);
3067 if (!constants || start_register >= MAX_CONST_I)
3068 return WINED3DERR_INVALIDCALL;
3070 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3075 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3076 UINT start_register, const float *constants, UINT vector4f_count)
3080 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3081 device, start_register, constants, vector4f_count);
3083 /* Specifically test start_register > limit to catch MAX_UINT overflows
3084 * when adding start_register + vector4f_count. */
3086 || start_register + vector4f_count > device->d3d_pshader_constantF
3087 || start_register > device->d3d_pshader_constantF)
3088 return WINED3DERR_INVALIDCALL;
3090 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3091 constants, vector4f_count * sizeof(float) * 4);
3094 for (i = 0; i < vector4f_count; ++i)
3095 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3096 constants[i * 4], constants[i * 4 + 1],
3097 constants[i * 4 + 2], constants[i * 4 + 3]);
3100 if (!device->isRecordingState)
3102 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3103 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3106 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3107 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3112 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3113 UINT start_register, float *constants, UINT vector4f_count)
3115 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3117 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3118 device, start_register, constants, vector4f_count);
3120 if (!constants || count < 0)
3121 return WINED3DERR_INVALIDCALL;
3123 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3128 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3130 struct wined3d_shader *prev = device->updateStateBlock->state.geometry_shader;
3132 TRACE("device %p, shader %p.\n", device, shader);
3135 wined3d_shader_incref(shader);
3137 wined3d_shader_decref(prev);
3139 device->updateStateBlock->state.geometry_shader = shader;
3141 if (device->isRecordingState || shader == prev)
3144 device_invalidate_state(device, STATE_GEOMETRY_SHADER);
3147 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
3149 TRACE("device %p.\n", device);
3151 return device->stateBlock->state.geometry_shader;
3154 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
3156 struct wined3d_buffer *prev;
3158 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
3160 if (idx >= MAX_CONSTANT_BUFFERS)
3162 WARN("Invalid constant buffer index %u.\n", idx);
3166 prev = device->updateStateBlock->state.gs_cb[idx];
3167 device->updateStateBlock->state.gs_cb[idx] = buffer;
3169 if (device->isRecordingState)
3172 wined3d_buffer_incref(buffer);
3174 wined3d_buffer_decref(prev);
3182 InterlockedIncrement(&buffer->resource.bind_count);
3183 wined3d_buffer_incref(buffer);
3187 InterlockedDecrement(&prev->resource.bind_count);
3188 wined3d_buffer_decref(prev);
3193 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
3195 TRACE("device %p, idx %u.\n", device, idx);
3197 if (idx >= MAX_CONSTANT_BUFFERS)
3199 WARN("Invalid constant buffer index %u.\n", idx);
3203 return device->stateBlock->state.gs_cb[idx];
3206 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
3208 struct wined3d_sampler *prev;
3210 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
3212 if (idx >= MAX_SAMPLER_OBJECTS)
3214 WARN("Invalid sampler index %u.\n", idx);
3218 prev = device->updateStateBlock->state.gs_sampler[idx];
3219 device->updateStateBlock->state.gs_sampler[idx] = sampler;
3222 wined3d_sampler_incref(sampler);
3224 wined3d_sampler_decref(prev);
3227 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
3229 TRACE("device %p, idx %u.\n", device, idx);
3231 if (idx >= MAX_SAMPLER_OBJECTS)
3233 WARN("Invalid sampler index %u.\n", idx);
3237 return device->stateBlock->state.gs_sampler[idx];
3240 /* Context activation is done by the caller. */
3241 /* Do not call while under the GL lock. */
3242 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3243 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3244 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3247 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3248 struct wined3d_viewport vp;
3256 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3258 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3261 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3263 ERR("Source has no position mask\n");
3264 return WINED3DERR_INVALIDCALL;
3267 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3269 static BOOL warned = FALSE;
3271 * The clipping code is not quite correct. Some things need
3272 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3273 * so disable clipping for now.
3274 * (The graphics in Half-Life are broken, and my processvertices
3275 * test crashes with IDirect3DDevice3)
3281 FIXME("Clipping is broken and disabled for now\n");
3287 vertex_size = get_flexible_vertex_size(DestFVF);
3288 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3290 WARN("Failed to map buffer, hr %#x.\n", hr);
3294 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3295 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3296 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3298 TRACE("View mat:\n");
3299 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);
3300 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);
3301 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);
3302 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);
3304 TRACE("Proj mat:\n");
3305 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);
3306 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);
3307 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);
3308 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);
3310 TRACE("World mat:\n");
3311 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);
3312 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);
3313 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);
3314 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);
3316 /* Get the viewport */
3317 wined3d_device_get_viewport(device, &vp);
3318 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3319 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3321 multiply_matrix(&mat,&view_mat,&world_mat);
3322 multiply_matrix(&mat,&proj_mat,&mat);
3324 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3326 for (i = 0; i < dwCount; i+= 1) {
3327 unsigned int tex_index;
3329 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3330 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3331 /* The position first */
3332 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3333 const float *p = (const float *)(element->data.addr + i * element->stride);
3335 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3337 /* Multiplication with world, view and projection matrix */
3338 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);
3339 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);
3340 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);
3341 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);
3343 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3345 /* WARNING: The following things are taken from d3d7 and were not yet checked
3346 * against d3d8 or d3d9!
3349 /* Clipping conditions: From msdn
3351 * A vertex is clipped if it does not match the following requirements
3355 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3357 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3358 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3363 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3364 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3367 /* "Normal" viewport transformation (not clipped)
3368 * 1) The values are divided by rhw
3369 * 2) The y axis is negative, so multiply it with -1
3370 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3371 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3372 * 4) Multiply x with Width/2 and add Width/2
3373 * 5) The same for the height
3374 * 6) Add the viewpoint X and Y to the 2D coordinates and
3375 * The minimum Z value to z
3376 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3378 * Well, basically it's simply a linear transformation into viewport
3390 z *= vp.max_z - vp.min_z;
3392 x += vp.width / 2 + vp.x;
3393 y += vp.height / 2 + vp.y;
3398 /* That vertex got clipped
3399 * Contrary to OpenGL it is not dropped completely, it just
3400 * undergoes a different calculation.
3402 TRACE("Vertex got clipped\n");
3409 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3410 * outside of the main vertex buffer memory. That needs some more
3415 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3418 ( (float *) dest_ptr)[0] = x;
3419 ( (float *) dest_ptr)[1] = y;
3420 ( (float *) dest_ptr)[2] = z;
3421 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3423 dest_ptr += 3 * sizeof(float);
3425 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3426 dest_ptr += sizeof(float);
3429 if (DestFVF & WINED3DFVF_PSIZE)
3430 dest_ptr += sizeof(DWORD);
3432 if (DestFVF & WINED3DFVF_NORMAL)
3434 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3435 const float *normal = (const float *)(element->data.addr + i * element->stride);
3436 /* AFAIK this should go into the lighting information */
3437 FIXME("Didn't expect the destination to have a normal\n");
3438 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3441 if (DestFVF & WINED3DFVF_DIFFUSE)
3443 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3444 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3445 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3447 static BOOL warned = FALSE;
3450 ERR("No diffuse color in source, but destination has one\n");
3454 *( (DWORD *) dest_ptr) = 0xffffffff;
3455 dest_ptr += sizeof(DWORD);
3459 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3463 if (DestFVF & WINED3DFVF_SPECULAR)
3465 /* What's the color value in the feedback buffer? */
3466 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3467 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3468 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3470 static BOOL warned = FALSE;
3473 ERR("No specular color in source, but destination has one\n");
3477 *(DWORD *)dest_ptr = 0xff000000;
3478 dest_ptr += sizeof(DWORD);
3482 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3486 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3488 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3489 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3490 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3492 ERR("No source texture, but destination requests one\n");
3493 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3497 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3502 wined3d_buffer_unmap(dest);
3506 #undef copy_and_next
3508 /* Do not call while under the GL lock. */
3509 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3510 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3511 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3513 struct wined3d_state *state = &device->stateBlock->state;
3514 struct wined3d_stream_info stream_info;
3515 const struct wined3d_gl_info *gl_info;
3516 struct wined3d_context *context;
3517 struct wined3d_shader *vs;
3521 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3522 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3523 device, src_start_idx, dst_idx, vertex_count,
3524 dst_buffer, declaration, flags, dst_fvf);
3527 FIXME("Output vertex declaration not implemented yet.\n");
3529 /* Need any context to write to the vbo. */
3530 context = context_acquire(device, NULL);
3531 gl_info = context->gl_info;
3533 vs = state->vertex_shader;
3534 state->vertex_shader = NULL;
3535 device_stream_info_from_declaration(device, &stream_info);
3536 state->vertex_shader = vs;
3538 /* We can't convert FROM a VBO, and vertex buffers used to source into
3539 * process_vertices() are unlikely to ever be used for drawing. Release
3540 * VBOs in those buffers and fix up the stream_info structure.
3542 * Also apply the start index. */
3543 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3545 struct wined3d_stream_info_element *e;
3547 if (!(stream_info.use_map & (1 << i)))
3550 e = &stream_info.elements[i];
3551 if (e->data.buffer_object)
3553 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3554 e->data.buffer_object = 0;
3555 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3556 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3557 vb->buffer_object = 0;
3560 e->data.addr += e->stride * src_start_idx;
3563 hr = process_vertices_strided(device, dst_idx, vertex_count,
3564 &stream_info, dst_buffer, flags, dst_fvf);
3566 context_release(context);
3571 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3572 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3574 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3577 TRACE("device %p, stage %u, state %s, value %#x.\n",
3578 device, stage, debug_d3dtexturestate(state), value);
3580 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3582 WARN("Invalid state %#x passed.\n", state);
3586 if (stage >= gl_info->limits.texture_stages)
3588 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3589 stage, gl_info->limits.texture_stages - 1);
3593 old_value = device->updateStateBlock->state.texture_states[stage][state];
3594 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3595 device->updateStateBlock->state.texture_states[stage][state] = value;
3597 if (device->isRecordingState)
3599 TRACE("Recording... not performing anything.\n");
3603 /* Checked after the assignments to allow proper stateblock recording. */
3604 if (old_value == value)
3606 TRACE("Application is setting the old value over, nothing to do.\n");
3610 if (stage > device->stateBlock->state.lowest_disabled_stage
3611 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3612 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3614 /* Colorop change above lowest disabled stage? That won't change
3615 * anything in the GL setup. Changes in other states are important on
3616 * disabled stages too. */
3620 if (state == WINED3D_TSS_COLOR_OP)
3624 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3626 /* Previously enabled stage disabled now. Make sure to dirtify
3627 * all enabled stages above stage, they have to be disabled.
3629 * The current stage is dirtified below. */
3630 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3632 TRACE("Additionally dirtifying stage %u.\n", i);
3633 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3635 device->stateBlock->state.lowest_disabled_stage = stage;
3636 TRACE("New lowest disabled: %u.\n", stage);
3638 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3640 /* Previously disabled stage enabled. Stages above it may need
3641 * enabling. Stage must be lowest_disabled_stage here, if it's
3642 * bigger success is returned above, and stages below the lowest
3643 * disabled stage can't be enabled (because they are enabled
3646 * Again stage stage doesn't need to be dirtified here, it is
3648 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3650 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3652 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3653 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3655 device->stateBlock->state.lowest_disabled_stage = i;
3656 TRACE("New lowest disabled: %u.\n", i);
3660 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3663 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3664 UINT stage, enum wined3d_texture_stage_state state)
3666 TRACE("device %p, stage %u, state %s.\n",
3667 device, stage, debug_d3dtexturestate(state));
3669 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3671 WARN("Invalid state %#x passed.\n", state);
3675 return device->updateStateBlock->state.texture_states[stage][state];
3678 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3679 UINT stage, struct wined3d_texture *texture)
3681 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3682 struct wined3d_texture *prev;
3684 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3686 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3687 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3689 /* Windows accepts overflowing this array... we do not. */
3690 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3692 WARN("Ignoring invalid stage %u.\n", stage);
3696 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3698 WARN("Rejecting attempt to set scratch texture.\n");
3699 return WINED3DERR_INVALIDCALL;
3702 device->updateStateBlock->changed.textures |= 1 << stage;
3704 prev = device->updateStateBlock->state.textures[stage];
3705 TRACE("Previous texture %p.\n", prev);
3707 if (texture == prev)
3709 TRACE("App is setting the same texture again, nothing to do.\n");
3713 TRACE("Setting new texture to %p.\n", texture);
3714 device->updateStateBlock->state.textures[stage] = texture;
3716 if (device->isRecordingState)
3718 TRACE("Recording... not performing anything\n");
3720 if (texture) wined3d_texture_incref(texture);
3721 if (prev) wined3d_texture_decref(prev);
3728 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3730 wined3d_texture_incref(texture);
3732 if (!prev || texture->target != prev->target)
3733 device_invalidate_state(device, STATE_PIXELSHADER);
3735 if (!prev && stage < gl_info->limits.texture_stages)
3737 /* The source arguments for color and alpha ops have different
3738 * meanings when a NULL texture is bound, so the COLOR_OP and
3739 * ALPHA_OP have to be dirtified. */
3740 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3741 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3744 if (bind_count == 1)
3745 texture->sampler = stage;
3750 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3752 if (!texture && stage < gl_info->limits.texture_stages)
3754 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3755 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3758 if (bind_count && prev->sampler == stage)
3762 /* Search for other stages the texture is bound to. Shouldn't
3763 * happen if applications bind textures to a single stage only. */
3764 TRACE("Searching for other stages the texture is bound to.\n");
3765 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3767 if (device->updateStateBlock->state.textures[i] == prev)
3769 TRACE("Texture is also bound to stage %u.\n", i);
3776 wined3d_texture_decref(prev);
3779 device_invalidate_state(device, STATE_SAMPLER(stage));
3784 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3786 TRACE("device %p, stage %u.\n", device, stage);
3788 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3789 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3791 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3793 WARN("Ignoring invalid stage %u.\n", stage);
3794 return NULL; /* Windows accepts overflowing this array ... we do not. */
3797 return device->stateBlock->state.textures[stage];
3800 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3801 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3803 struct wined3d_swapchain *swapchain;
3805 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3806 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3808 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3809 return WINED3DERR_INVALIDCALL;
3811 if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3812 return WINED3DERR_INVALIDCALL;
3816 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3818 TRACE("device %p, caps %p.\n", device, caps);
3820 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3821 device->create_parms.device_type, caps);
3824 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3825 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3827 struct wined3d_swapchain *swapchain;
3829 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3830 device, swapchain_idx, mode, rotation);
3832 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3833 return WINED3DERR_INVALIDCALL;
3835 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3838 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3840 struct wined3d_stateblock *stateblock;
3843 TRACE("device %p.\n", device);
3845 if (device->isRecordingState)
3846 return WINED3DERR_INVALIDCALL;
3848 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3852 wined3d_stateblock_decref(device->updateStateBlock);
3853 device->updateStateBlock = stateblock;
3854 device->isRecordingState = TRUE;
3856 TRACE("Recording stateblock %p.\n", stateblock);
3861 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3862 struct wined3d_stateblock **stateblock)
3864 struct wined3d_stateblock *object = device->updateStateBlock;
3866 TRACE("device %p, stateblock %p.\n", device, stateblock);
3868 if (!device->isRecordingState)
3870 WARN("Not recording.\n");
3872 return WINED3DERR_INVALIDCALL;
3875 stateblock_init_contained_states(object);
3877 *stateblock = object;
3878 device->isRecordingState = FALSE;
3879 device->updateStateBlock = device->stateBlock;
3880 wined3d_stateblock_incref(device->updateStateBlock);
3882 TRACE("Returning stateblock %p.\n", *stateblock);
3887 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3889 /* At the moment we have no need for any functionality at the beginning
3891 TRACE("device %p.\n", device);
3893 if (device->inScene)
3895 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3896 return WINED3DERR_INVALIDCALL;
3898 device->inScene = TRUE;
3902 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3904 struct wined3d_context *context;
3906 TRACE("device %p.\n", device);
3908 if (!device->inScene)
3910 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3911 return WINED3DERR_INVALIDCALL;
3914 context = context_acquire(device, NULL);
3915 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3916 context->gl_info->gl_ops.gl.p_glFlush();
3917 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3919 context_release(context);
3921 device->inScene = FALSE;
3925 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3926 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3930 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3931 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3932 dst_window_override, dirty_region, flags);
3934 for (i = 0; i < device->swapchain_count; ++i)
3936 wined3d_swapchain_present(device->swapchains[i], src_rect,
3937 dst_rect, dst_window_override, dirty_region, flags);
3943 /* Do not call while under the GL lock. */
3944 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3945 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3949 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3950 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3952 if (!rect_count && rects)
3954 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3958 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3960 struct wined3d_surface *ds = device->fb.depth_stencil;
3963 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3964 /* TODO: What about depth stencil buffers without stencil bits? */
3965 return WINED3DERR_INVALIDCALL;
3967 else if (flags & WINED3DCLEAR_TARGET)
3969 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3970 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3972 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3978 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3979 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3980 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3985 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3986 enum wined3d_primitive_type primitive_type)
3988 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3990 device->updateStateBlock->changed.primitive_type = TRUE;
3991 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3994 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3995 enum wined3d_primitive_type *primitive_type)
3997 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3999 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4001 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4004 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4006 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4008 if (!device->stateBlock->state.vertex_declaration)
4010 WARN("Called without a valid vertex declaration set.\n");
4011 return WINED3DERR_INVALIDCALL;
4014 if (device->stateBlock->state.load_base_vertex_index)
4016 device->stateBlock->state.load_base_vertex_index = 0;
4017 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4020 /* Account for the loading offset due to index buffers. Instead of
4021 * reloading all sources correct it with the startvertex parameter. */
4022 draw_primitive(device, start_vertex, vertex_count, 0, 0, FALSE, NULL);
4026 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4028 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4030 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4032 if (!device->stateBlock->state.index_buffer)
4034 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4035 * without an index buffer set. (The first time at least...)
4036 * D3D8 simply dies, but I doubt it can do much harm to return
4037 * D3DERR_INVALIDCALL there as well. */
4038 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4039 return WINED3DERR_INVALIDCALL;
4042 if (!device->stateBlock->state.vertex_declaration)
4044 WARN("Called without a valid vertex declaration set.\n");
4045 return WINED3DERR_INVALIDCALL;
4048 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4049 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4051 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4052 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4055 draw_primitive(device, start_idx, index_count, 0, 0, TRUE, NULL);
4060 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
4061 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
4063 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4065 draw_primitive(device, start_idx, index_count, start_instance, instance_count, TRUE, NULL);
4068 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4069 static HRESULT device_update_volume(struct wined3d_device *device,
4070 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4072 struct wined3d_map_desc src;
4073 struct wined3d_map_desc dst;
4076 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4077 device, src_volume, dst_volume);
4079 /* TODO: Implement direct loading into the gl volume instead of using
4080 * memcpy and dirtification to improve loading performance. */
4081 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
4083 if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4085 wined3d_volume_unmap(src_volume);
4089 memcpy(dst.data, src.data, dst_volume->resource.size);
4091 hr = wined3d_volume_unmap(dst_volume);
4093 wined3d_volume_unmap(src_volume);
4095 hr = wined3d_volume_unmap(src_volume);
4100 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4101 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4103 enum wined3d_resource_type type;
4104 unsigned int level_count, i;
4107 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4109 /* Verify that the source and destination textures are non-NULL. */
4110 if (!src_texture || !dst_texture)
4112 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4113 return WINED3DERR_INVALIDCALL;
4116 if (src_texture == dst_texture)
4118 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4119 return WINED3DERR_INVALIDCALL;
4122 /* Verify that the source and destination textures are the same type. */
4123 type = src_texture->resource.type;
4124 if (dst_texture->resource.type != type)
4126 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4127 return WINED3DERR_INVALIDCALL;
4130 /* Check that both textures have the identical numbers of levels. */
4131 level_count = wined3d_texture_get_level_count(src_texture);
4132 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4134 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4135 return WINED3DERR_INVALIDCALL;
4138 /* Make sure that the destination texture is loaded. */
4139 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4141 /* Update every surface level of the texture. */
4144 case WINED3D_RTYPE_TEXTURE:
4146 struct wined3d_surface *src_surface;
4147 struct wined3d_surface *dst_surface;
4149 for (i = 0; i < level_count; ++i)
4151 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4152 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4153 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4156 WARN("Failed to update surface, hr %#x.\n", hr);
4163 case WINED3D_RTYPE_CUBE_TEXTURE:
4165 struct wined3d_surface *src_surface;
4166 struct wined3d_surface *dst_surface;
4168 for (i = 0; i < level_count * 6; ++i)
4170 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4171 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4172 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4175 WARN("Failed to update surface, hr %#x.\n", hr);
4182 case WINED3D_RTYPE_VOLUME_TEXTURE:
4184 for (i = 0; i < level_count; ++i)
4186 hr = device_update_volume(device,
4187 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4188 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4191 WARN("Failed to update volume, hr %#x.\n", hr);
4199 FIXME("Unsupported texture type %#x.\n", type);
4200 return WINED3DERR_INVALIDCALL;
4206 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4207 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4209 struct wined3d_swapchain *swapchain;
4211 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4213 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4214 return WINED3DERR_INVALIDCALL;
4216 return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4219 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4221 const struct wined3d_state *state = &device->stateBlock->state;
4222 struct wined3d_texture *texture;
4225 TRACE("device %p, num_passes %p.\n", device, num_passes);
4227 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4229 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4231 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4232 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4234 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4236 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4237 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4240 texture = state->textures[i];
4241 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4243 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4245 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4248 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4250 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4253 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4254 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4256 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4261 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4262 || state->render_states[WINED3D_RS_STENCILENABLE])
4264 struct wined3d_surface *ds = device->fb.depth_stencil;
4265 struct wined3d_surface *target = device->fb.render_targets[0];
4268 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4270 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4271 return WINED3DERR_CONFLICTINGRENDERSTATE;
4275 /* return a sensible default */
4278 TRACE("returning D3D_OK\n");
4282 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4286 TRACE("device %p, software %#x.\n", device, software);
4290 FIXME("device %p, software %#x stub!\n", device, software);
4294 device->softwareVertexProcessing = software;
4297 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4301 TRACE("device %p.\n", device);
4305 TRACE("device %p stub!\n", device);
4309 return device->softwareVertexProcessing;
4312 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4313 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4315 struct wined3d_swapchain *swapchain;
4317 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4318 device, swapchain_idx, raster_status);
4320 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4321 return WINED3DERR_INVALIDCALL;
4323 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4326 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4330 TRACE("device %p, segments %.8e.\n", device, segments);
4332 if (segments != 0.0f)
4336 FIXME("device %p, segments %.8e stub!\n", device, segments);
4344 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4348 TRACE("device %p.\n", device);
4352 FIXME("device %p stub!\n", device);
4359 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4360 struct wined3d_surface *src_surface, const RECT *src_rect,
4361 struct wined3d_surface *dst_surface, const POINT *dst_point)
4363 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4364 device, src_surface, wine_dbgstr_rect(src_rect),
4365 dst_surface, wine_dbgstr_point(dst_point));
4367 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4369 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4370 src_surface, dst_surface);
4371 return WINED3DERR_INVALIDCALL;
4374 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4377 /* Do not call while under the GL lock. */
4378 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4379 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4383 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4384 device, surface, wine_dbgstr_rect(rect),
4385 color->r, color->g, color->b, color->a);
4387 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4389 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4390 return WINED3DERR_INVALIDCALL;
4395 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4399 return surface_color_fill(surface, rect, color);
4402 /* Do not call while under the GL lock. */
4403 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4404 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4406 struct wined3d_resource *resource;
4410 resource = rendertarget_view->resource;
4411 if (resource->type != WINED3D_RTYPE_SURFACE)
4413 FIXME("Only supported on surface resources\n");
4417 SetRect(&rect, 0, 0, resource->width, resource->height);
4418 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4419 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4422 struct wined3d_surface * CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4423 UINT render_target_idx)
4425 TRACE("device %p, render_target_idx %u.\n", device, render_target_idx);
4427 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4429 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4433 return device->fb.render_targets[render_target_idx];
4436 struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
4438 TRACE("device %p.\n", device);
4440 return device->fb.depth_stencil;
4443 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4444 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4446 struct wined3d_surface *prev;
4448 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4449 device, render_target_idx, render_target, set_viewport);
4451 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4453 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4454 return WINED3DERR_INVALIDCALL;
4457 /* Render target 0 can't be set to NULL. */
4458 if (!render_target && !render_target_idx)
4460 WARN("Trying to set render target 0 to NULL.\n");
4461 return WINED3DERR_INVALIDCALL;
4464 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4466 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4467 return WINED3DERR_INVALIDCALL;
4470 /* Set the viewport and scissor rectangles, if requested. Tests show that
4471 * stateblock recording is ignored, the change goes directly into the
4472 * primary stateblock. */
4473 if (!render_target_idx && set_viewport)
4475 struct wined3d_state *state = &device->stateBlock->state;
4477 state->viewport.x = 0;
4478 state->viewport.y = 0;
4479 state->viewport.width = render_target->resource.width;
4480 state->viewport.height = render_target->resource.height;
4481 state->viewport.min_z = 0.0f;
4482 state->viewport.max_z = 1.0f;
4483 device_invalidate_state(device, STATE_VIEWPORT);
4485 state->scissor_rect.top = 0;
4486 state->scissor_rect.left = 0;
4487 state->scissor_rect.right = render_target->resource.width;
4488 state->scissor_rect.bottom = render_target->resource.height;
4489 device_invalidate_state(device, STATE_SCISSORRECT);
4493 prev = device->fb.render_targets[render_target_idx];
4494 if (render_target == prev)
4498 wined3d_surface_incref(render_target);
4499 device->fb.render_targets[render_target_idx] = render_target;
4500 /* Release after the assignment, to prevent device_resource_released()
4501 * from seeing the surface as still in use. */
4503 wined3d_surface_decref(prev);
4505 device_invalidate_state(device, STATE_FRAMEBUFFER);
4510 void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4512 struct wined3d_surface *prev = device->fb.depth_stencil;
4514 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4515 device, depth_stencil, prev);
4517 if (prev == depth_stencil)
4519 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4525 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4526 || prev->flags & SFLAG_DISCARD)
4528 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4529 prev->resource.width, prev->resource.height);
4530 if (prev == device->onscreen_depth_stencil)
4532 wined3d_surface_decref(device->onscreen_depth_stencil);
4533 device->onscreen_depth_stencil = NULL;
4538 device->fb.depth_stencil = depth_stencil;
4540 wined3d_surface_incref(depth_stencil);
4542 if (!prev != !depth_stencil)
4544 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4545 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4546 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4547 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4548 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4550 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4552 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4555 wined3d_surface_decref(prev);
4557 device_invalidate_state(device, STATE_FRAMEBUFFER);
4562 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4563 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4565 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4566 device, x_hotspot, y_hotspot, cursor_image);
4568 /* some basic validation checks */
4569 if (device->cursorTexture)
4571 struct wined3d_context *context = context_acquire(device, NULL);
4572 context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4573 context_release(context);
4574 device->cursorTexture = 0;
4579 struct wined3d_display_mode mode;
4580 struct wined3d_map_desc map_desc;
4583 /* MSDN: Cursor must be A8R8G8B8 */
4584 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4586 WARN("surface %p has an invalid format.\n", cursor_image);
4587 return WINED3DERR_INVALIDCALL;
4590 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4592 ERR("Failed to get display mode, hr %#x.\n", hr);
4593 return WINED3DERR_INVALIDCALL;
4596 /* MSDN: Cursor must be smaller than the display mode */
4597 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4599 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4600 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4601 mode.width, mode.height);
4602 return WINED3DERR_INVALIDCALL;
4605 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4607 /* Do not store the surface's pointer because the application may
4608 * release it after setting the cursor image. Windows doesn't
4609 * addref the set surface, so we can't do this either without
4610 * creating circular refcount dependencies. Copy out the gl texture
4612 device->cursorWidth = cursor_image->resource.width;
4613 device->cursorHeight = cursor_image->resource.height;
4614 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4616 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4617 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4618 struct wined3d_context *context;
4619 char *mem, *bits = map_desc.data;
4620 GLint intfmt = format->glInternal;
4621 GLint gl_format = format->glFormat;
4622 GLint type = format->glType;
4623 INT height = device->cursorHeight;
4624 INT width = device->cursorWidth;
4625 INT bpp = format->byte_count;
4628 /* Reformat the texture memory (pitch and width can be
4630 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4631 for (i = 0; i < height; ++i)
4632 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4633 wined3d_surface_unmap(cursor_image);
4635 context = context_acquire(device, NULL);
4637 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4639 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4640 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4643 invalidate_active_texture(device, context);
4644 /* Create a new cursor texture */
4645 gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4646 checkGLcall("glGenTextures");
4647 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4648 /* Copy the bitmap memory into the cursor texture */
4649 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4650 checkGLcall("glTexImage2D");
4651 HeapFree(GetProcessHeap(), 0, mem);
4653 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4655 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4656 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4659 context_release(context);
4663 FIXME("A cursor texture was not returned.\n");
4664 device->cursorTexture = 0;
4667 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4669 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4670 ICONINFO cursorInfo;
4674 /* 32-bit user32 cursors ignore the alpha channel if it's all
4675 * zeroes, and use the mask instead. Fill the mask with all ones
4676 * to ensure we still get a fully transparent cursor. */
4677 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4678 memset(maskBits, 0xff, mask_size);
4679 wined3d_surface_map(cursor_image, &map_desc, NULL,
4680 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4681 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4683 cursorInfo.fIcon = FALSE;
4684 cursorInfo.xHotspot = x_hotspot;
4685 cursorInfo.yHotspot = y_hotspot;
4686 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4688 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4689 1, 32, map_desc.data);
4690 wined3d_surface_unmap(cursor_image);
4691 /* Create our cursor and clean up. */
4692 cursor = CreateIconIndirect(&cursorInfo);
4693 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4694 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4695 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4696 device->hardwareCursor = cursor;
4697 if (device->bCursorVisible) SetCursor( cursor );
4698 HeapFree(GetProcessHeap(), 0, maskBits);
4702 device->xHotSpot = x_hotspot;
4703 device->yHotSpot = y_hotspot;
4707 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4708 int x_screen_space, int y_screen_space, DWORD flags)
4710 TRACE("device %p, x %d, y %d, flags %#x.\n",
4711 device, x_screen_space, y_screen_space, flags);
4713 device->xScreenSpace = x_screen_space;
4714 device->yScreenSpace = y_screen_space;
4716 if (device->hardwareCursor)
4720 GetCursorPos( &pt );
4721 if (x_screen_space == pt.x && y_screen_space == pt.y)
4723 SetCursorPos( x_screen_space, y_screen_space );
4725 /* Switch to the software cursor if position diverges from the hardware one. */
4726 GetCursorPos( &pt );
4727 if (x_screen_space != pt.x || y_screen_space != pt.y)
4729 if (device->bCursorVisible) SetCursor( NULL );
4730 DestroyCursor( device->hardwareCursor );
4731 device->hardwareCursor = 0;
4736 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4738 BOOL oldVisible = device->bCursorVisible;
4740 TRACE("device %p, show %#x.\n", device, show);
4743 * When ShowCursor is first called it should make the cursor appear at the OS's last
4744 * known cursor position.
4746 if (show && !oldVisible)
4750 device->xScreenSpace = pt.x;
4751 device->yScreenSpace = pt.y;
4754 if (device->hardwareCursor)
4756 device->bCursorVisible = show;
4758 SetCursor(device->hardwareCursor);
4764 if (device->cursorTexture)
4765 device->bCursorVisible = show;
4771 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4773 struct wined3d_resource *resource, *cursor;
4775 TRACE("device %p.\n", device);
4777 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4779 TRACE("Checking resource %p for eviction.\n", resource);
4781 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4783 TRACE("Evicting %p.\n", resource);
4784 resource->resource_ops->resource_unload(resource);
4788 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4789 device_invalidate_state(device, STATE_STREAMSRC);
4792 /* Do not call while under the GL lock. */
4793 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4795 struct wined3d_resource *resource, *cursor;
4796 const struct wined3d_gl_info *gl_info;
4797 struct wined3d_context *context;
4798 struct wined3d_shader *shader;
4800 context = context_acquire(device, NULL);
4801 gl_info = context->gl_info;
4803 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4805 TRACE("Unloading resource %p.\n", resource);
4807 resource->resource_ops->resource_unload(resource);
4810 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4812 device->shader_backend->shader_destroy(shader);
4815 if (device->depth_blt_texture)
4817 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4818 device->depth_blt_texture = 0;
4820 if (device->cursorTexture)
4822 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4823 device->cursorTexture = 0;
4826 device->blitter->free_private(device);
4827 device->shader_backend->shader_free_private(device);
4828 destroy_dummy_textures(device, gl_info);
4830 context_release(context);
4832 while (device->context_count)
4834 swapchain_destroy_contexts(device->contexts[0]->swapchain);
4837 HeapFree(GetProcessHeap(), 0, swapchain->context);
4838 swapchain->context = NULL;
4841 /* Do not call while under the GL lock. */
4842 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4844 struct wined3d_context *context;
4845 struct wined3d_surface *target;
4848 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
4850 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4854 if (FAILED(hr = device->blitter->alloc_private(device)))
4856 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4857 device->shader_backend->shader_free_private(device);
4861 /* Recreate the primary swapchain's context */
4862 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4863 if (!swapchain->context)
4865 ERR("Failed to allocate memory for swapchain context array.\n");
4866 device->blitter->free_private(device);
4867 device->shader_backend->shader_free_private(device);
4868 return E_OUTOFMEMORY;
4871 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
4872 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4874 WARN("Failed to create context.\n");
4875 device->blitter->free_private(device);
4876 device->shader_backend->shader_free_private(device);
4877 HeapFree(GetProcessHeap(), 0, swapchain->context);
4881 swapchain->context[0] = context;
4882 swapchain->num_contexts = 1;
4883 create_dummy_textures(device, context);
4884 context_release(context);
4889 /* Do not call while under the GL lock. */
4890 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4891 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4892 wined3d_device_reset_cb callback, BOOL reset_state)
4894 struct wined3d_resource *resource, *cursor;
4895 struct wined3d_swapchain *swapchain;
4896 struct wined3d_display_mode m;
4897 BOOL DisplayModeChanged = FALSE;
4898 BOOL update_desc = FALSE;
4899 HRESULT hr = WINED3D_OK;
4902 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4904 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4906 ERR("Failed to get the first implicit swapchain.\n");
4907 return WINED3DERR_INVALIDCALL;
4911 stateblock_unbind_resources(device->stateBlock);
4913 if (device->fb.render_targets)
4915 if (swapchain->back_buffers && swapchain->back_buffers[0])
4916 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
4918 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
4919 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
4921 wined3d_device_set_render_target(device, i, NULL, FALSE);
4924 wined3d_device_set_depth_stencil(device, NULL);
4926 if (device->onscreen_depth_stencil)
4928 wined3d_surface_decref(device->onscreen_depth_stencil);
4929 device->onscreen_depth_stencil = NULL;
4934 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4936 TRACE("Enumerating resource %p.\n", resource);
4937 if (FAILED(hr = callback(resource)))
4942 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4943 * on an existing gl context, so there's no real need for recreation.
4945 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4947 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4949 TRACE("New params:\n");
4950 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4951 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4952 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4953 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4954 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4955 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4956 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4957 TRACE("device_window %p\n", swapchain_desc->device_window);
4958 TRACE("windowed %#x\n", swapchain_desc->windowed);
4959 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4960 if (swapchain_desc->enable_auto_depth_stencil)
4961 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4962 TRACE("flags %#x\n", swapchain_desc->flags);
4963 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4964 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4965 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4967 /* No special treatment of these parameters. Just store them */
4968 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4969 swapchain->desc.flags = swapchain_desc->flags;
4970 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4971 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4973 /* What to do about these? */
4974 if (swapchain_desc->backbuffer_count
4975 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
4976 FIXME("Cannot change the back buffer count yet.\n");
4978 if (swapchain_desc->device_window
4979 && swapchain_desc->device_window != swapchain->desc.device_window)
4981 TRACE("Changing the device window from %p to %p.\n",
4982 swapchain->desc.device_window, swapchain_desc->device_window);
4983 swapchain->desc.device_window = swapchain_desc->device_window;
4984 swapchain->device_window = swapchain_desc->device_window;
4985 wined3d_swapchain_set_window(swapchain, NULL);
4988 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
4990 TRACE("Creating the depth stencil buffer\n");
4992 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
4993 device->device_parent, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height,
4994 swapchain_desc->auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
4995 swapchain_desc->multisample_type, swapchain_desc->multisample_quality,
4996 &device->auto_depth_stencil)))
4998 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
4999 return WINED3DERR_INVALIDCALL;
5003 /* Reset the depth stencil */
5004 if (swapchain_desc->enable_auto_depth_stencil)
5005 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5009 DisplayModeChanged = TRUE;
5012 else if (swapchain_desc->windowed)
5014 m.width = swapchain->orig_width;
5015 m.height = swapchain->orig_height;
5017 m.format_id = swapchain->desc.backbuffer_format;
5018 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5022 m.width = swapchain_desc->backbuffer_width;
5023 m.height = swapchain_desc->backbuffer_height;
5024 m.refresh_rate = swapchain_desc->refresh_rate;
5025 m.format_id = swapchain_desc->backbuffer_format;
5026 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5029 /* Should Width == 800 && Height == 0 set 800x600? */
5030 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5031 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5032 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5034 if (!swapchain_desc->windowed)
5035 DisplayModeChanged = TRUE;
5037 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5038 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5042 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5043 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5045 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5049 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5050 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5052 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5053 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5061 if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5062 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5063 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5066 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5068 if (FAILED(hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5069 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5070 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5073 if (device->auto_depth_stencil)
5075 if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5076 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5077 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5082 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5083 || DisplayModeChanged)
5085 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5087 WARN("Failed to set display mode, hr %#x.\n", hr);
5088 return WINED3DERR_INVALIDCALL;
5091 if (!swapchain_desc->windowed)
5093 if (swapchain->desc.windowed)
5095 HWND focus_window = device->create_parms.focus_window;
5097 focus_window = swapchain_desc->device_window;
5098 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5100 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5104 /* switch from windowed to fs */
5105 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5106 swapchain_desc->backbuffer_width,
5107 swapchain_desc->backbuffer_height);
5111 /* Fullscreen -> fullscreen mode change */
5112 MoveWindow(swapchain->device_window, 0, 0,
5113 swapchain_desc->backbuffer_width,
5114 swapchain_desc->backbuffer_height,
5118 else if (!swapchain->desc.windowed)
5120 /* Fullscreen -> windowed switch */
5121 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5122 wined3d_device_release_focus_window(device);
5124 swapchain->desc.windowed = swapchain_desc->windowed;
5126 else if (!swapchain_desc->windowed)
5128 DWORD style = device->style;
5129 DWORD exStyle = device->exStyle;
5130 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5131 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5132 * Reset to clear up their mess. Guild Wars also loses the device during that.
5135 device->exStyle = 0;
5136 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5137 swapchain_desc->backbuffer_width,
5138 swapchain_desc->backbuffer_height);
5139 device->style = style;
5140 device->exStyle = exStyle;
5145 TRACE("Resetting stateblock.\n");
5146 wined3d_stateblock_decref(device->updateStateBlock);
5147 wined3d_stateblock_decref(device->stateBlock);
5149 if (device->d3d_initialized)
5150 delete_opengl_contexts(device, swapchain);
5152 /* Note: No parent needed for initial internal stateblock */
5153 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5155 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5157 TRACE("Created stateblock %p.\n", device->stateBlock);
5158 device->updateStateBlock = device->stateBlock;
5159 wined3d_stateblock_incref(device->updateStateBlock);
5161 stateblock_init_default_state(device->stateBlock);
5165 struct wined3d_surface *rt = device->fb.render_targets[0];
5166 struct wined3d_state *state = &device->stateBlock->state;
5168 /* Note the min_z / max_z is not reset. */
5169 state->viewport.x = 0;
5170 state->viewport.y = 0;
5171 state->viewport.width = rt->resource.width;
5172 state->viewport.height = rt->resource.height;
5173 device_invalidate_state(device, STATE_VIEWPORT);
5175 state->scissor_rect.top = 0;
5176 state->scissor_rect.left = 0;
5177 state->scissor_rect.right = rt->resource.width;
5178 state->scissor_rect.bottom = rt->resource.height;
5179 device_invalidate_state(device, STATE_SCISSORRECT);
5182 swapchain_update_render_to_fbo(swapchain);
5183 swapchain_update_draw_bindings(swapchain);
5185 if (reset_state && device->d3d_initialized)
5186 hr = create_primary_opengl_context(device, swapchain);
5188 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5194 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5196 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5198 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5204 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5205 struct wined3d_device_creation_parameters *parameters)
5207 TRACE("device %p, parameters %p.\n", device, parameters);
5209 *parameters = device->create_parms;
5212 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5213 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5215 struct wined3d_swapchain *swapchain;
5217 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5218 device, swapchain_idx, flags, ramp);
5220 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5221 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5224 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5225 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5227 struct wined3d_swapchain *swapchain;
5229 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5230 device, swapchain_idx, ramp);
5232 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5233 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5236 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5238 TRACE("device %p, resource %p.\n", device, resource);
5240 list_add_head(&device->resources, &resource->resource_list_entry);
5243 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5245 TRACE("device %p, resource %p.\n", device, resource);
5247 list_remove(&resource->resource_list_entry);
5250 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5252 enum wined3d_resource_type type = resource->type;
5255 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5257 context_resource_released(device, resource, type);
5261 case WINED3D_RTYPE_SURFACE:
5263 struct wined3d_surface *surface = surface_from_resource(resource);
5265 if (!device->d3d_initialized) break;
5267 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5269 if (device->fb.render_targets[i] == surface)
5271 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5272 device->fb.render_targets[i] = NULL;
5276 if (device->fb.depth_stencil == surface)
5278 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5279 device->fb.depth_stencil = NULL;
5284 case WINED3D_RTYPE_TEXTURE:
5285 case WINED3D_RTYPE_CUBE_TEXTURE:
5286 case WINED3D_RTYPE_VOLUME_TEXTURE:
5287 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5289 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5291 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5293 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5294 texture, device->stateBlock, i);
5295 device->stateBlock->state.textures[i] = NULL;
5298 if (device->updateStateBlock != device->stateBlock
5299 && device->updateStateBlock->state.textures[i] == texture)
5301 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5302 texture, device->updateStateBlock, i);
5303 device->updateStateBlock->state.textures[i] = NULL;
5308 case WINED3D_RTYPE_BUFFER:
5310 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5312 for (i = 0; i < MAX_STREAMS; ++i)
5314 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5316 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5317 buffer, device->stateBlock, i);
5318 device->stateBlock->state.streams[i].buffer = NULL;
5321 if (device->updateStateBlock != device->stateBlock
5322 && device->updateStateBlock->state.streams[i].buffer == buffer)
5324 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5325 buffer, device->updateStateBlock, i);
5326 device->updateStateBlock->state.streams[i].buffer = NULL;
5331 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5333 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5334 buffer, device->stateBlock);
5335 device->stateBlock->state.index_buffer = NULL;
5338 if (device->updateStateBlock != device->stateBlock
5339 && device->updateStateBlock->state.index_buffer == buffer)
5341 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5342 buffer, device->updateStateBlock);
5343 device->updateStateBlock->state.index_buffer = NULL;
5352 /* Remove the resource from the resourceStore */
5353 device_resource_remove(device, resource);
5355 TRACE("Resource released.\n");
5358 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
5360 struct wined3d_resource *resource;
5362 TRACE("device %p, dc %p.\n", device, dc);
5367 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5369 if (resource->type == WINED3D_RTYPE_SURFACE)
5371 struct wined3d_surface *s = surface_from_resource(resource);
5375 TRACE("Found surface %p for dc %p.\n", s, dc);
5384 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5385 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5386 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5388 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5389 const struct fragment_pipeline *fragment_pipeline;
5390 struct shader_caps shader_caps;
5391 struct fragment_caps ffp_caps;
5396 device->wined3d = wined3d;
5397 wined3d_incref(device->wined3d);
5398 device->adapter = wined3d->adapter_count ? adapter : NULL;
5399 device->device_parent = device_parent;
5400 list_init(&device->resources);
5401 list_init(&device->shaders);
5402 device->surface_alignment = surface_alignment;
5404 /* Save the creation parameters. */
5405 device->create_parms.adapter_idx = adapter_idx;
5406 device->create_parms.device_type = device_type;
5407 device->create_parms.focus_window = focus_window;
5408 device->create_parms.flags = flags;
5410 device->shader_backend = adapter->shader_backend;
5411 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5412 device->vs_version = shader_caps.vs_version;
5413 device->gs_version = shader_caps.gs_version;
5414 device->ps_version = shader_caps.ps_version;
5415 device->d3d_vshader_constantF = shader_caps.vs_uniform_count;
5416 device->d3d_pshader_constantF = shader_caps.ps_uniform_count;
5417 device->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
5419 fragment_pipeline = adapter->fragment_pipe;
5420 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5421 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5423 if (fragment_pipeline->states
5424 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5425 &adapter->gl_info, ffp_vertexstate_template, fragment_pipeline, misc_state_template)))
5427 ERR("Failed to compile state table, hr %#x.\n", hr);
5428 wined3d_decref(device->wined3d);
5432 device->blitter = adapter->blitter;
5434 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5437 WARN("Failed to create stateblock.\n");
5438 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5440 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5442 wined3d_decref(device->wined3d);
5446 TRACE("Created stateblock %p.\n", device->stateBlock);
5447 device->updateStateBlock = device->stateBlock;
5448 wined3d_stateblock_incref(device->updateStateBlock);
5454 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5456 DWORD rep = device->StateTable[state].representative;
5457 struct wined3d_context *context;
5462 for (i = 0; i < device->context_count; ++i)
5464 context = device->contexts[i];
5465 if(isStateDirty(context, rep)) continue;
5467 context->dirtyArray[context->numDirtyEntries++] = rep;
5468 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5469 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5470 context->isStateDirty[idx] |= (1 << shift);
5474 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5476 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5477 *width = context->current_rt->pow2Width;
5478 *height = context->current_rt->pow2Height;
5481 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5483 const struct wined3d_swapchain *swapchain = context->swapchain;
5484 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5485 * current context's drawable, which is the size of the back buffer of the swapchain
5486 * the active context belongs to. */
5487 *width = swapchain->desc.backbuffer_width;
5488 *height = swapchain->desc.backbuffer_height;
5491 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5492 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5494 if (device->filter_messages)
5496 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5497 window, message, wparam, lparam);
5499 return DefWindowProcW(window, message, wparam, lparam);
5501 return DefWindowProcA(window, message, wparam, lparam);
5504 if (message == WM_DESTROY)
5506 TRACE("unregister window %p.\n", window);
5507 wined3d_unregister_window(window);
5509 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5510 ERR("Window %p is not the focus window for device %p.\n", window, device);
5512 else if (message == WM_DISPLAYCHANGE)
5514 device->device_parent->ops->mode_changed(device->device_parent);
5518 return CallWindowProcW(proc, window, message, wparam, lparam);
5520 return CallWindowProcA(proc, window, message, wparam, lparam);