2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
181 stream_info->use_map = 0;
182 stream_info->swizzle_map = 0;
184 /* Check for transformed vertices, disable vertex shader if present. */
185 stream_info->position_transformed = declaration->position_transformed;
186 if (declaration->position_transformed) use_vshader = FALSE;
188 /* Translate the declaration into strided data. */
189 for (i = 0; i < declaration->element_count; ++i)
191 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
192 struct wined3d_buffer *buffer = device->stateBlock->state.streams[element->input_slot].buffer;
193 struct wined3d_bo_address data;
198 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
199 element, i + 1, declaration->element_count);
201 if (!buffer) continue;
203 data.buffer_object = 0;
206 stride = device->stateBlock->state.streams[element->input_slot].stride;
207 if (device->stateBlock->state.user_stream)
209 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
210 data.buffer_object = 0;
211 data.addr = (BYTE *)buffer;
215 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
216 data.addr = buffer_get_memory(buffer, &device->adapter->gl_info, &data.buffer_object);
218 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
219 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
220 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
221 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
222 * not, drawStridedSlow is needed, including a vertex buffer path. */
223 if (device->stateBlock->state.load_base_vertex_index < 0)
225 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
226 device->stateBlock->state.load_base_vertex_index);
227 data.buffer_object = 0;
228 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
229 if ((UINT_PTR)data.addr < -device->stateBlock->state.load_base_vertex_index * stride)
231 FIXME("System memory vertex data load offset is negative!\n");
237 if (data.buffer_object)
239 else if (*fixup && !use_vshader
240 && (element->usage == WINED3DDECLUSAGE_COLOR
241 || element->usage == WINED3DDECLUSAGE_POSITIONT))
243 static BOOL warned = FALSE;
246 /* This may be bad with the fixed function pipeline. */
247 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
253 data.addr += element->offset;
255 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
259 if (element->output_slot == ~0U)
261 /* TODO: Assuming vertexdeclarations are usually used with the
262 * same or a similar shader, it might be worth it to store the
263 * last used output slot and try that one first. */
264 stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
265 element->usage, element->usage_idx, &idx);
269 idx = element->output_slot;
275 if (!element->ffp_valid)
277 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
278 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
283 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
289 TRACE("Load %s array %u [usage %s, usage_idx %u, "
290 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
291 use_vshader ? "shader": "fixed function", idx,
292 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
293 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
295 stream_info->elements[idx].format = element->format;
296 stream_info->elements[idx].stride = stride;
297 stream_info->elements[idx].data = data.addr;
298 stream_info->elements[idx].stream_idx = element->input_slot;
299 stream_info->elements[idx].buffer_object = data.buffer_object;
301 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
302 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
304 stream_info->swizzle_map |= 1 << idx;
306 stream_info->use_map |= 1 << idx;
310 device->num_buffer_queries = 0;
311 if (!device->stateBlock->state.user_stream)
313 WORD map = stream_info->use_map;
315 /* PreLoad all the vertex buffers. */
316 for (i = 0; map; map >>= 1, ++i)
318 struct wined3d_stream_info_element *element;
319 struct wined3d_buffer *buffer;
321 if (!(map & 1)) continue;
323 element = &stream_info->elements[i];
324 buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
325 wined3d_buffer_preload(buffer);
327 /* If PreLoad dropped the buffer object, update the stream info. */
328 if (buffer->buffer_object != element->buffer_object)
330 element->buffer_object = 0;
331 element->data = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data;
335 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
340 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
341 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
343 e->format = wined3d_get_format(gl_info, strided->format);
344 e->stride = strided->dwStride;
345 e->data = strided->lpData;
347 e->buffer_object = 0;
350 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
351 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
355 memset(stream_info, 0, sizeof(*stream_info));
357 if (strided->position.lpData)
358 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
359 if (strided->normal.lpData)
360 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
361 if (strided->diffuse.lpData)
362 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
363 if (strided->specular.lpData)
364 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
366 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
368 if (strided->texCoords[i].lpData)
369 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
370 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
373 stream_info->position_transformed = strided->position_transformed;
375 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
377 if (!stream_info->elements[i].format) continue;
379 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
380 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
382 stream_info->swizzle_map |= 1 << i;
384 stream_info->use_map |= 1 << i;
388 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
390 TRACE("Strided Data:\n");
391 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
408 /* Context activation is done by the caller. */
409 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
411 struct wined3d_stream_info *stream_info = &device->strided_streams;
412 const struct wined3d_state *state = &device->stateBlock->state;
415 if (device->up_strided)
417 /* Note: this is a ddraw fixed-function code path. */
418 TRACE("=============================== Strided Input ================================\n");
419 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
420 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
424 TRACE("============================= Vertex Declaration =============================\n");
425 device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
428 if (state->vertex_shader && !stream_info->position_transformed)
430 if (state->vertex_declaration->half_float_conv_needed && !fixup)
432 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
433 device->useDrawStridedSlow = TRUE;
437 device->useDrawStridedSlow = FALSE;
442 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
443 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
444 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
446 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
448 device->useDrawStridedSlow = TRUE;
452 device->useDrawStridedSlow = FALSE;
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
459 struct wined3d_texture *texture;
460 enum WINED3DSRGB srgb;
462 if (!(texture = state->textures[idx])) return;
463 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
464 texture->texture_ops->texture_preload(texture, srgb);
467 void device_preload_textures(const struct wined3d_device *device)
469 const struct wined3d_state *state = &device->stateBlock->state;
474 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
476 if (state->vertex_shader->reg_maps.sampler_type[i])
477 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
485 if (state->pixel_shader->reg_maps.sampler_type[i])
486 device_preload_texture(state, i);
491 WORD ffu_map = device->fixed_function_usage_map;
493 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
496 device_preload_texture(state, i);
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
503 struct wined3d_context **new_array;
505 TRACE("Adding context %p.\n", context);
507 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
508 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
509 sizeof(*new_array) * (device->context_count + 1));
513 ERR("Failed to grow the context array.\n");
517 new_array[device->context_count++] = context;
518 device->contexts = new_array;
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
524 struct wined3d_context **new_array;
528 TRACE("Removing context %p.\n", context);
530 for (i = 0; i < device->context_count; ++i)
532 if (device->contexts[i] == context)
541 ERR("Context %p doesn't exist in context array.\n", context);
545 if (!--device->context_count)
547 HeapFree(GetProcessHeap(), 0, device->contexts);
548 device->contexts = NULL;
552 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
553 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device->contexts = new_array;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device *device,
565 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
567 if (device->onscreen_depth_stencil)
569 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
570 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
571 device->onscreen_depth_stencil->ds_current_size.cx,
572 device->onscreen_depth_stencil->ds_current_size.cy);
573 wined3d_surface_decref(device->onscreen_depth_stencil);
575 device->onscreen_depth_stencil = depth_stencil;
576 wined3d_surface_incref(device->onscreen_depth_stencil);
579 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
581 /* partial draw rect */
582 if (draw_rect->left || draw_rect->top
583 || draw_rect->right < target->resource.width
584 || draw_rect->bottom < target->resource.height)
587 /* partial clear rect */
588 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
589 || clear_rect->right < target->resource.width
590 || clear_rect->bottom < target->resource.height))
596 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
597 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
599 RECT current_rect, r;
601 if (ds->flags & location)
602 SetRect(¤t_rect, 0, 0,
603 ds->ds_current_size.cx,
604 ds->ds_current_size.cy);
606 SetRectEmpty(¤t_rect);
608 IntersectRect(&r, draw_rect, ¤t_rect);
609 if (EqualRect(&r, draw_rect))
611 /* current_rect ⊇ draw_rect, modify only. */
612 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
616 if (EqualRect(&r, ¤t_rect))
618 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
622 /* Full clear, modify only. */
623 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
627 IntersectRect(&r, draw_rect, clear_rect);
628 if (EqualRect(&r, draw_rect))
630 /* clear_rect ⊇ draw_rect, modify only. */
631 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637 surface_load_ds_location(ds, context, location);
638 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
641 /* Do not call while under the GL lock. */
642 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
643 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
644 float depth, DWORD stencil)
646 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
647 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
648 UINT drawable_width, drawable_height;
649 struct wined3d_context *context;
650 GLbitfield clear_mask = 0;
651 BOOL render_offscreen;
654 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
655 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
656 * for the cleared parts, and the untouched parts.
658 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
659 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
660 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
661 * checking all this if the dest surface is in the drawable anyway. */
662 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
664 for (i = 0; i < rt_count; ++i)
666 if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
670 context = context_acquire(device, target);
673 context_release(context);
674 WARN("Invalid context, skipping clear.\n");
678 if (!context_apply_clear_state(context, device, rt_count, fb))
680 context_release(context);
681 WARN("Failed to apply clear state, skipping clear.\n");
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
692 render_offscreen = TRUE;
693 drawable_width = fb->depth_stencil->pow2Width;
694 drawable_height = fb->depth_stencil->pow2Height;
699 /* Only set the values up once, as they are not changing. */
700 if (flags & WINED3DCLEAR_STENCIL)
702 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
704 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
705 device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
708 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
709 glClearStencil(stencil);
710 checkGLcall("glClearStencil");
711 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
714 if (flags & WINED3DCLEAR_ZBUFFER)
716 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
718 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
721 device_switch_onscreen_ds(device, context, fb->depth_stencil);
724 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
725 surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
727 glDepthMask(GL_TRUE);
728 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
730 checkGLcall("glClearDepth");
731 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
734 if (flags & WINED3DCLEAR_TARGET)
736 for (i = 0; i < rt_count; ++i)
738 if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
741 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
742 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
743 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
744 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
745 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
746 glClearColor(color->r, color->g, color->b, color->a);
747 checkGLcall("glClearColor");
748 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
753 if (render_offscreen)
755 glScissor(draw_rect->left, draw_rect->top,
756 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
760 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
761 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
763 checkGLcall("glScissor");
765 checkGLcall("glClear");
771 /* Now process each rect in turn. */
772 for (i = 0; i < rect_count; ++i)
774 /* Note that GL uses lower left, width/height. */
775 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
777 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
778 wine_dbgstr_rect(&clear_rect[i]),
779 wine_dbgstr_rect(¤t_rect));
781 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
782 * The rectangle is not cleared, no error is returned, but further rectanlges are
783 * still cleared if they are valid. */
784 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
786 TRACE("Rectangle with negative dimensions, ignoring.\n");
790 if (render_offscreen)
792 glScissor(current_rect.left, current_rect.top,
793 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
797 glScissor(current_rect.left, drawable_height - current_rect.bottom,
798 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
800 checkGLcall("glScissor");
803 checkGLcall("glClear");
809 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
810 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
811 && target->container.u.swapchain->front_buffer == target))
812 wglFlush(); /* Flush to ensure ordering across contexts. */
814 context_release(context);
819 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
821 ULONG refcount = InterlockedIncrement(&device->ref);
823 TRACE("%p increasing refcount to %u.\n", device, refcount);
828 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
830 ULONG refcount = InterlockedDecrement(&device->ref);
832 TRACE("%p decreasing refcount to %u.\n", device, refcount);
838 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
840 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
841 device->multistate_funcs[i] = NULL;
844 if (!list_empty(&device->resources))
846 struct wined3d_resource *resource;
848 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
850 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
852 FIXME("Leftover resource %p with type %s (%#x).\n",
853 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
857 if (device->contexts)
858 ERR("Context array not freed!\n");
859 if (device->hardwareCursor)
860 DestroyCursor(device->hardwareCursor);
861 device->hardwareCursor = 0;
863 wined3d_decref(device->wined3d);
864 device->wined3d = NULL;
865 HeapFree(GetProcessHeap(), 0, device);
866 TRACE("Freed device %p.\n", device);
872 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
874 TRACE("device %p.\n", device);
876 return device->swapchain_count;
879 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
880 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
882 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
883 device, swapchain_idx, swapchain);
885 if (swapchain_idx >= device->swapchain_count)
887 WARN("swapchain_idx %u >= swapchain_count %u.\n",
888 swapchain_idx, device->swapchain_count);
891 return WINED3DERR_INVALIDCALL;
894 *swapchain = device->swapchains[swapchain_idx];
895 wined3d_swapchain_incref(*swapchain);
896 TRACE("Returning %p.\n", *swapchain);
901 static void device_load_logo(struct wined3d_device *device, const char *filename)
906 HDC dcb = NULL, dcs = NULL;
907 WINEDDCOLORKEY colorkey;
909 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
912 GetObjectA(hbm, sizeof(BITMAP), &bm);
913 dcb = CreateCompatibleDC(NULL);
915 SelectObject(dcb, hbm);
919 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
922 memset(&bm, 0, sizeof(bm));
927 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
928 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
929 &wined3d_null_parent_ops, &device->logo_surface);
932 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
938 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
940 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
941 wined3d_surface_releasedc(device->logo_surface, dcs);
943 colorkey.dwColorSpaceLowValue = 0;
944 colorkey.dwColorSpaceHighValue = 0;
945 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
949 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
950 /* Fill the surface with a white color to show that wined3d is there */
951 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
955 if (dcb) DeleteDC(dcb);
956 if (hbm) DeleteObject(hbm);
959 /* Context activation is done by the caller. */
960 static void create_dummy_textures(struct wined3d_device *device)
962 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
964 /* Under DirectX you can sample even if no texture is bound, whereas
965 * OpenGL will only allow that when a valid texture is bound.
966 * We emulate this by creating dummy textures and binding them
967 * to each texture stage when the currently set D3D texture is NULL. */
970 if (gl_info->supported[APPLE_CLIENT_STORAGE])
972 /* The dummy texture does not have client storage backing */
973 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
974 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
977 for (i = 0; i < gl_info->limits.textures; ++i)
979 DWORD color = 0x000000ff;
981 /* Make appropriate texture active */
982 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
983 checkGLcall("glActiveTextureARB");
985 /* Generate an opengl texture name */
986 glGenTextures(1, &device->dummyTextureName[i]);
987 checkGLcall("glGenTextures");
988 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
990 /* Generate a dummy 2d texture (not using 1d because they cause many
991 * DRI drivers fall back to sw) */
992 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
993 checkGLcall("glBindTexture");
995 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
996 checkGLcall("glTexImage2D");
999 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1001 /* Reenable because if supported it is enabled by default */
1002 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1003 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1009 /* Context activation is done by the caller. */
1010 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1013 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1014 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1017 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1020 static LONG fullscreen_style(LONG style)
1022 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1023 style |= WS_POPUP | WS_SYSMENU;
1024 style &= ~(WS_CAPTION | WS_THICKFRAME);
1029 static LONG fullscreen_exstyle(LONG exstyle)
1031 /* Filter out window decorations. */
1032 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1037 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1039 BOOL filter_messages;
1040 LONG style, exstyle;
1042 TRACE("Setting up window %p for fullscreen mode.\n", window);
1044 if (device->style || device->exStyle)
1046 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1047 window, device->style, device->exStyle);
1050 device->style = GetWindowLongW(window, GWL_STYLE);
1051 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1053 style = fullscreen_style(device->style);
1054 exstyle = fullscreen_exstyle(device->exStyle);
1056 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1057 device->style, device->exStyle, style, exstyle);
1059 filter_messages = device->filter_messages;
1060 device->filter_messages = TRUE;
1062 SetWindowLongW(window, GWL_STYLE, style);
1063 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1064 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1066 device->filter_messages = filter_messages;
1069 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1071 BOOL filter_messages;
1072 LONG style, exstyle;
1074 if (!device->style && !device->exStyle) return;
1076 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1077 window, device->style, device->exStyle);
1079 style = GetWindowLongW(window, GWL_STYLE);
1080 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1082 filter_messages = device->filter_messages;
1083 device->filter_messages = TRUE;
1085 /* Only restore the style if the application didn't modify it during the
1086 * fullscreen phase. Some applications change it before calling Reset()
1087 * when switching between windowed and fullscreen modes (HL2), some
1088 * depend on the original style (Eve Online). */
1089 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1091 SetWindowLongW(window, GWL_STYLE, device->style);
1092 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1094 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1096 device->filter_messages = filter_messages;
1098 /* Delete the old values. */
1100 device->exStyle = 0;
1103 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1105 TRACE("device %p, window %p.\n", device, window);
1107 if (!wined3d_register_window(window, device))
1109 ERR("Failed to register window %p.\n", window);
1113 device->focus_window = window;
1114 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1119 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1121 TRACE("device %p.\n", device);
1123 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1124 device->focus_window = NULL;
1127 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1128 WINED3DPRESENT_PARAMETERS *present_parameters)
1130 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1131 struct wined3d_swapchain *swapchain = NULL;
1132 struct wined3d_context *context;
1137 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1139 if (device->d3d_initialized)
1140 return WINED3DERR_INVALIDCALL;
1141 if (!device->adapter->opengl)
1142 return WINED3DERR_INVALIDCALL;
1144 TRACE("Creating stateblock.\n");
1145 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1148 WARN("Failed to create stateblock\n");
1152 TRACE("Created stateblock %p.\n", device->stateBlock);
1153 device->updateStateBlock = device->stateBlock;
1154 wined3d_stateblock_incref(device->updateStateBlock);
1156 device->valid_rt_mask = 0;
1157 for (i = 0; i < gl_info->limits.buffers; ++i)
1158 device->valid_rt_mask |= (1 << i);
1159 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1160 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1162 device->palette_count = 1;
1163 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1164 if (!device->palettes || !device->fb.render_targets)
1166 ERR("Out of memory!\n");
1171 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1172 if (!device->palettes[0])
1174 ERR("Out of memory!\n");
1179 for (i = 0; i < 256; ++i)
1181 device->palettes[0][i].peRed = 0xff;
1182 device->palettes[0][i].peGreen = 0xff;
1183 device->palettes[0][i].peBlue = 0xff;
1184 device->palettes[0][i].peFlags = 0xff;
1186 device->currentPalette = 0;
1188 /* Initialize the texture unit mapping to a 1:1 mapping */
1189 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1191 if (state < gl_info->limits.fragment_samplers)
1193 device->texUnitMap[state] = state;
1194 device->rev_tex_unit_map[state] = state;
1198 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1199 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1203 /* Setup the implicit swapchain. This also initializes a context. */
1204 TRACE("Creating implicit swapchain\n");
1205 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1206 present_parameters, &swapchain);
1209 WARN("Failed to create implicit swapchain\n");
1213 device->swapchain_count = 1;
1214 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1215 if (!device->swapchains)
1217 ERR("Out of memory!\n");
1220 device->swapchains[0] = swapchain;
1222 if (swapchain->back_buffers && swapchain->back_buffers[0])
1224 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1225 device->fb.render_targets[0] = swapchain->back_buffers[0];
1229 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1230 device->fb.render_targets[0] = swapchain->front_buffer;
1232 wined3d_surface_incref(device->fb.render_targets[0]);
1234 /* Depth Stencil support */
1235 device->fb.depth_stencil = device->auto_depth_stencil;
1236 if (device->fb.depth_stencil)
1237 wined3d_surface_incref(device->fb.depth_stencil);
1239 hr = device->shader_backend->shader_alloc_private(device);
1242 TRACE("Shader private data couldn't be allocated\n");
1245 hr = device->frag_pipe->alloc_private(device);
1248 TRACE("Fragment pipeline private data couldn't be allocated\n");
1251 hr = device->blitter->alloc_private(device);
1254 TRACE("Blitter private data couldn't be allocated\n");
1258 /* Set up some starting GL setup */
1260 /* Setup all the devices defaults */
1261 stateblock_init_default_state(device->stateBlock);
1263 context = context_acquire(device, swapchain->front_buffer);
1265 create_dummy_textures(device);
1269 /* Initialize the current view state */
1270 device->view_ident = 1;
1271 device->contexts[0]->last_was_rhw = 0;
1273 switch (wined3d_settings.offscreen_rendering_mode)
1276 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1279 case ORM_BACKBUFFER:
1281 if (context_get_current()->aux_buffers > 0)
1283 TRACE("Using auxilliary buffer for offscreen rendering\n");
1284 device->offscreenBuffer = GL_AUX0;
1288 TRACE("Using back buffer for offscreen rendering\n");
1289 device->offscreenBuffer = GL_BACK;
1294 TRACE("All defaults now set up, leaving 3D init.\n");
1297 context_release(context);
1299 /* Clear the screen */
1300 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1301 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1304 device->d3d_initialized = TRUE;
1306 if (wined3d_settings.logo)
1307 device_load_logo(device, wined3d_settings.logo);
1308 device->highest_dirty_ps_const = 0;
1309 device->highest_dirty_vs_const = 0;
1313 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1314 HeapFree(GetProcessHeap(), 0, device->swapchains);
1315 device->swapchain_count = 0;
1316 if (device->palettes)
1318 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1319 HeapFree(GetProcessHeap(), 0, device->palettes);
1321 device->palette_count = 0;
1323 wined3d_swapchain_decref(swapchain);
1324 if (device->stateBlock)
1326 wined3d_stateblock_decref(device->stateBlock);
1327 device->stateBlock = NULL;
1329 if (device->blit_priv)
1330 device->blitter->free_private(device);
1331 if (device->fragment_priv)
1332 device->frag_pipe->free_private(device);
1333 if (device->shader_priv)
1334 device->shader_backend->shader_free_private(device);
1339 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1340 WINED3DPRESENT_PARAMETERS *present_parameters)
1342 struct wined3d_swapchain *swapchain = NULL;
1345 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1347 /* Setup the implicit swapchain */
1348 TRACE("Creating implicit swapchain\n");
1349 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1350 present_parameters, &swapchain);
1353 WARN("Failed to create implicit swapchain\n");
1357 device->swapchain_count = 1;
1358 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1359 if (!device->swapchains)
1361 ERR("Out of memory!\n");
1364 device->swapchains[0] = swapchain;
1368 wined3d_swapchain_decref(swapchain);
1372 static HRESULT WINAPI device_unload_resource(struct wined3d_resource *resource, void *data)
1374 TRACE("Unloading resource %p.\n", resource);
1376 resource->resource_ops->resource_unload(resource);
1381 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1383 const struct wined3d_gl_info *gl_info;
1384 struct wined3d_context *context;
1385 struct wined3d_surface *surface;
1388 TRACE("device %p.\n", device);
1390 if (!device->d3d_initialized)
1391 return WINED3DERR_INVALIDCALL;
1393 /* Force making the context current again, to verify it is still valid
1394 * (workaround for broken drivers) */
1395 context_set_current(NULL);
1396 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1397 * it was created. Thus make sure a context is active for the glDelete* calls
1399 context = context_acquire(device, NULL);
1400 gl_info = context->gl_info;
1402 if (device->logo_surface)
1403 wined3d_surface_decref(device->logo_surface);
1405 /* Unload resources */
1406 wined3d_device_enum_resources(device, device_unload_resource, NULL);
1408 TRACE("Deleting high order patches\n");
1409 for(i = 0; i < PATCHMAP_SIZE; i++) {
1410 struct list *e1, *e2;
1411 struct WineD3DRectPatch *patch;
1412 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1414 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1415 wined3d_device_delete_patch(device, patch->Handle);
1419 /* Delete the mouse cursor texture */
1420 if (device->cursorTexture)
1423 glDeleteTextures(1, &device->cursorTexture);
1425 device->cursorTexture = 0;
1428 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1429 * private data, it might contain opengl pointers
1431 if (device->depth_blt_texture)
1434 glDeleteTextures(1, &device->depth_blt_texture);
1436 device->depth_blt_texture = 0;
1438 if (device->depth_blt_rb)
1441 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1443 device->depth_blt_rb = 0;
1444 device->depth_blt_rb_w = 0;
1445 device->depth_blt_rb_h = 0;
1448 /* Release the update stateblock */
1449 if (wined3d_stateblock_decref(device->updateStateBlock))
1451 if (device->updateStateBlock != device->stateBlock)
1452 FIXME("Something's still holding the update stateblock.\n");
1454 device->updateStateBlock = NULL;
1457 struct wined3d_stateblock *stateblock = device->stateBlock;
1458 device->stateBlock = NULL;
1460 /* Release the stateblock */
1461 if (wined3d_stateblock_decref(stateblock))
1462 FIXME("Something's still holding the stateblock.\n");
1465 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1466 device->blitter->free_private(device);
1467 device->frag_pipe->free_private(device);
1468 device->shader_backend->shader_free_private(device);
1470 /* Release the buffers (with sanity checks)*/
1471 if (device->onscreen_depth_stencil)
1473 surface = device->onscreen_depth_stencil;
1474 device->onscreen_depth_stencil = NULL;
1475 wined3d_surface_decref(surface);
1478 if (device->fb.depth_stencil)
1480 surface = device->fb.depth_stencil;
1482 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1484 device->fb.depth_stencil = NULL;
1485 if (wined3d_surface_decref(surface)
1486 && surface != device->auto_depth_stencil)
1487 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1490 if (device->auto_depth_stencil)
1492 surface = device->auto_depth_stencil;
1493 device->auto_depth_stencil = NULL;
1494 if (wined3d_surface_decref(surface))
1495 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1498 for (i = 1; i < gl_info->limits.buffers; ++i)
1500 wined3d_device_set_render_target(device, i, NULL, FALSE);
1503 surface = device->fb.render_targets[0];
1504 TRACE("Setting rendertarget 0 to NULL\n");
1505 device->fb.render_targets[0] = NULL;
1506 TRACE("Releasing the render target at %p\n", surface);
1507 wined3d_surface_decref(surface);
1509 context_release(context);
1511 for (i = 0; i < device->swapchain_count; ++i)
1513 TRACE("Releasing the implicit swapchain %u.\n", i);
1514 if (wined3d_swapchain_decref(device->swapchains[i]))
1515 FIXME("Something's still holding the implicit swapchain.\n");
1518 HeapFree(GetProcessHeap(), 0, device->swapchains);
1519 device->swapchains = NULL;
1520 device->swapchain_count = 0;
1522 for (i = 0; i < device->palette_count; ++i)
1523 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1524 HeapFree(GetProcessHeap(), 0, device->palettes);
1525 device->palettes = NULL;
1526 device->palette_count = 0;
1528 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1529 device->fb.render_targets = NULL;
1531 device->d3d_initialized = FALSE;
1536 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1540 for (i = 0; i < device->swapchain_count; ++i)
1542 TRACE("Releasing the implicit swapchain %u.\n", i);
1543 if (wined3d_swapchain_decref(device->swapchains[i]))
1544 FIXME("Something's still holding the implicit swapchain.\n");
1547 HeapFree(GetProcessHeap(), 0, device->swapchains);
1548 device->swapchains = NULL;
1549 device->swapchain_count = 0;
1553 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1554 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1555 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1557 * There is no way to deactivate thread safety once it is enabled.
1559 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1561 TRACE("device %p.\n", device);
1563 /* For now just store the flag (needed in case of ddraw). */
1564 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1567 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1568 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1570 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1575 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1576 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1578 /* Resize the screen even without a window:
1579 * The app could have unset it with SetCooperativeLevel, but not called
1580 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1581 * but we don't have any hwnd
1584 memset(&devmode, 0, sizeof(devmode));
1585 devmode.dmSize = sizeof(devmode);
1586 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1587 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1588 devmode.dmPelsWidth = mode->Width;
1589 devmode.dmPelsHeight = mode->Height;
1591 devmode.dmDisplayFrequency = mode->RefreshRate;
1592 if (mode->RefreshRate)
1593 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1595 /* Only change the mode if necessary */
1596 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1597 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1600 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1601 if (ret != DISP_CHANGE_SUCCESSFUL)
1603 if (devmode.dmDisplayFrequency)
1605 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1606 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1607 devmode.dmDisplayFrequency = 0;
1608 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1610 if(ret != DISP_CHANGE_SUCCESSFUL) {
1611 return WINED3DERR_NOTAVAILABLE;
1615 /* Store the new values */
1616 device->ddraw_width = mode->Width;
1617 device->ddraw_height = mode->Height;
1618 device->ddraw_format = mode->Format;
1620 /* And finally clip mouse to our screen */
1621 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1622 ClipCursor(&clip_rc);
1627 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1629 TRACE("device %p, wined3d %p.\n", device, wined3d);
1631 *wined3d = device->wined3d;
1632 wined3d_incref(*wined3d);
1634 TRACE("Returning %p.\n", *wined3d);
1639 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1641 TRACE("device %p.\n", device);
1643 TRACE("Emulating %d MB, returning %d MB left.\n",
1644 device->adapter->TextureRam / (1024 * 1024),
1645 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1647 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1650 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1651 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1653 struct wined3d_stream_state *stream;
1654 struct wined3d_buffer *prev_buffer;
1656 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1657 device, stream_idx, buffer, offset, stride);
1659 if (stream_idx >= MAX_STREAMS)
1661 WARN("Stream index %u out of range.\n", stream_idx);
1662 return WINED3DERR_INVALIDCALL;
1664 else if (offset & 0x3)
1666 WARN("Offset %u is not 4 byte aligned.\n", offset);
1667 return WINED3DERR_INVALIDCALL;
1670 stream = &device->updateStateBlock->state.streams[stream_idx];
1671 prev_buffer = stream->buffer;
1673 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1675 if (prev_buffer == buffer
1676 && stream->stride == stride
1677 && stream->offset == offset)
1679 TRACE("Application is setting the old values over, nothing to do.\n");
1683 stream->buffer = buffer;
1686 stream->stride = stride;
1687 stream->offset = offset;
1690 /* Handle recording of state blocks. */
1691 if (device->isRecordingState)
1693 TRACE("Recording... not performing anything.\n");
1695 wined3d_buffer_incref(buffer);
1697 wined3d_buffer_decref(prev_buffer);
1703 InterlockedIncrement(&buffer->bind_count);
1704 wined3d_buffer_incref(buffer);
1708 InterlockedDecrement(&prev_buffer->bind_count);
1709 wined3d_buffer_decref(prev_buffer);
1712 device_invalidate_state(device, STATE_STREAMSRC);
1717 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1718 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1720 struct wined3d_stream_state *stream;
1722 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1723 device, stream_idx, buffer, offset, stride);
1725 if (stream_idx >= MAX_STREAMS)
1727 WARN("Stream index %u out of range.\n", stream_idx);
1728 return WINED3DERR_INVALIDCALL;
1731 stream = &device->stateBlock->state.streams[stream_idx];
1732 *buffer = stream->buffer;
1734 wined3d_buffer_incref(*buffer);
1736 *offset = stream->offset;
1737 *stride = stream->stride;
1742 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1744 struct wined3d_stream_state *stream;
1745 UINT old_flags, old_freq;
1747 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1749 /* Verify input. At least in d3d9 this is invalid. */
1750 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1752 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1753 return WINED3DERR_INVALIDCALL;
1755 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1757 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1758 return WINED3DERR_INVALIDCALL;
1762 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1763 return WINED3DERR_INVALIDCALL;
1766 stream = &device->updateStateBlock->state.streams[stream_idx];
1767 old_flags = stream->flags;
1768 old_freq = stream->frequency;
1770 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1771 stream->frequency = divider & 0x7fffff;
1773 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1775 if (stream->frequency != old_freq || stream->flags != old_flags)
1776 device_invalidate_state(device, STATE_STREAMSRC);
1781 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1783 struct wined3d_stream_state *stream;
1785 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1787 stream = &device->updateStateBlock->state.streams[stream_idx];
1788 *divider = stream->flags | stream->frequency;
1790 TRACE("Returning %#x.\n", *divider);
1795 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1796 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1798 TRACE("device %p, state %s, matrix %p.\n",
1799 device, debug_d3dtstype(d3dts), matrix);
1801 /* Handle recording of state blocks. */
1802 if (device->isRecordingState)
1804 TRACE("Recording... not performing anything.\n");
1805 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1806 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1810 /* If the new matrix is the same as the current one,
1811 * we cut off any further processing. this seems to be a reasonable
1812 * optimization because as was noticed, some apps (warcraft3 for example)
1813 * tend towards setting the same matrix repeatedly for some reason.
1815 * From here on we assume that the new matrix is different, wherever it matters. */
1816 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1818 TRACE("The application is setting the same matrix over again.\n");
1822 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1824 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1825 * where ViewMat = Camera space, WorldMat = world space.
1827 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1828 * matrix. The Projection matrix stay projection matrix. */
1830 if (d3dts == WINED3DTS_VIEW)
1831 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1833 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1834 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1840 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1841 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1843 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1845 *matrix = device->stateBlock->state.transforms[state];
1850 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1851 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1853 const WINED3DMATRIX *mat = NULL;
1856 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1858 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1859 * below means it will be recorded in a state block change, but it
1860 * works regardless where it is recorded.
1861 * If this is found to be wrong, change to StateBlock. */
1862 if (state > HIGHEST_TRANSFORMSTATE)
1864 WARN("Unhandled transform state %#x.\n", state);
1868 mat = &device->updateStateBlock->state.transforms[state];
1869 multiply_matrix(&temp, mat, matrix);
1871 /* Apply change via set transform - will reapply to eg. lights this way. */
1872 return wined3d_device_set_transform(device, state, &temp);
1875 /* Note lights are real special cases. Although the device caps state only
1876 * e.g. 8 are supported, you can reference any indexes you want as long as
1877 * that number max are enabled at any one point in time. Therefore since the
1878 * indices can be anything, we need a hashmap of them. However, this causes
1879 * stateblock problems. When capturing the state block, I duplicate the
1880 * hashmap, but when recording, just build a chain pretty much of commands to
1882 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1884 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1885 struct wined3d_light_info *object = NULL;
1889 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1891 /* Check the parameter range. Need for speed most wanted sets junk lights
1892 * which confuse the GL driver. */
1894 return WINED3DERR_INVALIDCALL;
1896 switch (light->Type)
1898 case WINED3DLIGHT_POINT:
1899 case WINED3DLIGHT_SPOT:
1900 case WINED3DLIGHT_PARALLELPOINT:
1901 case WINED3DLIGHT_GLSPOT:
1902 /* Incorrect attenuation values can cause the gl driver to crash.
1903 * Happens with Need for speed most wanted. */
1904 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1906 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1907 return WINED3DERR_INVALIDCALL;
1911 case WINED3DLIGHT_DIRECTIONAL:
1912 /* Ignores attenuation */
1916 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1917 return WINED3DERR_INVALIDCALL;
1920 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1922 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1923 if (object->OriginalIndex == light_idx)
1930 TRACE("Adding new light\n");
1931 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1934 ERR("Out of memory error when allocating a light\n");
1935 return E_OUTOFMEMORY;
1937 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1938 object->glIndex = -1;
1939 object->OriginalIndex = light_idx;
1942 /* Initialize the object. */
1943 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1944 light_idx, light->Type,
1945 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1946 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1947 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1948 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1949 light->Direction.x, light->Direction.y, light->Direction.z);
1950 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1951 light->Range, light->Falloff, light->Theta, light->Phi);
1953 /* Save away the information. */
1954 object->OriginalParms = *light;
1956 switch (light->Type)
1958 case WINED3DLIGHT_POINT:
1960 object->lightPosn[0] = light->Position.x;
1961 object->lightPosn[1] = light->Position.y;
1962 object->lightPosn[2] = light->Position.z;
1963 object->lightPosn[3] = 1.0f;
1964 object->cutoff = 180.0f;
1968 case WINED3DLIGHT_DIRECTIONAL:
1970 object->lightPosn[0] = -light->Direction.x;
1971 object->lightPosn[1] = -light->Direction.y;
1972 object->lightPosn[2] = -light->Direction.z;
1973 object->lightPosn[3] = 0.0f;
1974 object->exponent = 0.0f;
1975 object->cutoff = 180.0f;
1978 case WINED3DLIGHT_SPOT:
1980 object->lightPosn[0] = light->Position.x;
1981 object->lightPosn[1] = light->Position.y;
1982 object->lightPosn[2] = light->Position.z;
1983 object->lightPosn[3] = 1.0f;
1986 object->lightDirn[0] = light->Direction.x;
1987 object->lightDirn[1] = light->Direction.y;
1988 object->lightDirn[2] = light->Direction.z;
1989 object->lightDirn[3] = 1.0f;
1991 /* opengl-ish and d3d-ish spot lights use too different models
1992 * for the light "intensity" as a function of the angle towards
1993 * the main light direction, so we only can approximate very
1994 * roughly. However, spot lights are rather rarely used in games
1995 * (if ever used at all). Furthermore if still used, probably
1996 * nobody pays attention to such details. */
1997 if (!light->Falloff)
1999 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2000 * equations have the falloff resp. exponent parameter as an
2001 * exponent, so the spot light lighting will always be 1.0 for
2002 * both of them, and we don't have to care for the rest of the
2003 * rather complex calculation. */
2004 object->exponent = 0.0f;
2008 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2011 object->exponent = -0.3f / logf(cosf(rho / 2));
2014 if (object->exponent > 128.0f)
2015 object->exponent = 128.0f;
2017 object->cutoff = (float)(light->Phi * 90 / M_PI);
2022 FIXME("Unrecognized light type %#x.\n", light->Type);
2025 /* Update the live definitions if the light is currently assigned a glIndex. */
2026 if (object->glIndex != -1 && !device->isRecordingState)
2027 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2032 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2034 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2035 struct wined3d_light_info *light_info = NULL;
2038 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2040 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2042 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2043 if (light_info->OriginalIndex == light_idx)
2050 TRACE("Light information requested but light not defined\n");
2051 return WINED3DERR_INVALIDCALL;
2054 *light = light_info->OriginalParms;
2058 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2060 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2061 struct wined3d_light_info *light_info = NULL;
2064 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2066 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2068 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2069 if (light_info->OriginalIndex == light_idx)
2073 TRACE("Found light %p.\n", light_info);
2075 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2078 TRACE("Light enabled requested but light not defined, so defining one!\n");
2079 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2081 /* Search for it again! Should be fairly quick as near head of list. */
2082 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2084 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2085 if (light_info->OriginalIndex == light_idx)
2091 FIXME("Adding default lights has failed dismally\n");
2092 return WINED3DERR_INVALIDCALL;
2098 if (light_info->glIndex != -1)
2100 if (!device->isRecordingState)
2101 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2103 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2104 light_info->glIndex = -1;
2108 TRACE("Light already disabled, nothing to do\n");
2110 light_info->enabled = FALSE;
2114 light_info->enabled = TRUE;
2115 if (light_info->glIndex != -1)
2117 TRACE("Nothing to do as light was enabled\n");
2122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2123 /* Find a free GL light. */
2124 for (i = 0; i < gl_info->limits.lights; ++i)
2126 if (!device->updateStateBlock->state.lights[i])
2128 device->updateStateBlock->state.lights[i] = light_info;
2129 light_info->glIndex = i;
2133 if (light_info->glIndex == -1)
2135 /* Our tests show that Windows returns D3D_OK in this situation, even with
2136 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2137 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2138 * as well for those lights.
2140 * TODO: Test how this affects rendering. */
2141 WARN("Too many concurrently active lights\n");
2145 /* i == light_info->glIndex */
2146 if (!device->isRecordingState)
2147 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2154 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2156 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2157 struct wined3d_light_info *light_info = NULL;
2160 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2162 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2164 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2165 if (light_info->OriginalIndex == light_idx)
2172 TRACE("Light enabled state requested but light not defined.\n");
2173 return WINED3DERR_INVALIDCALL;
2175 /* true is 128 according to SetLightEnable */
2176 *enable = light_info->enabled ? 128 : 0;
2180 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2182 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2184 /* Validate plane_idx. */
2185 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2187 TRACE("Application has requested clipplane this device doesn't support.\n");
2188 return WINED3DERR_INVALIDCALL;
2191 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2193 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2194 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2195 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2196 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2198 TRACE("Application is setting old values over, nothing to do.\n");
2202 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2203 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2204 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2205 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2207 /* Handle recording of state blocks. */
2208 if (device->isRecordingState)
2210 TRACE("Recording... not performing anything.\n");
2214 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2219 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2221 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2223 /* Validate plane_idx. */
2224 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2226 TRACE("Application has requested clipplane this device doesn't support.\n");
2227 return WINED3DERR_INVALIDCALL;
2230 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2231 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2232 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2233 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2238 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2240 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2243 return WINED3DERR_INVALIDCALL;
2245 device->updateStateBlock->state.clip_status.ClipUnion = clip_status->ClipUnion;
2246 device->updateStateBlock->state.clip_status.ClipIntersection = clip_status->ClipIntersection;
2251 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2253 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2256 return WINED3DERR_INVALIDCALL;
2258 clip_status->ClipUnion = device->updateStateBlock->state.clip_status.ClipUnion;
2259 clip_status->ClipIntersection = device->updateStateBlock->state.clip_status.ClipIntersection;
2264 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2266 TRACE("device %p, material %p.\n", device, material);
2268 device->updateStateBlock->changed.material = TRUE;
2269 device->updateStateBlock->state.material = *material;
2271 /* Handle recording of state blocks */
2272 if (device->isRecordingState)
2274 TRACE("Recording... not performing anything.\n");
2278 device_invalidate_state(device, STATE_MATERIAL);
2283 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2285 TRACE("device %p, material %p.\n", device, material);
2287 *material = device->updateStateBlock->state.material;
2289 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2290 material->Diffuse.r, material->Diffuse.g,
2291 material->Diffuse.b, material->Diffuse.a);
2292 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2293 material->Ambient.r, material->Ambient.g,
2294 material->Ambient.b, material->Ambient.a);
2295 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2296 material->Specular.r, material->Specular.g,
2297 material->Specular.b, material->Specular.a);
2298 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2299 material->Emissive.r, material->Emissive.g,
2300 material->Emissive.b, material->Emissive.a);
2301 TRACE("Power %.8e.\n", material->Power);
2306 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2307 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2309 struct wined3d_buffer *prev_buffer;
2311 TRACE("device %p, buffer %p, format %s.\n",
2312 device, buffer, debug_d3dformat(format_id));
2314 prev_buffer = device->updateStateBlock->state.index_buffer;
2316 device->updateStateBlock->changed.indices = TRUE;
2317 device->updateStateBlock->state.index_buffer = buffer;
2318 device->updateStateBlock->state.index_format = format_id;
2320 /* Handle recording of state blocks. */
2321 if (device->isRecordingState)
2323 TRACE("Recording... not performing anything.\n");
2325 wined3d_buffer_incref(buffer);
2327 wined3d_buffer_decref(prev_buffer);
2331 if (prev_buffer != buffer)
2333 device_invalidate_state(device, STATE_INDEXBUFFER);
2336 InterlockedIncrement(&buffer->bind_count);
2337 wined3d_buffer_incref(buffer);
2341 InterlockedDecrement(&prev_buffer->bind_count);
2342 wined3d_buffer_decref(prev_buffer);
2349 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2351 TRACE("device %p, buffer %p.\n", device, buffer);
2353 *buffer = device->stateBlock->state.index_buffer;
2356 wined3d_buffer_incref(*buffer);
2358 TRACE("Returning %p.\n", *buffer);
2363 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2364 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2366 TRACE("device %p, base_index %d.\n", device, base_index);
2368 if (device->updateStateBlock->state.base_vertex_index == base_index)
2370 TRACE("Application is setting the old value over, nothing to do\n");
2374 device->updateStateBlock->state.base_vertex_index = base_index;
2376 if (device->isRecordingState)
2378 TRACE("Recording... not performing anything\n");
2384 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2386 TRACE("device %p.\n", device);
2388 return device->stateBlock->state.base_vertex_index;
2391 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2393 TRACE("device %p, viewport %p.\n", device, viewport);
2394 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2395 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2397 device->updateStateBlock->changed.viewport = TRUE;
2398 device->updateStateBlock->state.viewport = *viewport;
2400 /* Handle recording of state blocks */
2401 if (device->isRecordingState)
2403 TRACE("Recording... not performing anything\n");
2407 device_invalidate_state(device, STATE_VIEWPORT);
2412 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2414 TRACE("device %p, viewport %p.\n", device, viewport);
2416 *viewport = device->stateBlock->state.viewport;
2421 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2422 WINED3DRENDERSTATETYPE state, DWORD value)
2424 DWORD old_value = device->stateBlock->state.render_states[state];
2426 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2428 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2429 device->updateStateBlock->state.render_states[state] = value;
2431 /* Handle recording of state blocks. */
2432 if (device->isRecordingState)
2434 TRACE("Recording... not performing anything.\n");
2438 /* Compared here and not before the assignment to allow proper stateblock recording. */
2439 if (value == old_value)
2440 TRACE("Application is setting the old value over, nothing to do.\n");
2442 device_invalidate_state(device, STATE_RENDER(state));
2447 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2448 WINED3DRENDERSTATETYPE state, DWORD *value)
2450 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2452 *value = device->stateBlock->state.render_states[state];
2457 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2458 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2462 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2463 device, sampler_idx, debug_d3dsamplerstate(state), value);
2465 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2466 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2468 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2469 / sizeof(*device->stateBlock->state.sampler_states))
2471 WARN("Invalid sampler %u.\n", sampler_idx);
2472 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2475 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2476 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2477 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2479 /* Handle recording of state blocks. */
2480 if (device->isRecordingState)
2482 TRACE("Recording... not performing anything.\n");
2486 if (old_value == value)
2488 TRACE("Application is setting the old value over, nothing to do.\n");
2492 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2497 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2498 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2500 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2501 device, sampler_idx, debug_d3dsamplerstate(state), value);
2503 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2504 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2506 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2507 / sizeof(*device->stateBlock->state.sampler_states))
2509 WARN("Invalid sampler %u.\n", sampler_idx);
2510 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2513 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2514 TRACE("Returning %#x.\n", *value);
2519 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2521 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2523 device->updateStateBlock->changed.scissorRect = TRUE;
2524 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2526 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2529 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2531 if (device->isRecordingState)
2533 TRACE("Recording... not performing anything.\n");
2537 device_invalidate_state(device, STATE_SCISSORRECT);
2542 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2544 TRACE("device %p, rect %p.\n", device, rect);
2546 *rect = device->updateStateBlock->state.scissor_rect;
2547 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2552 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2553 struct wined3d_vertex_declaration *declaration)
2555 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2557 TRACE("device %p, declaration %p.\n", device, declaration);
2560 wined3d_vertex_declaration_incref(declaration);
2562 wined3d_vertex_declaration_decref(prev);
2564 device->updateStateBlock->state.vertex_declaration = declaration;
2565 device->updateStateBlock->changed.vertexDecl = TRUE;
2567 if (device->isRecordingState)
2569 TRACE("Recording... not performing anything.\n");
2572 else if (declaration == prev)
2574 /* Checked after the assignment to allow proper stateblock recording. */
2575 TRACE("Application is setting the old declaration over, nothing to do.\n");
2579 device_invalidate_state(device, STATE_VDECL);
2583 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2584 struct wined3d_vertex_declaration **declaration)
2586 TRACE("device %p, declaration %p.\n", device, declaration);
2588 *declaration = device->stateBlock->state.vertex_declaration;
2590 wined3d_vertex_declaration_incref(*declaration);
2595 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2597 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2599 TRACE("device %p, shader %p.\n", device, shader);
2601 device->updateStateBlock->state.vertex_shader = shader;
2602 device->updateStateBlock->changed.vertexShader = TRUE;
2604 if (device->isRecordingState)
2607 wined3d_shader_incref(shader);
2609 wined3d_shader_decref(prev);
2610 TRACE("Recording... not performing anything.\n");
2616 TRACE("Application is setting the old shader over, nothing to do.\n");
2621 wined3d_shader_incref(shader);
2623 wined3d_shader_decref(prev);
2625 device_invalidate_state(device, STATE_VSHADER);
2630 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2632 struct wined3d_shader *shader;
2634 TRACE("device %p.\n", device);
2636 shader = device->stateBlock->state.vertex_shader;
2638 wined3d_shader_incref(shader);
2640 TRACE("Returning %p.\n", shader);
2644 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2645 UINT start_register, const BOOL *constants, UINT bool_count)
2647 UINT count = min(bool_count, MAX_CONST_B - start_register);
2650 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2651 device, start_register, constants, bool_count);
2653 if (!constants || start_register >= MAX_CONST_B)
2654 return WINED3DERR_INVALIDCALL;
2656 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2657 for (i = 0; i < count; ++i)
2658 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2660 for (i = start_register; i < count + start_register; ++i)
2661 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2663 if (!device->isRecordingState)
2664 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2669 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2670 UINT start_register, BOOL *constants, UINT bool_count)
2672 UINT count = min(bool_count, MAX_CONST_B - start_register);
2674 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2675 device, start_register, constants, bool_count);
2677 if (!constants || start_register >= MAX_CONST_B)
2678 return WINED3DERR_INVALIDCALL;
2680 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2685 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2686 UINT start_register, const int *constants, UINT vector4i_count)
2688 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2691 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2692 device, start_register, constants, vector4i_count);
2694 if (!constants || start_register >= MAX_CONST_I)
2695 return WINED3DERR_INVALIDCALL;
2697 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2698 for (i = 0; i < count; ++i)
2699 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2700 constants[i * 4], constants[i * 4 + 1],
2701 constants[i * 4 + 2], constants[i * 4 + 3]);
2703 for (i = start_register; i < count + start_register; ++i)
2704 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2706 if (!device->isRecordingState)
2707 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2712 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2713 UINT start_register, int *constants, UINT vector4i_count)
2715 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2717 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2718 device, start_register, constants, vector4i_count);
2720 if (!constants || start_register >= MAX_CONST_I)
2721 return WINED3DERR_INVALIDCALL;
2723 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2727 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2728 UINT start_register, const float *constants, UINT vector4f_count)
2732 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2733 device, start_register, constants, vector4f_count);
2735 /* Specifically test start_register > limit to catch MAX_UINT overflows
2736 * when adding start_register + vector4f_count. */
2738 || start_register + vector4f_count > device->d3d_vshader_constantF
2739 || start_register > device->d3d_vshader_constantF)
2740 return WINED3DERR_INVALIDCALL;
2742 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2743 constants, vector4f_count * sizeof(float) * 4);
2746 for (i = 0; i < vector4f_count; ++i)
2747 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2748 constants[i * 4], constants[i * 4 + 1],
2749 constants[i * 4 + 2], constants[i * 4 + 3]);
2752 if (!device->isRecordingState)
2754 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2755 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2758 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2759 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2764 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2765 UINT start_register, float *constants, UINT vector4f_count)
2767 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2769 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2770 device, start_register, constants, vector4f_count);
2772 if (!constants || count < 0)
2773 return WINED3DERR_INVALIDCALL;
2775 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2780 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2784 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2786 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2790 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2792 DWORD i = device->rev_tex_unit_map[unit];
2793 DWORD j = device->texUnitMap[stage];
2795 device->texUnitMap[stage] = unit;
2796 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2797 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2799 device->rev_tex_unit_map[unit] = stage;
2800 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2801 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2804 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2808 device->fixed_function_usage_map = 0;
2809 for (i = 0; i < MAX_TEXTURES; ++i)
2811 const struct wined3d_state *state = &device->stateBlock->state;
2812 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2813 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2814 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2815 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2816 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2817 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2818 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2819 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2821 if (color_op == WINED3DTOP_DISABLE) {
2822 /* Not used, and disable higher stages */
2826 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2827 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2828 || ((color_arg3 == WINED3DTA_TEXTURE)
2829 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2830 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2831 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2832 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2833 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2834 device->fixed_function_usage_map |= (1 << i);
2836 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2837 device->fixed_function_usage_map |= (1 << (i + 1));
2841 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2843 unsigned int i, tex;
2846 device_update_fixed_function_usage_map(device);
2847 ffu_map = device->fixed_function_usage_map;
2849 if (device->max_ffp_textures == gl_info->limits.texture_stages
2850 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2852 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2854 if (!(ffu_map & 1)) continue;
2856 if (device->texUnitMap[i] != i)
2858 device_map_stage(device, i, i);
2859 device_invalidate_state(device, STATE_SAMPLER(i));
2860 markTextureStagesDirty(device, i);
2866 /* Now work out the mapping */
2868 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2870 if (!(ffu_map & 1)) continue;
2872 if (device->texUnitMap[i] != tex)
2874 device_map_stage(device, i, tex);
2875 device_invalidate_state(device, STATE_SAMPLER(i));
2876 markTextureStagesDirty(device, i);
2883 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2885 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2886 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2889 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2891 if (sampler_type[i] && device->texUnitMap[i] != i)
2893 device_map_stage(device, i, i);
2894 device_invalidate_state(device, STATE_SAMPLER(i));
2895 if (i < gl_info->limits.texture_stages)
2897 markTextureStagesDirty(device, i);
2903 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2904 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2905 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2907 DWORD current_mapping = device->rev_tex_unit_map[unit];
2909 /* Not currently used */
2910 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2912 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2913 /* Used by a fragment sampler */
2915 if (!pshader_sampler_tokens) {
2916 /* No pixel shader, check fixed function */
2917 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2920 /* Pixel shader, check the shader's sampler map */
2921 return !pshader_sampler_tokens[current_mapping];
2924 /* Used by a vertex sampler */
2925 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2928 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2930 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2931 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2932 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2933 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2938 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2939 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2940 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2943 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2944 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2945 if (vshader_sampler_type[i])
2947 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2949 /* Already mapped somewhere */
2955 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2957 device_map_stage(device, vsampler_idx, start);
2958 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2970 void device_update_tex_unit_map(struct wined3d_device *device)
2972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2973 const struct wined3d_state *state = &device->stateBlock->state;
2974 BOOL vs = use_vs(state);
2975 BOOL ps = use_ps(state);
2978 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2979 * that would be really messy and require shader recompilation
2980 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2981 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2984 device_map_psamplers(device, gl_info);
2986 device_map_fixed_function_samplers(device, gl_info);
2989 device_map_vsamplers(device, ps, gl_info);
2992 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2994 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2996 TRACE("device %p, shader %p.\n", device, shader);
2998 device->updateStateBlock->state.pixel_shader = shader;
2999 device->updateStateBlock->changed.pixelShader = TRUE;
3001 if (device->isRecordingState)
3004 wined3d_shader_incref(shader);
3006 wined3d_shader_decref(prev);
3007 TRACE("Recording... not performing anything.\n");
3013 TRACE("Application is setting the old shader over, nothing to do.\n");
3018 wined3d_shader_incref(shader);
3020 wined3d_shader_decref(prev);
3022 device_invalidate_state(device, STATE_PIXELSHADER);
3027 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3029 struct wined3d_shader *shader;
3031 TRACE("device %p.\n", device);
3033 shader = device->stateBlock->state.pixel_shader;
3035 wined3d_shader_incref(shader);
3037 TRACE("Returning %p.\n", shader);
3041 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3042 UINT start_register, const BOOL *constants, UINT bool_count)
3044 UINT count = min(bool_count, MAX_CONST_B - start_register);
3047 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3048 device, start_register, constants, bool_count);
3050 if (!constants || start_register >= MAX_CONST_B)
3051 return WINED3DERR_INVALIDCALL;
3053 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3054 for (i = 0; i < count; ++i)
3055 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3057 for (i = start_register; i < count + start_register; ++i)
3058 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3060 if (!device->isRecordingState)
3061 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3066 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3067 UINT start_register, BOOL *constants, UINT bool_count)
3069 UINT count = min(bool_count, MAX_CONST_B - start_register);
3071 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3072 device, start_register, constants, bool_count);
3074 if (!constants || start_register >= MAX_CONST_B)
3075 return WINED3DERR_INVALIDCALL;
3077 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3082 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3083 UINT start_register, const int *constants, UINT vector4i_count)
3085 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3088 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3089 device, start_register, constants, vector4i_count);
3091 if (!constants || start_register >= MAX_CONST_I)
3092 return WINED3DERR_INVALIDCALL;
3094 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3095 for (i = 0; i < count; ++i)
3096 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3097 constants[i * 4], constants[i * 4 + 1],
3098 constants[i * 4 + 2], constants[i * 4 + 3]);
3100 for (i = start_register; i < count + start_register; ++i)
3101 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3103 if (!device->isRecordingState)
3104 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3109 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3110 UINT start_register, int *constants, UINT vector4i_count)
3112 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3114 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3115 device, start_register, constants, vector4i_count);
3117 if (!constants || start_register >= MAX_CONST_I)
3118 return WINED3DERR_INVALIDCALL;
3120 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3125 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3126 UINT start_register, const float *constants, UINT vector4f_count)
3130 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3131 device, start_register, constants, vector4f_count);
3133 /* Specifically test start_register > limit to catch MAX_UINT overflows
3134 * when adding start_register + vector4f_count. */
3136 || start_register + vector4f_count > device->d3d_pshader_constantF
3137 || start_register > device->d3d_pshader_constantF)
3138 return WINED3DERR_INVALIDCALL;
3140 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3141 constants, vector4f_count * sizeof(float) * 4);
3144 for (i = 0; i < vector4f_count; ++i)
3145 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3146 constants[i * 4], constants[i * 4 + 1],
3147 constants[i * 4 + 2], constants[i * 4 + 3]);
3150 if (!device->isRecordingState)
3152 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3153 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3156 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3157 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3162 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3163 UINT start_register, float *constants, UINT vector4f_count)
3165 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3167 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3168 device, start_register, constants, vector4f_count);
3170 if (!constants || count < 0)
3171 return WINED3DERR_INVALIDCALL;
3173 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3178 /* Context activation is done by the caller. */
3179 /* Do not call while under the GL lock. */
3180 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3181 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3182 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3185 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3186 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3189 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3193 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3195 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3198 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3200 ERR("Source has no position mask\n");
3201 return WINED3DERR_INVALIDCALL;
3204 if (!dest->resource.allocatedMemory)
3205 buffer_get_sysmem(dest, gl_info);
3207 /* Get a pointer into the destination vbo(create one if none exists) and
3208 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3210 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3212 dest->flags |= WINED3D_BUFFER_CREATEBO;
3213 wined3d_buffer_preload(dest);
3216 if (dest->buffer_object)
3218 unsigned char extrabytes = 0;
3219 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3220 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3221 * this may write 4 extra bytes beyond the area that should be written
3223 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3224 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3225 if(!dest_conv_addr) {
3226 ERR("Out of memory\n");
3227 /* Continue without storing converted vertices */
3229 dest_conv = dest_conv_addr;
3232 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3234 static BOOL warned = FALSE;
3236 * The clipping code is not quite correct. Some things need
3237 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3238 * so disable clipping for now.
3239 * (The graphics in Half-Life are broken, and my processvertices
3240 * test crashes with IDirect3DDevice3)
3246 FIXME("Clipping is broken and disabled for now\n");
3248 } else doClip = FALSE;
3249 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3251 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3252 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3253 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3255 TRACE("View mat:\n");
3256 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);
3257 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);
3258 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);
3259 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);
3261 TRACE("Proj mat:\n");
3262 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);
3263 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);
3264 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);
3265 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);
3267 TRACE("World mat:\n");
3268 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);
3269 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);
3270 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);
3271 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);
3273 /* Get the viewport */
3274 wined3d_device_get_viewport(device, &vp);
3275 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3276 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3278 multiply_matrix(&mat,&view_mat,&world_mat);
3279 multiply_matrix(&mat,&proj_mat,&mat);
3281 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3283 for (i = 0; i < dwCount; i+= 1) {
3284 unsigned int tex_index;
3286 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3287 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3288 /* The position first */
3289 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3290 const float *p = (const float *)(element->data + i * element->stride);
3292 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3294 /* Multiplication with world, view and projection matrix */
3295 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);
3296 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);
3297 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);
3298 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);
3300 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3302 /* WARNING: The following things are taken from d3d7 and were not yet checked
3303 * against d3d8 or d3d9!
3306 /* Clipping conditions: From msdn
3308 * A vertex is clipped if it does not match the following requirements
3312 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3314 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3315 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3320 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3321 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3324 /* "Normal" viewport transformation (not clipped)
3325 * 1) The values are divided by rhw
3326 * 2) The y axis is negative, so multiply it with -1
3327 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3328 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3329 * 4) Multiply x with Width/2 and add Width/2
3330 * 5) The same for the height
3331 * 6) Add the viewpoint X and Y to the 2D coordinates and
3332 * The minimum Z value to z
3333 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3335 * Well, basically it's simply a linear transformation into viewport
3347 z *= vp.MaxZ - vp.MinZ;
3349 x += vp.Width / 2 + vp.X;
3350 y += vp.Height / 2 + vp.Y;
3355 /* That vertex got clipped
3356 * Contrary to OpenGL it is not dropped completely, it just
3357 * undergoes a different calculation.
3359 TRACE("Vertex got clipped\n");
3366 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3367 * outside of the main vertex buffer memory. That needs some more
3372 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3375 ( (float *) dest_ptr)[0] = x;
3376 ( (float *) dest_ptr)[1] = y;
3377 ( (float *) dest_ptr)[2] = z;
3378 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3380 dest_ptr += 3 * sizeof(float);
3382 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3383 dest_ptr += sizeof(float);
3388 ( (float *) dest_conv)[0] = x * w;
3389 ( (float *) dest_conv)[1] = y * w;
3390 ( (float *) dest_conv)[2] = z * w;
3391 ( (float *) dest_conv)[3] = w;
3393 dest_conv += 3 * sizeof(float);
3395 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3396 dest_conv += sizeof(float);
3400 if (DestFVF & WINED3DFVF_PSIZE) {
3401 dest_ptr += sizeof(DWORD);
3402 if(dest_conv) dest_conv += sizeof(DWORD);
3404 if (DestFVF & WINED3DFVF_NORMAL) {
3405 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3406 const float *normal = (const float *)(element->data + i * element->stride);
3407 /* AFAIK this should go into the lighting information */
3408 FIXME("Didn't expect the destination to have a normal\n");
3409 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3411 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3415 if (DestFVF & WINED3DFVF_DIFFUSE) {
3416 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3417 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3418 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3420 static BOOL warned = FALSE;
3423 ERR("No diffuse color in source, but destination has one\n");
3427 *( (DWORD *) dest_ptr) = 0xffffffff;
3428 dest_ptr += sizeof(DWORD);
3431 *( (DWORD *) dest_conv) = 0xffffffff;
3432 dest_conv += sizeof(DWORD);
3436 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3438 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3439 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3440 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3441 dest_conv += sizeof(DWORD);
3446 if (DestFVF & WINED3DFVF_SPECULAR)
3448 /* What's the color value in the feedback buffer? */
3449 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3450 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3451 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3453 static BOOL warned = FALSE;
3456 ERR("No specular color in source, but destination has one\n");
3460 *( (DWORD *) dest_ptr) = 0xFF000000;
3461 dest_ptr += sizeof(DWORD);
3464 *( (DWORD *) dest_conv) = 0xFF000000;
3465 dest_conv += sizeof(DWORD);
3469 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3471 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3472 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3473 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3474 dest_conv += sizeof(DWORD);
3479 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3480 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3481 const float *tex_coord = (const float *)(element->data + i * element->stride);
3482 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3484 ERR("No source texture, but destination requests one\n");
3485 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3486 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3489 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3491 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3501 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3502 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3503 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3504 dwCount * get_flexible_vertex_size(DestFVF),
3506 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3510 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3515 #undef copy_and_next
3517 /* Do not call while under the GL lock. */
3518 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3519 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3520 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3522 BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
3523 struct wined3d_stream_info stream_info;
3524 const struct wined3d_gl_info *gl_info;
3525 struct wined3d_context *context;
3528 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3529 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3530 device, src_start_idx, dst_idx, vertex_count,
3531 dst_buffer, declaration, flags, dst_fvf);
3534 FIXME("Output vertex declaration not implemented yet.\n");
3536 /* Need any context to write to the vbo. */
3537 context = context_acquire(device, NULL);
3538 gl_info = context->gl_info;
3540 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3541 * control the streamIsUP flag, thus restore it afterwards.
3543 device->stateBlock->state.user_stream = FALSE;
3544 device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
3545 device->stateBlock->state.user_stream = streamWasUP;
3547 if (vbo || src_start_idx)
3550 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3551 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3553 * Also get the start index in, but only loop over all elements if there's something to add at all.
3555 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3557 struct wined3d_stream_info_element *e;
3559 if (!(stream_info.use_map & (1 << i))) continue;
3561 e = &stream_info.elements[i];
3562 if (e->buffer_object)
3564 struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
3565 e->buffer_object = 0;
3566 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3568 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3569 vb->buffer_object = 0;
3573 e->data += e->stride * src_start_idx;
3577 hr = process_vertices_strided(device, dst_idx, vertex_count,
3578 &stream_info, dst_buffer, flags, dst_fvf);
3580 context_release(context);
3585 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3586 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3588 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3591 TRACE("device %p, stage %u, state %s, value %#x.\n",
3592 device, stage, debug_d3dtexturestate(state), value);
3594 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3596 WARN("Invalid state %#x passed.\n", state);
3600 if (stage >= gl_info->limits.texture_stages)
3602 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3603 stage, gl_info->limits.texture_stages - 1);
3607 old_value = device->updateStateBlock->state.texture_states[stage][state];
3608 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3609 device->updateStateBlock->state.texture_states[stage][state] = value;
3611 if (device->isRecordingState)
3613 TRACE("Recording... not performing anything.\n");
3617 /* Checked after the assignments to allow proper stateblock recording. */
3618 if (old_value == value)
3620 TRACE("Application is setting the old value over, nothing to do.\n");
3624 if (stage > device->stateBlock->state.lowest_disabled_stage
3625 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3626 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3628 /* Colorop change above lowest disabled stage? That won't change
3629 * anything in the GL setup. Changes in other states are important on
3630 * disabled stages too. */
3634 if (state == WINED3DTSS_COLOROP)
3638 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3640 /* Previously enabled stage disabled now. Make sure to dirtify
3641 * all enabled stages above stage, they have to be disabled.
3643 * The current stage is dirtified below. */
3644 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3646 TRACE("Additionally dirtifying stage %u.\n", i);
3647 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3649 device->stateBlock->state.lowest_disabled_stage = stage;
3650 TRACE("New lowest disabled: %u.\n", stage);
3652 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3654 /* Previously disabled stage enabled. Stages above it may need
3655 * enabling. Stage must be lowest_disabled_stage here, if it's
3656 * bigger success is returned above, and stages below the lowest
3657 * disabled stage can't be enabled (because they are enabled
3660 * Again stage stage doesn't need to be dirtified here, it is
3662 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3664 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3666 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3667 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3669 device->stateBlock->state.lowest_disabled_stage = i;
3670 TRACE("New lowest disabled: %u.\n", i);
3674 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3679 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3680 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3682 TRACE("device %p, stage %u, state %s, value %p.\n",
3683 device, stage, debug_d3dtexturestate(state), value);
3685 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3687 WARN("Invalid state %#x passed.\n", state);
3691 *value = device->updateStateBlock->state.texture_states[stage][state];
3692 TRACE("Returning %#x.\n", *value);
3697 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3698 UINT stage, struct wined3d_texture *texture)
3700 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3701 struct wined3d_texture *prev;
3703 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3705 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3706 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3708 /* Windows accepts overflowing this array... we do not. */
3709 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3711 WARN("Ignoring invalid stage %u.\n", stage);
3715 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3716 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3718 WARN("Rejecting attempt to set scratch texture.\n");
3719 return WINED3DERR_INVALIDCALL;
3722 device->updateStateBlock->changed.textures |= 1 << stage;
3724 prev = device->updateStateBlock->state.textures[stage];
3725 TRACE("Previous texture %p.\n", prev);
3727 if (texture == prev)
3729 TRACE("App is setting the same texture again, nothing to do.\n");
3733 TRACE("Setting new texture to %p.\n", texture);
3734 device->updateStateBlock->state.textures[stage] = texture;
3736 if (device->isRecordingState)
3738 TRACE("Recording... not performing anything\n");
3740 if (texture) wined3d_texture_incref(texture);
3741 if (prev) wined3d_texture_decref(prev);
3748 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3750 wined3d_texture_incref(texture);
3752 if (!prev || texture->target != prev->target)
3753 device_invalidate_state(device, STATE_PIXELSHADER);
3755 if (!prev && stage < gl_info->limits.texture_stages)
3757 /* The source arguments for color and alpha ops have different
3758 * meanings when a NULL texture is bound, so the COLOROP and
3759 * ALPHAOP have to be dirtified. */
3760 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3761 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3764 if (bind_count == 1)
3765 texture->sampler = stage;
3770 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3772 wined3d_texture_decref(prev);
3774 if (!texture && stage < gl_info->limits.texture_stages)
3776 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3777 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3780 if (bind_count && prev->sampler == stage)
3784 /* Search for other stages the texture is bound to. Shouldn't
3785 * happen if applications bind textures to a single stage only. */
3786 TRACE("Searching for other stages the texture is bound to.\n");
3787 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3789 if (device->updateStateBlock->state.textures[i] == prev)
3791 TRACE("Texture is also bound to stage %u.\n", i);
3799 device_invalidate_state(device, STATE_SAMPLER(stage));
3804 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3805 UINT stage, struct wined3d_texture **texture)
3807 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3809 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3810 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3812 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3814 WARN("Ignoring invalid stage %u.\n", stage);
3815 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3818 *texture = device->stateBlock->state.textures[stage];
3820 wined3d_texture_incref(*texture);
3822 TRACE("Returning %p.\n", *texture);
3827 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3828 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3830 struct wined3d_swapchain *swapchain;
3833 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3834 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3836 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3839 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3843 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3844 wined3d_swapchain_decref(swapchain);
3847 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3854 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3856 TRACE("device %p, caps %p.\n", device, caps);
3858 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3861 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3862 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3864 struct wined3d_swapchain *swapchain;
3867 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3871 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3874 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3875 wined3d_swapchain_decref(swapchain);
3880 /* Don't read the real display mode, but return the stored mode
3881 * instead. X11 can't change the color depth, and some apps are
3882 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3883 * that GetDisplayMode still returns 24 bpp.
3885 * Also don't relay to the swapchain because with ddraw it's possible
3886 * that there isn't a swapchain at all. */
3887 mode->Width = device->ddraw_width;
3888 mode->Height = device->ddraw_height;
3889 mode->Format = device->ddraw_format;
3890 mode->RefreshRate = 0;
3897 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3899 struct wined3d_stateblock *stateblock;
3902 TRACE("device %p.\n", device);
3904 if (device->isRecordingState)
3905 return WINED3DERR_INVALIDCALL;
3907 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3911 wined3d_stateblock_decref(device->updateStateBlock);
3912 device->updateStateBlock = stateblock;
3913 device->isRecordingState = TRUE;
3915 TRACE("Recording stateblock %p.\n", stateblock);
3920 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3921 struct wined3d_stateblock **stateblock)
3923 struct wined3d_stateblock *object = device->updateStateBlock;
3925 TRACE("device %p, stateblock %p.\n", device, stateblock);
3927 if (!device->isRecordingState)
3929 WARN("Not recording.\n");
3931 return WINED3DERR_INVALIDCALL;
3934 stateblock_init_contained_states(object);
3936 *stateblock = object;
3937 device->isRecordingState = FALSE;
3938 device->updateStateBlock = device->stateBlock;
3939 wined3d_stateblock_incref(device->updateStateBlock);
3941 TRACE("Returning stateblock %p.\n", *stateblock);
3946 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3948 /* At the moment we have no need for any functionality at the beginning
3950 TRACE("device %p.\n", device);
3952 if (device->inScene)
3954 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3955 return WINED3DERR_INVALIDCALL;
3957 device->inScene = TRUE;
3961 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3963 struct wined3d_context *context;
3965 TRACE("device %p.\n", device);
3967 if (!device->inScene)
3969 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3970 return WINED3DERR_INVALIDCALL;
3973 context = context_acquire(device, NULL);
3974 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3976 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3978 context_release(context);
3980 device->inScene = FALSE;
3984 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3985 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3989 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3990 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3991 dst_window_override, dirty_region);
3993 for (i = 0; i < device->swapchain_count; ++i)
3995 wined3d_swapchain_present(device->swapchains[i], src_rect,
3996 dst_rect, dst_window_override, dirty_region, 0);
4002 /* Do not call while under the GL lock. */
4003 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4004 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4006 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4009 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4010 device, rect_count, rects, flags, color, depth, stencil);
4012 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4014 struct wined3d_surface *ds = device->fb.depth_stencil;
4017 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4018 /* TODO: What about depth stencil buffers without stencil bits? */
4019 return WINED3DERR_INVALIDCALL;
4021 else if (flags & WINED3DCLEAR_TARGET)
4023 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4024 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4026 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4032 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4034 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4035 &device->fb, rect_count, rects,
4036 &draw_rect, flags, &c, depth, stencil);
4039 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4040 WINED3DPRIMITIVETYPE primitive_type)
4042 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4044 device->updateStateBlock->changed.primitive_type = TRUE;
4045 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4048 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4049 WINED3DPRIMITIVETYPE *primitive_type)
4051 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4053 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4055 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4058 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4060 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4062 if (!device->stateBlock->state.vertex_declaration)
4064 WARN("Called without a valid vertex declaration set.\n");
4065 return WINED3DERR_INVALIDCALL;
4068 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4069 if (device->stateBlock->state.user_stream)
4071 device_invalidate_state(device, STATE_INDEXBUFFER);
4072 device->stateBlock->state.user_stream = FALSE;
4075 if (device->stateBlock->state.load_base_vertex_index)
4077 device->stateBlock->state.load_base_vertex_index = 0;
4078 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4081 /* Account for the loading offset due to index buffers. Instead of
4082 * reloading all sources correct it with the startvertex parameter. */
4083 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4087 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4089 struct wined3d_buffer *index_buffer;
4090 UINT index_size = 2;
4092 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4094 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4096 index_buffer = device->stateBlock->state.index_buffer;
4099 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4100 * without an index buffer set. (The first time at least...)
4101 * D3D8 simply dies, but I doubt it can do much harm to return
4102 * D3DERR_INVALIDCALL there as well. */
4103 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4104 return WINED3DERR_INVALIDCALL;
4107 if (!device->stateBlock->state.vertex_declaration)
4109 WARN("Called without a valid vertex declaration set.\n");
4110 return WINED3DERR_INVALIDCALL;
4113 if (device->stateBlock->state.user_stream)
4115 device_invalidate_state(device, STATE_INDEXBUFFER);
4116 device->stateBlock->state.user_stream = FALSE;
4118 vbo = index_buffer->buffer_object;
4120 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4125 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4126 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4128 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4129 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4132 drawPrimitive(device, index_count, start_idx, index_size,
4133 vbo ? NULL : index_buffer->resource.allocatedMemory);
4138 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4139 const void *stream_data, UINT stream_stride)
4141 struct wined3d_stream_state *stream;
4142 struct wined3d_buffer *vb;
4144 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4145 device, vertex_count, stream_data, stream_stride);
4147 if (!device->stateBlock->state.vertex_declaration)
4149 WARN("Called without a valid vertex declaration set.\n");
4150 return WINED3DERR_INVALIDCALL;
4153 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4154 stream = &device->stateBlock->state.streams[0];
4155 vb = stream->buffer;
4156 stream->buffer = (struct wined3d_buffer *)stream_data;
4158 wined3d_buffer_decref(vb);
4160 stream->stride = stream_stride;
4161 device->stateBlock->state.user_stream = TRUE;
4162 if (device->stateBlock->state.load_base_vertex_index)
4164 device->stateBlock->state.load_base_vertex_index = 0;
4165 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4168 /* TODO: Only mark dirty if drawing from a different UP address */
4169 device_invalidate_state(device, STATE_STREAMSRC);
4171 drawPrimitive(device, vertex_count, 0, 0, NULL);
4173 /* MSDN specifies stream zero settings must be set to NULL */
4174 stream->buffer = NULL;
4177 /* stream zero settings set to null at end, as per the msdn. No need to
4178 * mark dirty here, the app has to set the new stream sources or use UP
4183 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4184 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4185 const void *stream_data, UINT stream_stride)
4187 struct wined3d_stream_state *stream;
4188 struct wined3d_buffer *vb, *ib;
4191 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4192 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4194 if (!device->stateBlock->state.vertex_declaration)
4196 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4197 return WINED3DERR_INVALIDCALL;
4200 if (index_data_format_id == WINED3DFMT_R16_UINT)
4205 stream = &device->stateBlock->state.streams[0];
4206 vb = stream->buffer;
4207 stream->buffer = (struct wined3d_buffer *)stream_data;
4209 wined3d_buffer_decref(vb);
4211 stream->stride = stream_stride;
4212 device->stateBlock->state.user_stream = TRUE;
4214 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4215 device->stateBlock->state.base_vertex_index = 0;
4216 if (device->stateBlock->state.load_base_vertex_index)
4218 device->stateBlock->state.load_base_vertex_index = 0;
4219 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4221 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4222 device_invalidate_state(device, STATE_STREAMSRC);
4223 device_invalidate_state(device, STATE_INDEXBUFFER);
4225 drawPrimitive(device, index_count, 0, index_size, index_data);
4227 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4228 stream->buffer = NULL;
4230 ib = device->stateBlock->state.index_buffer;
4233 wined3d_buffer_decref(ib);
4234 device->stateBlock->state.index_buffer = NULL;
4236 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4237 * SetStreamSource to specify a vertex buffer
4243 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4244 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4246 /* Mark the state dirty until we have nicer tracking. It's fine to change
4247 * baseVertexIndex because that call is only called by ddraw which does
4248 * not need that value. */
4249 device_invalidate_state(device, STATE_VDECL);
4250 device_invalidate_state(device, STATE_INDEXBUFFER);
4251 device->stateBlock->state.base_vertex_index = 0;
4252 device->up_strided = strided_data;
4253 drawPrimitive(device, vertex_count, 0, 0, NULL);
4254 device->up_strided = NULL;
4258 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4259 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4260 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4262 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4264 /* Mark the state dirty until we have nicer tracking
4265 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4268 device_invalidate_state(device, STATE_VDECL);
4269 device_invalidate_state(device, STATE_INDEXBUFFER);
4270 device->stateBlock->state.user_stream = TRUE;
4271 device->stateBlock->state.base_vertex_index = 0;
4272 device->up_strided = strided_data;
4273 drawPrimitive(device, index_count, 0, index_size, index_data);
4274 device->up_strided = NULL;
4278 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4279 static HRESULT device_update_volume(struct wined3d_device *device,
4280 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4282 WINED3DLOCKED_BOX src;
4283 WINED3DLOCKED_BOX dst;
4286 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4287 device, src_volume, dst_volume);
4289 /* TODO: Implement direct loading into the gl volume instead of using
4290 * memcpy and dirtification to improve loading performance. */
4291 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4292 if (FAILED(hr)) return hr;
4293 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4296 wined3d_volume_unmap(src_volume);
4300 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4302 hr = wined3d_volume_unmap(dst_volume);
4304 wined3d_volume_unmap(src_volume);
4306 hr = wined3d_volume_unmap(src_volume);
4311 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4312 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4314 unsigned int level_count, i;
4315 WINED3DRESOURCETYPE type;
4318 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4320 /* Verify that the source and destination textures are non-NULL. */
4321 if (!src_texture || !dst_texture)
4323 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4324 return WINED3DERR_INVALIDCALL;
4327 if (src_texture == dst_texture)
4329 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4330 return WINED3DERR_INVALIDCALL;
4333 /* Verify that the source and destination textures are the same type. */
4334 type = src_texture->resource.resourceType;
4335 if (dst_texture->resource.resourceType != type)
4337 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4338 return WINED3DERR_INVALIDCALL;
4341 /* Check that both textures have the identical numbers of levels. */
4342 level_count = wined3d_texture_get_level_count(src_texture);
4343 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4345 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4346 return WINED3DERR_INVALIDCALL;
4349 /* Make sure that the destination texture is loaded. */
4350 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4352 /* Update every surface level of the texture. */
4355 case WINED3DRTYPE_TEXTURE:
4357 struct wined3d_surface *src_surface;
4358 struct wined3d_surface *dst_surface;
4360 for (i = 0; i < level_count; ++i)
4362 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4363 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4364 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4367 WARN("Failed to update surface, hr %#x.\n", hr);
4374 case WINED3DRTYPE_CUBETEXTURE:
4376 struct wined3d_surface *src_surface;
4377 struct wined3d_surface *dst_surface;
4379 for (i = 0; i < level_count * 6; ++i)
4381 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4382 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4383 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4386 WARN("Failed to update surface, hr %#x.\n", hr);
4393 case WINED3DRTYPE_VOLUMETEXTURE:
4395 for (i = 0; i < level_count; ++i)
4397 hr = device_update_volume(device,
4398 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4399 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4402 WARN("Failed to update volume, hr %#x.\n", hr);
4410 FIXME("Unsupported texture type %#x.\n", type);
4411 return WINED3DERR_INVALIDCALL;
4417 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4418 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4420 struct wined3d_swapchain *swapchain;
4423 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4425 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4426 if (FAILED(hr)) return hr;
4428 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4429 wined3d_swapchain_decref(swapchain);
4434 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4436 const struct wined3d_state *state = &device->stateBlock->state;
4437 struct wined3d_texture *texture;
4440 TRACE("device %p, num_passes %p.\n", device, num_passes);
4442 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4444 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4446 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4447 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4449 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4451 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4452 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4455 texture = state->textures[i];
4456 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4458 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4460 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4463 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4465 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4468 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4469 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4471 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4476 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4477 state->render_states[WINED3DRS_STENCILENABLE])
4479 struct wined3d_surface *ds = device->fb.depth_stencil;
4480 struct wined3d_surface *target = device->fb.render_targets[0];
4483 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4485 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4486 return WINED3DERR_CONFLICTINGRENDERSTATE;
4490 /* return a sensible default */
4493 TRACE("returning D3D_OK\n");
4497 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4501 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4503 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4504 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4505 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4506 device_invalidate_state(device, STATE_SAMPLER(i));
4510 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4511 UINT palette_idx, const PALETTEENTRY *entries)
4515 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4517 if (palette_idx >= MAX_PALETTES)
4519 WARN("Invalid palette index %u.\n", palette_idx);
4520 return WINED3DERR_INVALIDCALL;
4523 if (palette_idx >= device->palette_count)
4525 UINT new_size = device->palette_count;
4526 PALETTEENTRY **palettes;
4531 } while (palette_idx >= new_size);
4532 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4535 ERR("Out of memory!\n");
4536 return E_OUTOFMEMORY;
4538 device->palettes = palettes;
4539 device->palette_count = new_size;
4542 if (!device->palettes[palette_idx])
4544 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4545 if (!device->palettes[palette_idx])
4547 ERR("Out of memory!\n");
4548 return E_OUTOFMEMORY;
4552 for (i = 0; i < 256; ++i)
4554 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4555 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4556 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4557 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4560 if (palette_idx == device->currentPalette)
4561 dirtify_p8_texture_samplers(device);
4566 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4567 UINT palette_idx, PALETTEENTRY *entries)
4571 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4573 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4575 /* What happens in such situation isn't documented; Native seems to
4576 * silently abort on such conditions. */
4577 WARN("Invalid palette index %u.\n", palette_idx);
4578 return WINED3DERR_INVALIDCALL;
4581 for (i = 0; i < 256; ++i)
4583 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4584 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4585 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4586 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4592 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4594 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4596 /* Native appears to silently abort on attempt to make an uninitialized
4597 * palette current and render. (tested with reference rasterizer). */
4598 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4600 WARN("Invalid palette index %u.\n", palette_idx);
4601 return WINED3DERR_INVALIDCALL;
4604 /* TODO: stateblocks? */
4605 if (device->currentPalette != palette_idx)
4607 device->currentPalette = palette_idx;
4608 dirtify_p8_texture_samplers(device);
4614 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4616 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4619 return WINED3DERR_INVALIDCALL;
4621 *palette_idx = device->currentPalette;
4626 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4630 TRACE("device %p, software %#x.\n", device, software);
4634 FIXME("device %p, software %#x stub!\n", device, software);
4638 device->softwareVertexProcessing = software;
4643 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4647 TRACE("device %p.\n", device);
4651 TRACE("device %p stub!\n", device);
4655 return device->softwareVertexProcessing;
4658 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4659 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4661 struct wined3d_swapchain *swapchain;
4664 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4665 device, swapchain_idx, raster_status);
4667 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4670 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4674 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4675 wined3d_swapchain_decref(swapchain);
4678 WARN("Failed to get raster status, hr %#x.\n", hr);
4685 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4689 TRACE("device %p, segments %.8e.\n", device, segments);
4691 if (segments != 0.0f)
4695 FIXME("device %p, segments %.8e stub!\n", device, segments);
4703 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4707 TRACE("device %p.\n", device);
4711 FIXME("device %p stub!\n", device);
4718 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4719 struct wined3d_surface *src_surface, const RECT *src_rect,
4720 struct wined3d_surface *dst_surface, const POINT *dst_point)
4722 const struct wined3d_format *src_format;
4723 const struct wined3d_format *dst_format;
4724 const struct wined3d_gl_info *gl_info;
4725 struct wined3d_context *context;
4726 struct wined3d_bo_address data;
4727 struct wined3d_format format;
4728 UINT update_w, update_h;
4729 CONVERT_TYPES convert;
4736 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4737 device, src_surface, wine_dbgstr_rect(src_rect),
4738 dst_surface, wine_dbgstr_point(dst_point));
4740 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4742 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4743 src_surface, dst_surface);
4744 return WINED3DERR_INVALIDCALL;
4747 src_format = src_surface->resource.format;
4748 dst_format = dst_surface->resource.format;
4750 if (src_format->id != dst_format->id)
4752 WARN("Source and destination surfaces should have the same format.\n");
4753 return WINED3DERR_INVALIDCALL;
4762 else if (dst_point->x < 0 || dst_point->y < 0)
4764 WARN("Invalid destination point.\n");
4765 return WINED3DERR_INVALIDCALL;
4772 r.right = src_surface->resource.width;
4773 r.bottom = src_surface->resource.height;
4776 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4777 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4779 WARN("Invalid source rectangle.\n");
4780 return WINED3DERR_INVALIDCALL;
4783 src_w = src_surface->resource.width;
4784 src_h = src_surface->resource.height;
4786 dst_w = dst_surface->resource.width;
4787 dst_h = dst_surface->resource.height;
4789 update_w = src_rect->right - src_rect->left;
4790 update_h = src_rect->bottom - src_rect->top;
4792 if (update_w > dst_w || dst_point->x > dst_w - update_w
4793 || update_h > dst_h || dst_point->y > dst_h - update_h)
4795 WARN("Destination out of bounds.\n");
4796 return WINED3DERR_INVALIDCALL;
4799 /* NPOT block sizes would be silly. */
4800 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4801 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4802 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4804 WARN("Update rect not block-aligned.\n");
4805 return WINED3DERR_INVALIDCALL;
4808 /* This call loads the OpenGL surface directly, instead of copying the
4809 * surface to the destination's sysmem copy. If surface conversion is
4810 * needed, use BltFast instead to copy in sysmem and use regular surface
4812 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4813 if (convert != NO_CONVERSION || format.convert)
4814 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4816 context = context_acquire(device, NULL);
4817 gl_info = context->gl_info;
4820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4821 checkGLcall("glActiveTextureARB");
4824 /* Only load the surface for partial updates. For newly allocated texture
4825 * the texture wouldn't be the current location, and we'd upload zeroes
4826 * just to overwrite them again. */
4827 if (update_w == dst_w && update_h == dst_h)
4828 surface_prepare_texture(dst_surface, gl_info, FALSE);
4830 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4831 surface_bind(dst_surface, gl_info, FALSE);
4833 data.buffer_object = 0;
4834 data.addr = src_surface->resource.allocatedMemory;
4837 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4839 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4841 context_release(context);
4843 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4844 sampler = device->rev_tex_unit_map[0];
4845 if (sampler != WINED3D_UNMAPPED_STAGE)
4846 device_invalidate_state(device, STATE_SAMPLER(sampler));
4851 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4852 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4854 struct WineD3DRectPatch *patch;
4855 GLenum old_primitive_type;
4860 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4861 device, handle, num_segs, rect_patch_info);
4863 if (!(handle || rect_patch_info))
4865 /* TODO: Write a test for the return value, thus the FIXME */
4866 FIXME("Both handle and rect_patch_info are NULL.\n");
4867 return WINED3DERR_INVALIDCALL;
4872 i = PATCHMAP_HASHFUNC(handle);
4874 LIST_FOR_EACH(e, &device->patches[i])
4876 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4877 if (patch->Handle == handle)
4886 TRACE("Patch does not exist. Creating a new one\n");
4887 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4888 patch->Handle = handle;
4889 list_add_head(&device->patches[i], &patch->entry);
4891 TRACE("Found existing patch %p\n", patch);
4896 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4897 * attributes we have to tesselate, read back, and draw. This needs a patch
4898 * management structure instance. Create one.
4900 * A possible improvement is to check if a vertex shader is used, and if not directly
4903 FIXME("Drawing an uncached patch. This is slow\n");
4904 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4907 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4908 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4909 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4912 TRACE("Tesselation density or patch info changed, retesselating\n");
4914 if (rect_patch_info)
4915 patch->RectPatchInfo = *rect_patch_info;
4917 patch->numSegs[0] = num_segs[0];
4918 patch->numSegs[1] = num_segs[1];
4919 patch->numSegs[2] = num_segs[2];
4920 patch->numSegs[3] = num_segs[3];
4922 hr = tesselate_rectpatch(device, patch);
4925 WARN("Patch tesselation failed.\n");
4927 /* Do not release the handle to store the params of the patch */
4929 HeapFree(GetProcessHeap(), 0, patch);
4935 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4936 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4937 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4938 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4940 /* Destroy uncached patches */
4943 HeapFree(GetProcessHeap(), 0, patch->mem);
4944 HeapFree(GetProcessHeap(), 0, patch);
4949 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4950 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4952 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4953 device, handle, segment_count, patch_info);
4958 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4960 struct WineD3DRectPatch *patch;
4964 TRACE("device %p, handle %#x.\n", device, handle);
4966 i = PATCHMAP_HASHFUNC(handle);
4967 LIST_FOR_EACH(e, &device->patches[i])
4969 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4970 if (patch->Handle == handle)
4972 TRACE("Deleting patch %p\n", patch);
4973 list_remove(&patch->entry);
4974 HeapFree(GetProcessHeap(), 0, patch->mem);
4975 HeapFree(GetProcessHeap(), 0, patch);
4980 /* TODO: Write a test for the return value */
4981 FIXME("Attempt to destroy nonexistent patch\n");
4982 return WINED3DERR_INVALIDCALL;
4985 /* Do not call while under the GL lock. */
4986 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4987 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
4989 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4990 device, surface, wine_dbgstr_rect(rect),
4991 color->r, color->g, color->b, color->a);
4993 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4995 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4996 return WINED3DERR_INVALIDCALL;
4999 return surface_color_fill(surface, rect, color);
5002 /* Do not call while under the GL lock. */
5003 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5004 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5006 struct wined3d_resource *resource;
5009 resource = rendertarget_view->resource;
5010 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5012 FIXME("Only supported on surface resources\n");
5016 hr = surface_color_fill(surface_from_resource(resource), NULL, color);
5017 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5020 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5021 UINT render_target_idx, struct wined3d_surface **render_target)
5023 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5024 device, render_target_idx, render_target);
5026 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5028 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5029 return WINED3DERR_INVALIDCALL;
5032 *render_target = device->fb.render_targets[render_target_idx];
5034 wined3d_surface_incref(*render_target);
5036 TRACE("Returning render target %p.\n", *render_target);
5041 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5043 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5045 *depth_stencil = device->fb.depth_stencil;
5046 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5048 if (!*depth_stencil)
5049 return WINED3DERR_NOTFOUND;
5051 wined3d_surface_incref(*depth_stencil);
5056 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5057 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5059 struct wined3d_surface *prev;
5061 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5062 device, render_target_idx, render_target, set_viewport);
5064 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5066 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5067 return WINED3DERR_INVALIDCALL;
5070 prev = device->fb.render_targets[render_target_idx];
5071 if (render_target == prev)
5073 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5077 /* Render target 0 can't be set to NULL. */
5078 if (!render_target && !render_target_idx)
5080 WARN("Trying to set render target 0 to NULL.\n");
5081 return WINED3DERR_INVALIDCALL;
5084 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5086 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5087 return WINED3DERR_INVALIDCALL;
5091 wined3d_surface_incref(render_target);
5092 device->fb.render_targets[render_target_idx] = render_target;
5093 /* Release after the assignment, to prevent device_resource_released()
5094 * from seeing the surface as still in use. */
5096 wined3d_surface_decref(prev);
5098 /* Render target 0 is special. */
5099 if (!render_target_idx && set_viewport)
5101 /* Set the viewport and scissor rectangles, if requested. Tests show
5102 * that stateblock recording is ignored, the change goes directly
5103 * into the primary stateblock. */
5104 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5105 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5106 device->stateBlock->state.viewport.X = 0;
5107 device->stateBlock->state.viewport.Y = 0;
5108 device->stateBlock->state.viewport.MaxZ = 1.0f;
5109 device->stateBlock->state.viewport.MinZ = 0.0f;
5110 device_invalidate_state(device, STATE_VIEWPORT);
5112 device->stateBlock->state.scissor_rect.top = 0;
5113 device->stateBlock->state.scissor_rect.left = 0;
5114 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5115 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5116 device_invalidate_state(device, STATE_SCISSORRECT);
5119 device_invalidate_state(device, STATE_FRAMEBUFFER);
5124 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5126 struct wined3d_surface *prev = device->fb.depth_stencil;
5128 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5129 device, depth_stencil, prev);
5131 if (prev == depth_stencil)
5133 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5139 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5140 || prev->flags & SFLAG_DISCARD)
5142 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5143 prev->resource.width, prev->resource.height);
5144 if (prev == device->onscreen_depth_stencil)
5146 wined3d_surface_decref(device->onscreen_depth_stencil);
5147 device->onscreen_depth_stencil = NULL;
5152 device->fb.depth_stencil = depth_stencil;
5154 wined3d_surface_incref(depth_stencil);
5156 wined3d_surface_decref(prev);
5158 if (!prev != !depth_stencil)
5160 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5161 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5162 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5163 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5164 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5166 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5168 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5171 device_invalidate_state(device, STATE_FRAMEBUFFER);
5176 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5177 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5179 WINED3DLOCKED_RECT lockedRect;
5181 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5182 device, x_hotspot, y_hotspot, cursor_image);
5184 /* some basic validation checks */
5185 if (device->cursorTexture)
5187 struct wined3d_context *context = context_acquire(device, NULL);
5189 glDeleteTextures(1, &device->cursorTexture);
5191 context_release(context);
5192 device->cursorTexture = 0;
5197 WINED3DLOCKED_RECT rect;
5199 /* MSDN: Cursor must be A8R8G8B8 */
5200 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5202 WARN("surface %p has an invalid format.\n", cursor_image);
5203 return WINED3DERR_INVALIDCALL;
5206 /* MSDN: Cursor must be smaller than the display mode */
5207 if (cursor_image->resource.width > device->ddraw_width
5208 || cursor_image->resource.height > device->ddraw_height)
5210 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5211 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5212 device->ddraw_width, device->ddraw_height);
5213 return WINED3DERR_INVALIDCALL;
5216 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5218 /* Do not store the surface's pointer because the application may
5219 * release it after setting the cursor image. Windows doesn't
5220 * addref the set surface, so we can't do this either without
5221 * creating circular refcount dependencies. Copy out the gl texture
5223 device->cursorWidth = cursor_image->resource.width;
5224 device->cursorHeight = cursor_image->resource.height;
5225 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5227 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5228 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5229 struct wined3d_context *context;
5230 char *mem, *bits = rect.pBits;
5231 GLint intfmt = format->glInternal;
5232 GLint gl_format = format->glFormat;
5233 GLint type = format->glType;
5234 INT height = device->cursorHeight;
5235 INT width = device->cursorWidth;
5236 INT bpp = format->byte_count;
5240 /* Reformat the texture memory (pitch and width can be
5242 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5243 for(i = 0; i < height; i++)
5244 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5245 wined3d_surface_unmap(cursor_image);
5247 context = context_acquire(device, NULL);
5251 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5253 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5254 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5257 /* Make sure that a proper texture unit is selected */
5258 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5259 checkGLcall("glActiveTextureARB");
5260 sampler = device->rev_tex_unit_map[0];
5261 if (sampler != WINED3D_UNMAPPED_STAGE)
5262 device_invalidate_state(device, STATE_SAMPLER(sampler));
5263 /* Create a new cursor texture */
5264 glGenTextures(1, &device->cursorTexture);
5265 checkGLcall("glGenTextures");
5266 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5267 checkGLcall("glBindTexture");
5268 /* Copy the bitmap memory into the cursor texture */
5269 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5270 checkGLcall("glTexImage2D");
5271 HeapFree(GetProcessHeap(), 0, mem);
5273 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5275 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5276 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5281 context_release(context);
5285 FIXME("A cursor texture was not returned.\n");
5286 device->cursorTexture = 0;
5289 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5291 /* Draw a hardware cursor */
5292 ICONINFO cursorInfo;
5294 /* Create and clear maskBits because it is not needed for
5295 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5297 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5298 (cursor_image->resource.width * cursor_image->resource.height / 8));
5299 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5300 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5301 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5303 cursorInfo.fIcon = FALSE;
5304 cursorInfo.xHotspot = x_hotspot;
5305 cursorInfo.yHotspot = y_hotspot;
5306 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5308 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5309 1, 32, lockedRect.pBits);
5310 wined3d_surface_unmap(cursor_image);
5311 /* Create our cursor and clean up. */
5312 cursor = CreateIconIndirect(&cursorInfo);
5313 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5314 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5315 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5316 device->hardwareCursor = cursor;
5317 if (device->bCursorVisible) SetCursor( cursor );
5318 HeapFree(GetProcessHeap(), 0, maskBits);
5322 device->xHotSpot = x_hotspot;
5323 device->yHotSpot = y_hotspot;
5327 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5328 int x_screen_space, int y_screen_space, DWORD flags)
5330 TRACE("device %p, x %d, y %d, flags %#x.\n",
5331 device, x_screen_space, y_screen_space, flags);
5333 device->xScreenSpace = x_screen_space;
5334 device->yScreenSpace = y_screen_space;
5336 /* switch to the software cursor if position diverges from the hardware one */
5337 if (device->hardwareCursor)
5340 GetCursorPos( &pt );
5341 if (x_screen_space != pt.x || y_screen_space != pt.y)
5343 if (device->bCursorVisible) SetCursor( NULL );
5344 DestroyCursor( device->hardwareCursor );
5345 device->hardwareCursor = 0;
5350 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5352 BOOL oldVisible = device->bCursorVisible;
5354 TRACE("device %p, show %#x.\n", device, show);
5357 * When ShowCursor is first called it should make the cursor appear at the OS's last
5358 * known cursor position.
5360 if (show && !oldVisible)
5364 device->xScreenSpace = pt.x;
5365 device->yScreenSpace = pt.y;
5368 if (device->hardwareCursor)
5370 device->bCursorVisible = show;
5372 SetCursor(device->hardwareCursor);
5378 if (device->cursorTexture)
5379 device->bCursorVisible = show;
5385 static HRESULT WINAPI evict_managed_resource(struct wined3d_resource *resource, void *data)
5387 TRACE("checking resource %p for eviction\n", resource);
5389 if (resource->pool == WINED3DPOOL_MANAGED)
5391 TRACE("Evicting %p.\n", resource);
5392 resource->resource_ops->resource_unload(resource);
5398 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5400 TRACE("device %p.\n", device);
5402 wined3d_device_enum_resources(device, evict_managed_resource, NULL);
5403 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5404 device_invalidate_state(device, STATE_STREAMSRC);
5409 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5410 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5412 struct wined3d_device *device = surface->resource.device;
5413 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5415 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5416 if (surface->flags & SFLAG_DIBSECTION)
5418 /* Release the DC */
5419 SelectObject(surface->hDC, surface->dib.holdbitmap);
5420 DeleteDC(surface->hDC);
5421 /* Release the DIB section */
5422 DeleteObject(surface->dib.DIBsection);
5423 surface->dib.bitmap_data = NULL;
5424 surface->resource.allocatedMemory = NULL;
5425 surface->flags &= ~SFLAG_DIBSECTION;
5427 surface->resource.width = pPresentationParameters->BackBufferWidth;
5428 surface->resource.height = pPresentationParameters->BackBufferHeight;
5429 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5430 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5432 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5433 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5435 surface->pow2Width = surface->pow2Height = 1;
5436 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5437 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5440 if (surface->texture_name)
5442 struct wined3d_context *context = context_acquire(device, NULL);
5444 glDeleteTextures(1, &surface->texture_name);
5446 context_release(context);
5447 surface->texture_name = 0;
5448 surface->flags &= ~SFLAG_CLIENT;
5450 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5451 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5453 surface->flags |= SFLAG_NONPOW2;
5457 surface->flags &= ~SFLAG_NONPOW2;
5459 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5460 surface->resource.allocatedMemory = NULL;
5461 surface->resource.heapMemory = NULL;
5462 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5464 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5466 if (!surface_init_sysmem(surface))
5468 return E_OUTOFMEMORY;
5473 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5476 WINED3DDISPLAYMODE m;
5479 /* All Windowed modes are supported, as is leaving the current mode */
5480 if(pp->Windowed) return TRUE;
5481 if(!pp->BackBufferWidth) return TRUE;
5482 if(!pp->BackBufferHeight) return TRUE;
5484 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5485 for (i = 0; i < count; ++i)
5487 memset(&m, 0, sizeof(m));
5488 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5490 ERR("Failed to enumerate adapter mode.\n");
5491 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5492 /* Mode found, it is supported. */
5495 /* Mode not found -> not supported */
5499 /* Do not call while under the GL lock. */
5500 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5502 const struct wined3d_gl_info *gl_info;
5503 struct wined3d_context *context;
5504 struct wined3d_shader *shader;
5506 context = context_acquire(device, NULL);
5507 gl_info = context->gl_info;
5509 wined3d_device_enum_resources(device, device_unload_resource, NULL);
5510 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5512 device->shader_backend->shader_destroy(shader);
5516 if (device->depth_blt_texture)
5518 glDeleteTextures(1, &device->depth_blt_texture);
5519 device->depth_blt_texture = 0;
5521 if (device->depth_blt_rb)
5523 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
5524 device->depth_blt_rb = 0;
5525 device->depth_blt_rb_w = 0;
5526 device->depth_blt_rb_h = 0;
5528 if (device->cursorTexture)
5530 glDeleteTextures(1, &device->cursorTexture);
5531 device->cursorTexture = 0;
5535 device->blitter->free_private(device);
5536 device->frag_pipe->free_private(device);
5537 device->shader_backend->shader_free_private(device);
5538 destroy_dummy_textures(device, gl_info);
5540 context_release(context);
5542 while (device->context_count)
5544 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5547 HeapFree(GetProcessHeap(), 0, swapchain->context);
5548 swapchain->context = NULL;
5551 /* Do not call while under the GL lock. */
5552 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5554 struct wined3d_context *context;
5555 struct wined3d_surface *target;
5558 /* Recreate the primary swapchain's context */
5559 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5560 if (!swapchain->context)
5562 ERR("Failed to allocate memory for swapchain context array.\n");
5563 return E_OUTOFMEMORY;
5566 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5567 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5569 WARN("Failed to create context.\n");
5570 HeapFree(GetProcessHeap(), 0, swapchain->context);
5574 swapchain->context[0] = context;
5575 swapchain->num_contexts = 1;
5576 create_dummy_textures(device);
5577 context_release(context);
5579 hr = device->shader_backend->shader_alloc_private(device);
5582 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5586 hr = device->frag_pipe->alloc_private(device);
5589 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5590 device->shader_backend->shader_free_private(device);
5594 hr = device->blitter->alloc_private(device);
5597 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5598 device->frag_pipe->free_private(device);
5599 device->shader_backend->shader_free_private(device);
5606 context_acquire(device, NULL);
5607 destroy_dummy_textures(device, context->gl_info);
5608 context_release(context);
5609 context_destroy(device, context);
5610 HeapFree(GetProcessHeap(), 0, swapchain->context);
5611 swapchain->num_contexts = 0;
5615 /* Do not call while under the GL lock. */
5616 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5617 WINED3DPRESENT_PARAMETERS *present_parameters)
5619 struct wined3d_swapchain *swapchain;
5620 BOOL DisplayModeChanged = FALSE;
5621 WINED3DDISPLAYMODE mode;
5624 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5626 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5629 ERR("Failed to get the first implicit swapchain\n");
5633 if (!is_display_mode_supported(device, present_parameters))
5635 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5636 WARN("Requested mode: %d, %d.\n",
5637 present_parameters->BackBufferWidth,
5638 present_parameters->BackBufferHeight);
5639 wined3d_swapchain_decref(swapchain);
5640 return WINED3DERR_INVALIDCALL;
5643 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5644 * on an existing gl context, so there's no real need for recreation.
5646 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5648 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5650 TRACE("New params:\n");
5651 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5652 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5653 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5654 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5655 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5656 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5657 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5658 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5659 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5660 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5661 TRACE("Flags = %08x\n", present_parameters->Flags);
5662 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5663 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5665 /* No special treatment of these parameters. Just store them */
5666 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5667 swapchain->presentParms.Flags = present_parameters->Flags;
5668 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5669 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5671 /* What to do about these? */
5672 if (present_parameters->BackBufferCount
5673 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5674 FIXME("Cannot change the back buffer count yet.\n");
5676 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5677 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5678 FIXME("Cannot change the back buffer format yet.\n");
5680 if (present_parameters->hDeviceWindow
5681 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5682 FIXME("Cannot change the device window yet.\n");
5684 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5688 TRACE("Creating the depth stencil buffer\n");
5690 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5691 present_parameters->BackBufferWidth,
5692 present_parameters->BackBufferHeight,
5693 present_parameters->AutoDepthStencilFormat,
5694 present_parameters->MultiSampleType,
5695 present_parameters->MultiSampleQuality,
5697 &device->auto_depth_stencil);
5700 ERR("Failed to create the depth stencil buffer.\n");
5701 wined3d_swapchain_decref(swapchain);
5702 return WINED3DERR_INVALIDCALL;
5706 if (device->onscreen_depth_stencil)
5708 wined3d_surface_decref(device->onscreen_depth_stencil);
5709 device->onscreen_depth_stencil = NULL;
5712 /* Reset the depth stencil */
5713 if (present_parameters->EnableAutoDepthStencil)
5714 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5716 wined3d_device_set_depth_stencil(device, NULL);
5718 TRACE("Resetting stateblock\n");
5719 wined3d_stateblock_decref(device->updateStateBlock);
5720 wined3d_stateblock_decref(device->stateBlock);
5722 delete_opengl_contexts(device, swapchain);
5724 if (present_parameters->Windowed)
5726 mode.Width = swapchain->orig_width;
5727 mode.Height = swapchain->orig_height;
5728 mode.RefreshRate = 0;
5729 mode.Format = swapchain->presentParms.BackBufferFormat;
5733 mode.Width = present_parameters->BackBufferWidth;
5734 mode.Height = present_parameters->BackBufferHeight;
5735 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5736 mode.Format = swapchain->presentParms.BackBufferFormat;
5739 /* Should Width == 800 && Height == 0 set 800x600? */
5740 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5741 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5742 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5746 if (!present_parameters->Windowed)
5747 DisplayModeChanged = TRUE;
5749 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5750 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5752 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5755 wined3d_swapchain_decref(swapchain);
5759 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5761 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5764 wined3d_swapchain_decref(swapchain);
5768 if (device->auto_depth_stencil)
5770 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5773 wined3d_swapchain_decref(swapchain);
5779 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5780 || DisplayModeChanged)
5782 wined3d_device_set_display_mode(device, 0, &mode);
5784 if (!present_parameters->Windowed)
5786 if (swapchain->presentParms.Windowed)
5788 HWND focus_window = device->createParms.hFocusWindow;
5790 focus_window = present_parameters->hDeviceWindow;
5791 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5793 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5794 wined3d_swapchain_decref(swapchain);
5798 /* switch from windowed to fs */
5799 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5800 present_parameters->BackBufferWidth,
5801 present_parameters->BackBufferHeight);
5805 /* Fullscreen -> fullscreen mode change */
5806 MoveWindow(swapchain->device_window, 0, 0,
5807 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5811 else if (!swapchain->presentParms.Windowed)
5813 /* Fullscreen -> windowed switch */
5814 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5815 wined3d_device_release_focus_window(device);
5817 swapchain->presentParms.Windowed = present_parameters->Windowed;
5819 else if (!present_parameters->Windowed)
5821 DWORD style = device->style;
5822 DWORD exStyle = device->exStyle;
5823 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5824 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5825 * Reset to clear up their mess. Guild Wars also loses the device during that.
5828 device->exStyle = 0;
5829 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5830 present_parameters->BackBufferWidth,
5831 present_parameters->BackBufferHeight);
5832 device->style = style;
5833 device->exStyle = exStyle;
5836 /* Note: No parent needed for initial internal stateblock */
5837 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5839 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5841 TRACE("Created stateblock %p.\n", device->stateBlock);
5842 device->updateStateBlock = device->stateBlock;
5843 wined3d_stateblock_incref(device->updateStateBlock);
5845 stateblock_init_default_state(device->stateBlock);
5847 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5850 GetClientRect(swapchain->win_handle, &client_rect);
5852 if(!swapchain->presentParms.BackBufferCount)
5854 TRACE("Single buffered rendering\n");
5855 swapchain->render_to_fbo = FALSE;
5857 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
5858 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5860 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5861 swapchain->presentParms.BackBufferWidth,
5862 swapchain->presentParms.BackBufferHeight,
5863 client_rect.right, client_rect.bottom);
5864 swapchain->render_to_fbo = TRUE;
5868 TRACE("Rendering directly to GL_BACK\n");
5869 swapchain->render_to_fbo = FALSE;
5873 hr = create_primary_opengl_context(device, swapchain);
5874 wined3d_swapchain_decref(swapchain);
5876 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5882 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5884 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5886 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5892 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5893 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5895 TRACE("device %p, parameters %p.\n", device, parameters);
5897 *parameters = device->createParms;
5901 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5902 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5904 struct wined3d_swapchain *swapchain;
5906 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5907 device, swapchain_idx, flags, ramp);
5909 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5911 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5912 wined3d_swapchain_decref(swapchain);
5916 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5918 struct wined3d_swapchain *swapchain;
5920 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5921 device, swapchain_idx, ramp);
5923 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5925 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5926 wined3d_swapchain_decref(swapchain);
5930 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5932 TRACE("device %p, resource %p.\n", device, resource);
5934 list_add_head(&device->resources, &resource->resource_list_entry);
5937 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5939 TRACE("device %p, resource %p.\n", device, resource);
5941 list_remove(&resource->resource_list_entry);
5944 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5946 WINED3DRESOURCETYPE type = resource->resourceType;
5949 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5951 context_resource_released(device, resource, type);
5955 case WINED3DRTYPE_SURFACE:
5957 struct wined3d_surface *surface = surface_from_resource(resource);
5959 if (!device->d3d_initialized) break;
5961 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5963 if (device->fb.render_targets[i] == surface)
5965 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5966 device->fb.render_targets[i] = NULL;
5970 if (device->fb.depth_stencil == surface)
5972 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5973 device->fb.depth_stencil = NULL;
5978 case WINED3DRTYPE_TEXTURE:
5979 case WINED3DRTYPE_CUBETEXTURE:
5980 case WINED3DRTYPE_VOLUMETEXTURE:
5981 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5983 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5985 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5987 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5988 texture, device->stateBlock, i);
5989 device->stateBlock->state.textures[i] = NULL;
5992 if (device->updateStateBlock != device->stateBlock
5993 && device->updateStateBlock->state.textures[i] == texture)
5995 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5996 texture, device->updateStateBlock, i);
5997 device->updateStateBlock->state.textures[i] = NULL;
6002 case WINED3DRTYPE_BUFFER:
6004 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6006 for (i = 0; i < MAX_STREAMS; ++i)
6008 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6010 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6011 buffer, device->stateBlock, i);
6012 device->stateBlock->state.streams[i].buffer = NULL;
6015 if (device->updateStateBlock != device->stateBlock
6016 && device->updateStateBlock->state.streams[i].buffer == buffer)
6018 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6019 buffer, device->updateStateBlock, i);
6020 device->updateStateBlock->state.streams[i].buffer = NULL;
6025 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6027 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6028 buffer, device->stateBlock);
6029 device->stateBlock->state.index_buffer = NULL;
6032 if (device->updateStateBlock != device->stateBlock
6033 && device->updateStateBlock->state.index_buffer == buffer)
6035 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6036 buffer, device->updateStateBlock);
6037 device->updateStateBlock->state.index_buffer = NULL;
6046 /* Remove the resource from the resourceStore */
6047 device_resource_remove(device, resource);
6049 TRACE("Resource released.\n");
6052 HRESULT CDECL wined3d_device_enum_resources(struct wined3d_device *device,
6053 D3DCB_ENUMRESOURCES callback, void *data)
6055 struct wined3d_resource *resource, *cursor;
6057 TRACE("device %p, callback %p, data %p.\n", device, callback, data);
6059 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
6061 TRACE("enumerating resource %p.\n", resource);
6062 if (callback(resource, data) == S_FALSE)
6064 TRACE("Canceling enumeration.\n");
6072 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6073 HDC dc, struct wined3d_surface **surface)
6075 struct wined3d_resource *resource;
6077 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6079 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6081 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6083 struct wined3d_surface *s = surface_from_resource(resource);
6087 TRACE("Found surface %p for dc %p.\n", s, dc);
6094 return WINED3DERR_INVALIDCALL;
6097 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6098 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6099 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6101 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6102 const struct fragment_pipeline *fragment_pipeline;
6103 struct shader_caps shader_caps;
6104 struct fragment_caps ffp_caps;
6105 WINED3DDISPLAYMODE mode;
6110 device->wined3d = wined3d;
6111 wined3d_incref(device->wined3d);
6112 device->adapter = wined3d->adapter_count ? adapter : NULL;
6113 device->device_parent = device_parent;
6114 list_init(&device->resources);
6115 list_init(&device->shaders);
6116 device->surface_alignment = surface_alignment;
6118 /* Get the initial screen setup for ddraw. */
6119 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6122 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6123 wined3d_decref(device->wined3d);
6126 device->ddraw_width = mode.Width;
6127 device->ddraw_height = mode.Height;
6128 device->ddraw_format = mode.Format;
6130 /* Save the creation parameters. */
6131 device->createParms.AdapterOrdinal = adapter_idx;
6132 device->createParms.DeviceType = device_type;
6133 device->createParms.hFocusWindow = focus_window;
6134 device->createParms.BehaviorFlags = flags;
6136 device->devType = device_type;
6137 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6139 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6140 device->shader_backend = adapter->shader_backend;
6142 if (device->shader_backend)
6144 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6145 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6146 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6147 device->vs_clipping = shader_caps.VSClipping;
6149 fragment_pipeline = adapter->fragment_pipe;
6150 device->frag_pipe = fragment_pipeline;
6151 if (fragment_pipeline)
6153 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6154 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6156 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6157 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6160 ERR("Failed to compile state table, hr %#x.\n", hr);
6161 wined3d_decref(device->wined3d);
6165 device->blitter = adapter->blitter;
6171 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6173 DWORD rep = device->StateTable[state].representative;
6174 struct wined3d_context *context;
6179 for (i = 0; i < device->context_count; ++i)
6181 context = device->contexts[i];
6182 if(isStateDirty(context, rep)) continue;
6184 context->dirtyArray[context->numDirtyEntries++] = rep;
6185 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6186 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6187 context->isStateDirty[idx] |= (1 << shift);
6191 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6193 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6194 *width = context->current_rt->pow2Width;
6195 *height = context->current_rt->pow2Height;
6198 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6200 const struct wined3d_swapchain *swapchain = context->swapchain;
6201 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6202 * current context's drawable, which is the size of the back buffer of the swapchain
6203 * the active context belongs to. */
6204 *width = swapchain->presentParms.BackBufferWidth;
6205 *height = swapchain->presentParms.BackBufferHeight;
6208 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6209 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6211 if (device->filter_messages)
6213 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6214 window, message, wparam, lparam);
6216 return DefWindowProcW(window, message, wparam, lparam);
6218 return DefWindowProcA(window, message, wparam, lparam);
6221 if (message == WM_DESTROY)
6223 TRACE("unregister window %p.\n", window);
6224 wined3d_unregister_window(window);
6226 if (device->focus_window == window) device->focus_window = NULL;
6227 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6231 return CallWindowProcW(proc, window, message, wparam, lparam);
6233 return CallWindowProcA(proc, window, message, wparam, lparam);