dinput: Stub IDirectInputJoyConfig8 interface.
[wine] / dlls / wined3d / device.c
1 /*
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
11  *
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.
16  *
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.
21  *
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
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
38 {
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 */
45     0.0f,                       /* Range */
46     0.0f,                       /* Falloff */
47     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
48     0.0f,                       /* Theta */
49     0.0f                        /* Phi */
50 };
51
52 /**********************************************************
53  * Global variable / Constants follow
54  **********************************************************/
55 const float identity[] =
56 {
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 */
62
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)
66 {
67     switch(primitive_type)
68     {
69         case WINED3DPT_POINTLIST:
70             return GL_POINTS;
71
72         case WINED3DPT_LINELIST:
73             return GL_LINES;
74
75         case WINED3DPT_LINESTRIP:
76             return GL_LINE_STRIP;
77
78         case WINED3DPT_TRIANGLELIST:
79             return GL_TRIANGLES;
80
81         case WINED3DPT_TRIANGLESTRIP:
82             return GL_TRIANGLE_STRIP;
83
84         case WINED3DPT_TRIANGLEFAN:
85             return GL_TRIANGLE_FAN;
86
87         case WINED3DPT_LINELIST_ADJ:
88             return GL_LINES_ADJACENCY_ARB;
89
90         case WINED3DPT_LINESTRIP_ADJ:
91             return GL_LINE_STRIP_ADJACENCY_ARB;
92
93         case WINED3DPT_TRIANGLELIST_ADJ:
94             return GL_TRIANGLES_ADJACENCY_ARB;
95
96         case WINED3DPT_TRIANGLESTRIP_ADJ:
97             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
98
99         default:
100             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101             return GL_NONE;
102     }
103 }
104
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
106 {
107     switch(primitive_type)
108     {
109         case GL_POINTS:
110             return WINED3DPT_POINTLIST;
111
112         case GL_LINES:
113             return WINED3DPT_LINELIST;
114
115         case GL_LINE_STRIP:
116             return WINED3DPT_LINESTRIP;
117
118         case GL_TRIANGLES:
119             return WINED3DPT_TRIANGLELIST;
120
121         case GL_TRIANGLE_STRIP:
122             return WINED3DPT_TRIANGLESTRIP;
123
124         case GL_TRIANGLE_FAN:
125             return WINED3DPT_TRIANGLEFAN;
126
127         case GL_LINES_ADJACENCY_ARB:
128             return WINED3DPT_LINELIST_ADJ;
129
130         case GL_LINE_STRIP_ADJACENCY_ARB:
131             return WINED3DPT_LINESTRIP_ADJ;
132
133         case GL_TRIANGLES_ADJACENCY_ARB:
134             return WINED3DPT_TRIANGLELIST_ADJ;
135
136         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137             return WINED3DPT_TRIANGLESTRIP_ADJ;
138
139         default:
140             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141             return WINED3DPT_UNDEFINED;
142     }
143 }
144
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
146 {
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;
163     else
164     {
165         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166         *regnum = ~0U;
167         return FALSE;
168     }
169
170     return TRUE;
171 }
172
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175         struct wined3d_stream_info *stream_info, BOOL *fixup)
176 {
177     const struct wined3d_state *state = &device->stateBlock->state;
178     /* We need to deal with frequency data! */
179     struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180     BOOL use_vshader;
181     unsigned int i;
182
183     stream_info->use_map = 0;
184     stream_info->swizzle_map = 0;
185
186     /* Check for transformed vertices, disable vertex shader if present. */
187     stream_info->position_transformed = declaration->position_transformed;
188     use_vshader = state->vertex_shader && !declaration->position_transformed;
189
190     /* Translate the declaration into strided data. */
191     for (i = 0; i < declaration->element_count; ++i)
192     {
193         const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194         const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195         struct wined3d_buffer *buffer = stream->buffer;
196         struct wined3d_bo_address data;
197         BOOL stride_used;
198         unsigned int idx;
199         DWORD stride;
200
201         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202                 element, i + 1, declaration->element_count);
203
204         if (!buffer) continue;
205
206         data.buffer_object = 0;
207         data.addr = NULL;
208
209         stride = stream->stride;
210         if (state->user_stream)
211         {
212             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213             data.buffer_object = 0;
214             data.addr = (BYTE *)buffer;
215         }
216         else
217         {
218             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220
221             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225              * not, drawStridedSlow is needed, including a vertex buffer path. */
226             if (state->load_base_vertex_index < 0)
227             {
228                 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229                         state->load_base_vertex_index);
230                 data.buffer_object = 0;
231                 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232                 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233                 {
234                     FIXME("System memory vertex data load offset is negative!\n");
235                 }
236             }
237
238             if (fixup)
239             {
240                 if (data.buffer_object)
241                     *fixup = TRUE;
242                 else if (*fixup && !use_vshader
243                         && (element->usage == WINED3DDECLUSAGE_COLOR
244                         || element->usage == WINED3DDECLUSAGE_POSITIONT))
245                 {
246                     static BOOL warned = FALSE;
247                     if (!warned)
248                     {
249                         /* This may be bad with the fixed function pipeline. */
250                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251                         warned = TRUE;
252                     }
253                 }
254             }
255         }
256         data.addr += element->offset;
257
258         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
259
260         if (use_vshader)
261         {
262             if (element->output_slot == ~0U)
263             {
264                 /* TODO: Assuming vertexdeclarations are usually used with the
265                  * same or a similar shader, it might be worth it to store the
266                  * last used output slot and try that one first. */
267                 stride_used = vshader_get_input(state->vertex_shader,
268                         element->usage, element->usage_idx, &idx);
269             }
270             else
271             {
272                 idx = element->output_slot;
273                 stride_used = TRUE;
274             }
275         }
276         else
277         {
278             if (!element->ffp_valid)
279             {
280                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282                 stride_used = FALSE;
283             }
284             else
285             {
286                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
287             }
288         }
289
290         if (stride_used)
291         {
292             TRACE("Load %s array %u [usage %s, usage_idx %u, "
293                     "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294                     use_vshader ? "shader": "fixed function", idx,
295                     debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296                     element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
297
298             data.addr += stream->offset;
299
300             stream_info->elements[idx].format = element->format;
301             stream_info->elements[idx].data = data;
302             stream_info->elements[idx].stride = stride;
303             stream_info->elements[idx].stream_idx = element->input_slot;
304
305             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
307             {
308                 stream_info->swizzle_map |= 1 << idx;
309             }
310             stream_info->use_map |= 1 << idx;
311         }
312     }
313
314     device->num_buffer_queries = 0;
315     if (!state->user_stream)
316     {
317         WORD map = stream_info->use_map;
318
319         /* PreLoad all the vertex buffers. */
320         for (i = 0; map; map >>= 1, ++i)
321         {
322             struct wined3d_stream_info_element *element;
323             struct wined3d_buffer *buffer;
324
325             if (!(map & 1)) continue;
326
327             element = &stream_info->elements[i];
328             buffer = state->streams[element->stream_idx].buffer;
329             wined3d_buffer_preload(buffer);
330
331             /* If the preload dropped the buffer object, update the stream info. */
332             if (buffer->buffer_object != element->data.buffer_object)
333             {
334                 element->data.buffer_object = 0;
335                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336                         + (ptrdiff_t)element->data.addr;
337             }
338
339             if (buffer->query)
340                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
341         }
342     }
343 }
344
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346         const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
347 {
348     e->data.addr = strided->lpData;
349     e->data.buffer_object = 0;
350     e->format = wined3d_get_format(gl_info, strided->format);
351     e->stride = strided->dwStride;
352     e->stream_idx = 0;
353 }
354
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
357 {
358     unsigned int i;
359
360     memset(stream_info, 0, sizeof(*stream_info));
361
362     if (strided->position.lpData)
363         stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364     if (strided->normal.lpData)
365         stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366     if (strided->diffuse.lpData)
367         stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368     if (strided->specular.lpData)
369         stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
370
371     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
372     {
373         if (strided->texCoords[i].lpData)
374             stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375                     &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
376     }
377
378     stream_info->position_transformed = strided->position_transformed;
379
380     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
381     {
382         if (!stream_info->elements[i].format) continue;
383
384         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
386         {
387             stream_info->swizzle_map |= 1 << i;
388         }
389         stream_info->use_map |= 1 << i;
390     }
391 }
392
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
394 {
395     TRACE("Strided Data:\n");
396     TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399     TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400     TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401     TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402     TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
411 }
412
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
415 {
416     struct wined3d_stream_info *stream_info = &device->strided_streams;
417     const struct wined3d_state *state = &device->stateBlock->state;
418     BOOL fixup = FALSE;
419
420     if (device->up_strided)
421     {
422         /* Note: this is a ddraw fixed-function code path. */
423         TRACE("=============================== Strided Input ================================\n");
424         device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425         if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
426     }
427     else
428     {
429         TRACE("============================= Vertex Declaration =============================\n");
430         device_stream_info_from_declaration(device, stream_info, &fixup);
431     }
432
433     if (state->vertex_shader && !stream_info->position_transformed)
434     {
435         if (state->vertex_declaration->half_float_conv_needed && !fixup)
436         {
437             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438             device->useDrawStridedSlow = TRUE;
439         }
440         else
441         {
442             device->useDrawStridedSlow = FALSE;
443         }
444     }
445     else
446     {
447         WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448         slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449                 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
450
451         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
452         {
453             device->useDrawStridedSlow = TRUE;
454         }
455         else
456         {
457             device->useDrawStridedSlow = FALSE;
458         }
459     }
460 }
461
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 {
464     struct wined3d_texture *texture;
465     enum WINED3DSRGB srgb;
466
467     if (!(texture = state->textures[idx])) return;
468     srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469     texture->texture_ops->texture_preload(texture, srgb);
470 }
471
472 void device_preload_textures(const struct wined3d_device *device)
473 {
474     const struct wined3d_state *state = &device->stateBlock->state;
475     unsigned int i;
476
477     if (use_vs(state))
478     {
479         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480         {
481             if (state->vertex_shader->reg_maps.sampler_type[i])
482                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483         }
484     }
485
486     if (use_ps(state))
487     {
488         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489         {
490             if (state->pixel_shader->reg_maps.sampler_type[i])
491                 device_preload_texture(state, i);
492         }
493     }
494     else
495     {
496         WORD ffu_map = device->fixed_function_usage_map;
497
498         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499         {
500             if (ffu_map & 1)
501                 device_preload_texture(state, i);
502         }
503     }
504 }
505
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 {
508     struct wined3d_context **new_array;
509
510     TRACE("Adding context %p.\n", context);
511
512     if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513     else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514             sizeof(*new_array) * (device->context_count + 1));
515
516     if (!new_array)
517     {
518         ERR("Failed to grow the context array.\n");
519         return FALSE;
520     }
521
522     new_array[device->context_count++] = context;
523     device->contexts = new_array;
524     return TRUE;
525 }
526
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 {
529     struct wined3d_context **new_array;
530     BOOL found = FALSE;
531     UINT i;
532
533     TRACE("Removing context %p.\n", context);
534
535     for (i = 0; i < device->context_count; ++i)
536     {
537         if (device->contexts[i] == context)
538         {
539             found = TRUE;
540             break;
541         }
542     }
543
544     if (!found)
545     {
546         ERR("Context %p doesn't exist in context array.\n", context);
547         return;
548     }
549
550     if (!--device->context_count)
551     {
552         HeapFree(GetProcessHeap(), 0, device->contexts);
553         device->contexts = NULL;
554         return;
555     }
556
557     memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558     new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559     if (!new_array)
560     {
561         ERR("Failed to shrink context array. Oh well.\n");
562         return;
563     }
564
565     device->contexts = new_array;
566 }
567
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570         struct wined3d_context *context, struct wined3d_surface *depth_stencil)
571 {
572     if (device->onscreen_depth_stencil)
573     {
574         surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575         surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576                 device->onscreen_depth_stencil->ds_current_size.cx,
577                 device->onscreen_depth_stencil->ds_current_size.cy);
578         wined3d_surface_decref(device->onscreen_depth_stencil);
579     }
580     device->onscreen_depth_stencil = depth_stencil;
581     wined3d_surface_incref(device->onscreen_depth_stencil);
582 }
583
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
585 {
586     /* partial draw rect */
587     if (draw_rect->left || draw_rect->top
588             || draw_rect->right < target->resource.width
589             || draw_rect->bottom < target->resource.height)
590         return FALSE;
591
592     /* partial clear rect */
593     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594             || clear_rect->right < target->resource.width
595             || clear_rect->bottom < target->resource.height))
596         return FALSE;
597
598     return TRUE;
599 }
600
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602         DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
603 {
604     RECT current_rect, r;
605
606     if (ds->flags & location)
607         SetRect(&current_rect, 0, 0,
608                 ds->ds_current_size.cx,
609                 ds->ds_current_size.cy);
610     else
611         SetRectEmpty(&current_rect);
612
613     IntersectRect(&r, draw_rect, &current_rect);
614     if (EqualRect(&r, draw_rect))
615     {
616         /* current_rect âЇ draw_rect, modify only. */
617         surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618         return;
619     }
620
621     if (EqualRect(&r, &current_rect))
622     {
623         /* draw_rect âЇ current_rect, test if we're doing a full clear. */
624
625         if (!clear_rect)
626         {
627             /* Full clear, modify only. */
628             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629             return;
630         }
631
632         IntersectRect(&r, draw_rect, clear_rect);
633         if (EqualRect(&r, draw_rect))
634         {
635             /* clear_rect âЇ draw_rect, modify only. */
636             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637             return;
638         }
639     }
640
641     /* Full load. */
642     surface_load_ds_location(ds, context, location);
643     surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
644 }
645
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648         UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649         float depth, DWORD stencil)
650 {
651     const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652     struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653     UINT drawable_width, drawable_height;
654     struct wined3d_context *context;
655     GLbitfield clear_mask = 0;
656     BOOL render_offscreen;
657     unsigned int i;
658
659     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661      * for the cleared parts, and the untouched parts.
662      *
663      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666      * checking all this if the dest surface is in the drawable anyway. */
667     if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
668     {
669         for (i = 0; i < rt_count; ++i)
670         {
671             struct wined3d_surface *rt = fb->render_targets[i];
672             if (rt)
673                 surface_load_location(rt, rt->draw_binding, NULL);
674         }
675     }
676
677     context = context_acquire(device, target);
678     if (!context->valid)
679     {
680         context_release(context);
681         WARN("Invalid context, skipping clear.\n");
682         return WINED3D_OK;
683     }
684
685     if (target)
686     {
687         render_offscreen = context->render_offscreen;
688         target->get_drawable_size(context, &drawable_width, &drawable_height);
689     }
690     else
691     {
692         render_offscreen = TRUE;
693         drawable_width = fb->depth_stencil->pow2Width;
694         drawable_height = fb->depth_stencil->pow2Height;
695     }
696
697     if (flags & WINED3DCLEAR_ZBUFFER)
698     {
699         DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
700
701         if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702             device_switch_onscreen_ds(device, context, fb->depth_stencil);
703         prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
704     }
705
706     if (!context_apply_clear_state(context, device, rt_count, fb))
707     {
708         context_release(context);
709         WARN("Failed to apply clear state, skipping clear.\n");
710         return WINED3D_OK;
711     }
712
713     ENTER_GL();
714
715     /* Only set the values up once, as they are not changing. */
716     if (flags & WINED3DCLEAR_STENCIL)
717     {
718         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
719         {
720             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721             context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
722         }
723         glStencilMask(~0U);
724         context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725         glClearStencil(stencil);
726         checkGLcall("glClearStencil");
727         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728     }
729
730     if (flags & WINED3DCLEAR_ZBUFFER)
731     {
732         surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
733
734         glDepthMask(GL_TRUE);
735         context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
736         glClearDepth(depth);
737         checkGLcall("glClearDepth");
738         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739     }
740
741     if (flags & WINED3DCLEAR_TARGET)
742     {
743         for (i = 0; i < rt_count; ++i)
744         {
745             struct wined3d_surface *rt = fb->render_targets[i];
746
747             if (rt)
748                 surface_modify_location(rt, rt->draw_binding, TRUE);
749         }
750
751         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756         glClearColor(color->r, color->g, color->b, color->a);
757         checkGLcall("glClearColor");
758         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
759     }
760
761     if (!clear_rect)
762     {
763         if (render_offscreen)
764         {
765             glScissor(draw_rect->left, draw_rect->top,
766                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767         }
768         else
769         {
770             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772         }
773         checkGLcall("glScissor");
774         glClear(clear_mask);
775         checkGLcall("glClear");
776     }
777     else
778     {
779         RECT current_rect;
780
781         /* Now process each rect in turn. */
782         for (i = 0; i < rect_count; ++i)
783         {
784             /* Note that GL uses lower left, width/height. */
785             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
786
787             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788                     wine_dbgstr_rect(&clear_rect[i]),
789                     wine_dbgstr_rect(&current_rect));
790
791             /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792              * The rectangle is not cleared, no error is returned, but further rectangles are
793              * still cleared if they are valid. */
794             if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
795             {
796                 TRACE("Rectangle with negative dimensions, ignoring.\n");
797                 continue;
798             }
799
800             if (render_offscreen)
801             {
802                 glScissor(current_rect.left, current_rect.top,
803                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804             }
805             else
806             {
807                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809             }
810             checkGLcall("glScissor");
811
812             glClear(clear_mask);
813             checkGLcall("glClear");
814         }
815     }
816
817     LEAVE_GL();
818
819     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820             && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821             && target->container.u.swapchain->front_buffer == target))
822         wglFlush(); /* Flush to ensure ordering across contexts. */
823
824     context_release(context);
825
826     return WINED3D_OK;
827 }
828
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
830 {
831     ULONG refcount = InterlockedIncrement(&device->ref);
832
833     TRACE("%p increasing refcount to %u.\n", device, refcount);
834
835     return refcount;
836 }
837
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
839 {
840     ULONG refcount = InterlockedDecrement(&device->ref);
841
842     TRACE("%p decreasing refcount to %u.\n", device, refcount);
843
844     if (!refcount)
845     {
846         UINT i;
847
848         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
849         {
850             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
851             device->multistate_funcs[i] = NULL;
852         }
853
854         if (!list_empty(&device->resources))
855         {
856             struct wined3d_resource *resource;
857
858             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
859
860             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
861             {
862                 FIXME("Leftover resource %p with type %s (%#x).\n",
863                         resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
864             }
865         }
866
867         if (device->contexts)
868             ERR("Context array not freed!\n");
869         if (device->hardwareCursor)
870             DestroyCursor(device->hardwareCursor);
871         device->hardwareCursor = 0;
872
873         wined3d_decref(device->wined3d);
874         device->wined3d = NULL;
875         HeapFree(GetProcessHeap(), 0, device);
876         TRACE("Freed device %p.\n", device);
877     }
878
879     return refcount;
880 }
881
882 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
883 {
884     TRACE("device %p.\n", device);
885
886     return device->swapchain_count;
887 }
888
889 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
890         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
891 {
892     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893             device, swapchain_idx, swapchain);
894
895     if (swapchain_idx >= device->swapchain_count)
896     {
897         WARN("swapchain_idx %u >= swapchain_count %u.\n",
898                 swapchain_idx, device->swapchain_count);
899         *swapchain = NULL;
900
901         return WINED3DERR_INVALIDCALL;
902     }
903
904     *swapchain = device->swapchains[swapchain_idx];
905     wined3d_swapchain_incref(*swapchain);
906     TRACE("Returning %p.\n", *swapchain);
907
908     return WINED3D_OK;
909 }
910
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
912 {
913     HBITMAP hbm;
914     BITMAP bm;
915     HRESULT hr;
916     HDC dcb = NULL, dcs = NULL;
917     WINEDDCOLORKEY colorkey;
918
919     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
920     if(hbm)
921     {
922         GetObjectA(hbm, sizeof(BITMAP), &bm);
923         dcb = CreateCompatibleDC(NULL);
924         if(!dcb) goto out;
925         SelectObject(dcb, hbm);
926     }
927     else
928     {
929         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
930          * couldn't be loaded
931          */
932         memset(&bm, 0, sizeof(bm));
933         bm.bmWidth = 32;
934         bm.bmHeight = 32;
935     }
936
937     hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
938             FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
939             &wined3d_null_parent_ops, &device->logo_surface);
940     if (FAILED(hr))
941     {
942         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943         goto out;
944     }
945
946     if (dcb)
947     {
948         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
949             goto out;
950         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
951         wined3d_surface_releasedc(device->logo_surface, dcs);
952
953         colorkey.dwColorSpaceLowValue = 0;
954         colorkey.dwColorSpaceHighValue = 0;
955         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
956     }
957     else
958     {
959         const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
960         /* Fill the surface with a white color to show that wined3d is there */
961         wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
962     }
963
964 out:
965     if (dcb) DeleteDC(dcb);
966     if (hbm) DeleteObject(hbm);
967 }
968
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
971 {
972     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973     unsigned int i, j, count;
974     /* Under DirectX you can sample even if no texture is bound, whereas
975      * OpenGL will only allow that when a valid texture is bound.
976      * We emulate this by creating dummy textures and binding them
977      * to each texture stage when the currently set D3D texture is NULL. */
978     ENTER_GL();
979
980     if (gl_info->supported[APPLE_CLIENT_STORAGE])
981     {
982         /* The dummy texture does not have client storage backing */
983         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
984         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
985     }
986
987     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
988     for (i = 0; i < count; ++i)
989     {
990         DWORD color = 0x000000ff;
991
992         /* Make appropriate texture active */
993         context_active_texture(context, gl_info, i);
994
995         glGenTextures(1, &device->dummy_texture_2d[i]);
996         checkGLcall("glGenTextures");
997         TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
998
999         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1000         checkGLcall("glBindTexture");
1001
1002         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1003         checkGLcall("glTexImage2D");
1004
1005         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1006         {
1007             glGenTextures(1, &device->dummy_texture_rect[i]);
1008             checkGLcall("glGenTextures");
1009             TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1010
1011             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1012             checkGLcall("glBindTexture");
1013
1014             glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015             checkGLcall("glTexImage2D");
1016         }
1017
1018         if (gl_info->supported[EXT_TEXTURE3D])
1019         {
1020             glGenTextures(1, &device->dummy_texture_3d[i]);
1021             checkGLcall("glGenTextures");
1022             TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1023
1024             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1025             checkGLcall("glBindTexture");
1026
1027             GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1028             checkGLcall("glTexImage3D");
1029         }
1030
1031         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1032         {
1033             glGenTextures(1, &device->dummy_texture_cube[i]);
1034             checkGLcall("glGenTextures");
1035             TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1036
1037             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1038             checkGLcall("glBindTexture");
1039
1040             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1041             {
1042                 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1043                 checkGLcall("glTexImage2D");
1044             }
1045         }
1046     }
1047
1048     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1049     {
1050         /* Reenable because if supported it is enabled by default */
1051         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1052         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1053     }
1054
1055     LEAVE_GL();
1056 }
1057
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1060 {
1061     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1062
1063     ENTER_GL();
1064     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1065     {
1066         glDeleteTextures(count, device->dummy_texture_cube);
1067         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1068     }
1069
1070     if (gl_info->supported[EXT_TEXTURE3D])
1071     {
1072         glDeleteTextures(count, device->dummy_texture_3d);
1073         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1074     }
1075
1076     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1077     {
1078         glDeleteTextures(count, device->dummy_texture_rect);
1079         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1080     }
1081
1082     glDeleteTextures(count, device->dummy_texture_2d);
1083     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1084     LEAVE_GL();
1085
1086     memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1087     memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1088     memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1089     memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1090 }
1091
1092 static LONG fullscreen_style(LONG style)
1093 {
1094     /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095     style |= WS_POPUP | WS_SYSMENU;
1096     style &= ~(WS_CAPTION | WS_THICKFRAME);
1097
1098     return style;
1099 }
1100
1101 static LONG fullscreen_exstyle(LONG exstyle)
1102 {
1103     /* Filter out window decorations. */
1104     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1105
1106     return exstyle;
1107 }
1108
1109 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1110 {
1111     BOOL filter_messages;
1112     LONG style, exstyle;
1113
1114     TRACE("Setting up window %p for fullscreen mode.\n", window);
1115
1116     if (device->style || device->exStyle)
1117     {
1118         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119                 window, device->style, device->exStyle);
1120     }
1121
1122     device->style = GetWindowLongW(window, GWL_STYLE);
1123     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1124
1125     style = fullscreen_style(device->style);
1126     exstyle = fullscreen_exstyle(device->exStyle);
1127
1128     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129             device->style, device->exStyle, style, exstyle);
1130
1131     filter_messages = device->filter_messages;
1132     device->filter_messages = TRUE;
1133
1134     SetWindowLongW(window, GWL_STYLE, style);
1135     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1136     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1137
1138     device->filter_messages = filter_messages;
1139 }
1140
1141 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1142 {
1143     BOOL filter_messages;
1144     LONG style, exstyle;
1145
1146     if (!device->style && !device->exStyle) return;
1147
1148     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149             window, device->style, device->exStyle);
1150
1151     style = GetWindowLongW(window, GWL_STYLE);
1152     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1153
1154     filter_messages = device->filter_messages;
1155     device->filter_messages = TRUE;
1156
1157     /* Only restore the style if the application didn't modify it during the
1158      * fullscreen phase. Some applications change it before calling Reset()
1159      * when switching between windowed and fullscreen modes (HL2), some
1160      * depend on the original style (Eve Online). */
1161     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1162     {
1163         SetWindowLongW(window, GWL_STYLE, device->style);
1164         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1165     }
1166     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1167
1168     device->filter_messages = filter_messages;
1169
1170     /* Delete the old values. */
1171     device->style = 0;
1172     device->exStyle = 0;
1173 }
1174
1175 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1176 {
1177     TRACE("device %p, window %p.\n", device, window);
1178
1179     if (!wined3d_register_window(window, device))
1180     {
1181         ERR("Failed to register window %p.\n", window);
1182         return E_FAIL;
1183     }
1184
1185     device->focus_window = window;
1186     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1187
1188     return WINED3D_OK;
1189 }
1190
1191 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1192 {
1193     TRACE("device %p.\n", device);
1194
1195     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1196     device->focus_window = NULL;
1197 }
1198
1199 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1200         WINED3DPRESENT_PARAMETERS *present_parameters)
1201 {
1202     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1203     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1204     struct wined3d_swapchain *swapchain = NULL;
1205     struct wined3d_context *context;
1206     HRESULT hr;
1207     DWORD state;
1208     unsigned int i;
1209
1210     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1211
1212     if (device->d3d_initialized)
1213         return WINED3DERR_INVALIDCALL;
1214     if (!device->adapter->opengl)
1215         return WINED3DERR_INVALIDCALL;
1216
1217     TRACE("Creating stateblock.\n");
1218     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1219     if (FAILED(hr))
1220     {
1221         WARN("Failed to create stateblock\n");
1222         goto err_out;
1223     }
1224
1225     TRACE("Created stateblock %p.\n", device->stateBlock);
1226     device->updateStateBlock = device->stateBlock;
1227     wined3d_stateblock_incref(device->updateStateBlock);
1228
1229     device->valid_rt_mask = 0;
1230     for (i = 0; i < gl_info->limits.buffers; ++i)
1231         device->valid_rt_mask |= (1 << i);
1232     device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1233             sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1234
1235     /* Initialize the texture unit mapping to a 1:1 mapping */
1236     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1237     {
1238         if (state < gl_info->limits.fragment_samplers)
1239         {
1240             device->texUnitMap[state] = state;
1241             device->rev_tex_unit_map[state] = state;
1242         }
1243         else
1244         {
1245             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1246             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1247         }
1248     }
1249
1250     /* Setup the implicit swapchain. This also initializes a context. */
1251     TRACE("Creating implicit swapchain\n");
1252     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1253             present_parameters, &swapchain);
1254     if (FAILED(hr))
1255     {
1256         WARN("Failed to create implicit swapchain\n");
1257         goto err_out;
1258     }
1259
1260     device->swapchain_count = 1;
1261     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1262     if (!device->swapchains)
1263     {
1264         ERR("Out of memory!\n");
1265         goto err_out;
1266     }
1267     device->swapchains[0] = swapchain;
1268
1269     if (swapchain->back_buffers && swapchain->back_buffers[0])
1270     {
1271         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1272         device->fb.render_targets[0] = swapchain->back_buffers[0];
1273     }
1274     else
1275     {
1276         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1277         device->fb.render_targets[0] = swapchain->front_buffer;
1278     }
1279     wined3d_surface_incref(device->fb.render_targets[0]);
1280
1281     /* Depth Stencil support */
1282     device->fb.depth_stencil = device->auto_depth_stencil;
1283     if (device->fb.depth_stencil)
1284         wined3d_surface_incref(device->fb.depth_stencil);
1285
1286     hr = device->shader_backend->shader_alloc_private(device);
1287     if (FAILED(hr))
1288     {
1289         TRACE("Shader private data couldn't be allocated\n");
1290         goto err_out;
1291     }
1292     hr = device->frag_pipe->alloc_private(device);
1293     if (FAILED(hr))
1294     {
1295         TRACE("Fragment pipeline private data couldn't be allocated\n");
1296         goto err_out;
1297     }
1298     hr = device->blitter->alloc_private(device);
1299     if (FAILED(hr))
1300     {
1301         TRACE("Blitter private data couldn't be allocated\n");
1302         goto err_out;
1303     }
1304
1305     /* Set up some starting GL setup */
1306
1307     /* Setup all the devices defaults */
1308     stateblock_init_default_state(device->stateBlock);
1309
1310     context = context_acquire(device, swapchain->front_buffer);
1311
1312     create_dummy_textures(device, context);
1313
1314     ENTER_GL();
1315
1316     /* Initialize the current view state */
1317     device->view_ident = 1;
1318     device->contexts[0]->last_was_rhw = 0;
1319
1320     switch (wined3d_settings.offscreen_rendering_mode)
1321     {
1322         case ORM_FBO:
1323             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1324             break;
1325
1326         case ORM_BACKBUFFER:
1327         {
1328             if (context_get_current()->aux_buffers > 0)
1329             {
1330                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1331                 device->offscreenBuffer = GL_AUX0;
1332             }
1333             else
1334             {
1335                 TRACE("Using back buffer for offscreen rendering\n");
1336                 device->offscreenBuffer = GL_BACK;
1337             }
1338         }
1339     }
1340
1341     TRACE("All defaults now set up, leaving 3D init.\n");
1342     LEAVE_GL();
1343
1344     context_release(context);
1345
1346     /* Clear the screen */
1347     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1348             | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1349             &black, 1.0f, 0);
1350
1351     device->d3d_initialized = TRUE;
1352
1353     if (wined3d_settings.logo)
1354         device_load_logo(device, wined3d_settings.logo);
1355     return WINED3D_OK;
1356
1357 err_out:
1358     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1359     HeapFree(GetProcessHeap(), 0, device->swapchains);
1360     device->swapchain_count = 0;
1361     if (swapchain)
1362         wined3d_swapchain_decref(swapchain);
1363     if (device->stateBlock)
1364     {
1365         wined3d_stateblock_decref(device->stateBlock);
1366         device->stateBlock = NULL;
1367     }
1368     if (device->blit_priv)
1369         device->blitter->free_private(device);
1370     if (device->fragment_priv)
1371         device->frag_pipe->free_private(device);
1372     if (device->shader_priv)
1373         device->shader_backend->shader_free_private(device);
1374
1375     return hr;
1376 }
1377
1378 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1379         WINED3DPRESENT_PARAMETERS *present_parameters)
1380 {
1381     struct wined3d_swapchain *swapchain = NULL;
1382     HRESULT hr;
1383
1384     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1385
1386     /* Setup the implicit swapchain */
1387     TRACE("Creating implicit swapchain\n");
1388     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1389             present_parameters, &swapchain);
1390     if (FAILED(hr))
1391     {
1392         WARN("Failed to create implicit swapchain\n");
1393         goto err_out;
1394     }
1395
1396     device->swapchain_count = 1;
1397     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1398     if (!device->swapchains)
1399     {
1400         ERR("Out of memory!\n");
1401         goto err_out;
1402     }
1403     device->swapchains[0] = swapchain;
1404     return WINED3D_OK;
1405
1406 err_out:
1407     wined3d_swapchain_decref(swapchain);
1408     return hr;
1409 }
1410
1411 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1412 {
1413     struct wined3d_resource *resource, *cursor;
1414     const struct wined3d_gl_info *gl_info;
1415     struct wined3d_context *context;
1416     struct wined3d_surface *surface;
1417     UINT i;
1418
1419     TRACE("device %p.\n", device);
1420
1421     if (!device->d3d_initialized)
1422         return WINED3DERR_INVALIDCALL;
1423
1424     /* Force making the context current again, to verify it is still valid
1425      * (workaround for broken drivers) */
1426     context_set_current(NULL);
1427     /* I don't think that the interface guarantees that the device is destroyed from the same thread
1428      * it was created. Thus make sure a context is active for the glDelete* calls
1429      */
1430     context = context_acquire(device, NULL);
1431     gl_info = context->gl_info;
1432
1433     if (device->logo_surface)
1434         wined3d_surface_decref(device->logo_surface);
1435
1436     /* Unload resources */
1437     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1438     {
1439         TRACE("Unloading resource %p.\n", resource);
1440
1441         resource->resource_ops->resource_unload(resource);
1442     }
1443
1444     TRACE("Deleting high order patches\n");
1445     for(i = 0; i < PATCHMAP_SIZE; i++) {
1446         struct list *e1, *e2;
1447         struct WineD3DRectPatch *patch;
1448         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1449         {
1450             patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1451             wined3d_device_delete_patch(device, patch->Handle);
1452         }
1453     }
1454
1455     /* Delete the mouse cursor texture */
1456     if (device->cursorTexture)
1457     {
1458         ENTER_GL();
1459         glDeleteTextures(1, &device->cursorTexture);
1460         LEAVE_GL();
1461         device->cursorTexture = 0;
1462     }
1463
1464     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465      * private data, it might contain opengl pointers
1466      */
1467     if (device->depth_blt_texture)
1468     {
1469         ENTER_GL();
1470         glDeleteTextures(1, &device->depth_blt_texture);
1471         LEAVE_GL();
1472         device->depth_blt_texture = 0;
1473     }
1474
1475     /* Release the update stateblock */
1476     if (wined3d_stateblock_decref(device->updateStateBlock))
1477     {
1478         if (device->updateStateBlock != device->stateBlock)
1479             FIXME("Something's still holding the update stateblock.\n");
1480     }
1481     device->updateStateBlock = NULL;
1482
1483     {
1484         struct wined3d_stateblock *stateblock = device->stateBlock;
1485         device->stateBlock = NULL;
1486
1487         /* Release the stateblock */
1488         if (wined3d_stateblock_decref(stateblock))
1489             FIXME("Something's still holding the stateblock.\n");
1490     }
1491
1492     /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1493     device->blitter->free_private(device);
1494     device->frag_pipe->free_private(device);
1495     device->shader_backend->shader_free_private(device);
1496
1497     /* Release the buffers (with sanity checks)*/
1498     if (device->onscreen_depth_stencil)
1499     {
1500         surface = device->onscreen_depth_stencil;
1501         device->onscreen_depth_stencil = NULL;
1502         wined3d_surface_decref(surface);
1503     }
1504
1505     if (device->fb.depth_stencil)
1506     {
1507         surface = device->fb.depth_stencil;
1508
1509         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1510
1511         device->fb.depth_stencil = NULL;
1512         if (wined3d_surface_decref(surface)
1513                 && surface != device->auto_depth_stencil)
1514             ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1515     }
1516
1517     if (device->auto_depth_stencil)
1518     {
1519         surface = device->auto_depth_stencil;
1520         device->auto_depth_stencil = NULL;
1521         if (wined3d_surface_decref(surface))
1522             FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1523     }
1524
1525     for (i = 1; i < gl_info->limits.buffers; ++i)
1526     {
1527         wined3d_device_set_render_target(device, i, NULL, FALSE);
1528     }
1529
1530     surface = device->fb.render_targets[0];
1531     TRACE("Setting rendertarget 0 to NULL\n");
1532     device->fb.render_targets[0] = NULL;
1533     TRACE("Releasing the render target at %p\n", surface);
1534     wined3d_surface_decref(surface);
1535
1536     context_release(context);
1537
1538     for (i = 0; i < device->swapchain_count; ++i)
1539     {
1540         TRACE("Releasing the implicit swapchain %u.\n", i);
1541         if (wined3d_swapchain_decref(device->swapchains[i]))
1542             FIXME("Something's still holding the implicit swapchain.\n");
1543     }
1544
1545     HeapFree(GetProcessHeap(), 0, device->swapchains);
1546     device->swapchains = NULL;
1547     device->swapchain_count = 0;
1548
1549     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1550     device->fb.render_targets = NULL;
1551
1552     device->d3d_initialized = FALSE;
1553
1554     return WINED3D_OK;
1555 }
1556
1557 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1558 {
1559     unsigned int i;
1560
1561     for (i = 0; i < device->swapchain_count; ++i)
1562     {
1563         TRACE("Releasing the implicit swapchain %u.\n", i);
1564         if (wined3d_swapchain_decref(device->swapchains[i]))
1565             FIXME("Something's still holding the implicit swapchain.\n");
1566     }
1567
1568     HeapFree(GetProcessHeap(), 0, device->swapchains);
1569     device->swapchains = NULL;
1570     device->swapchain_count = 0;
1571     return WINED3D_OK;
1572 }
1573
1574 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1575  * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1576  * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1577  *
1578  * There is no way to deactivate thread safety once it is enabled.
1579  */
1580 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1581 {
1582     TRACE("device %p.\n", device);
1583
1584     /* For now just store the flag (needed in case of ddraw). */
1585     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1586 }
1587
1588 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1589         UINT swapchain_idx, const struct wined3d_display_mode *mode)
1590 {
1591     struct wined3d_adapter *adapter = device->adapter;
1592     const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1593     DEVMODEW devmode;
1594     LONG ret;
1595     RECT clip_rc;
1596
1597     TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1598             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1599
1600     /* Resize the screen even without a window:
1601      * The app could have unset it with SetCooperativeLevel, but not called
1602      * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1603      * but we don't have any hwnd
1604      */
1605
1606     memset(&devmode, 0, sizeof(devmode));
1607     devmode.dmSize = sizeof(devmode);
1608     devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1609     devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1610     devmode.dmPelsWidth = mode->width;
1611     devmode.dmPelsHeight = mode->height;
1612
1613     devmode.dmDisplayFrequency = mode->refresh_rate;
1614     if (mode->refresh_rate)
1615         devmode.dmFields |= DM_DISPLAYFREQUENCY;
1616
1617     /* Only change the mode if necessary */
1618     if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1619             && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1620         return WINED3D_OK;
1621
1622     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1623     if (ret != DISP_CHANGE_SUCCESSFUL)
1624     {
1625         if (devmode.dmDisplayFrequency)
1626         {
1627             WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1628             devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1629             devmode.dmDisplayFrequency = 0;
1630             ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1631         }
1632         if(ret != DISP_CHANGE_SUCCESSFUL) {
1633             return WINED3DERR_NOTAVAILABLE;
1634         }
1635     }
1636
1637     /* Store the new values */
1638     adapter->screen_size.cx = mode->width;
1639     adapter->screen_size.cy = mode->height;
1640     adapter->screen_format = mode->format_id;
1641
1642     /* And finally clip mouse to our screen */
1643     SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1644     ClipCursor(&clip_rc);
1645
1646     return WINED3D_OK;
1647 }
1648
1649 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1650 {
1651     TRACE("device %p, wined3d %p.\n", device, wined3d);
1652
1653     *wined3d = device->wined3d;
1654     wined3d_incref(*wined3d);
1655
1656     TRACE("Returning %p.\n", *wined3d);
1657
1658     return WINED3D_OK;
1659 }
1660
1661 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1662 {
1663     TRACE("device %p.\n", device);
1664
1665     TRACE("Emulating %d MB, returning %d MB left.\n",
1666             device->adapter->TextureRam / (1024 * 1024),
1667             (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1668
1669     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1670 }
1671
1672 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1673         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1674 {
1675     struct wined3d_stream_state *stream;
1676     struct wined3d_buffer *prev_buffer;
1677
1678     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1679             device, stream_idx, buffer, offset, stride);
1680
1681     if (stream_idx >= MAX_STREAMS)
1682     {
1683         WARN("Stream index %u out of range.\n", stream_idx);
1684         return WINED3DERR_INVALIDCALL;
1685     }
1686     else if (offset & 0x3)
1687     {
1688         WARN("Offset %u is not 4 byte aligned.\n", offset);
1689         return WINED3DERR_INVALIDCALL;
1690     }
1691
1692     stream = &device->updateStateBlock->state.streams[stream_idx];
1693     prev_buffer = stream->buffer;
1694
1695     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1696
1697     if (prev_buffer == buffer
1698             && stream->stride == stride
1699             && stream->offset == offset)
1700     {
1701        TRACE("Application is setting the old values over, nothing to do.\n");
1702        return WINED3D_OK;
1703     }
1704
1705     stream->buffer = buffer;
1706     if (buffer)
1707     {
1708         stream->stride = stride;
1709         stream->offset = offset;
1710     }
1711
1712     /* Handle recording of state blocks. */
1713     if (device->isRecordingState)
1714     {
1715         TRACE("Recording... not performing anything.\n");
1716         if (buffer)
1717             wined3d_buffer_incref(buffer);
1718         if (prev_buffer)
1719             wined3d_buffer_decref(prev_buffer);
1720         return WINED3D_OK;
1721     }
1722
1723     if (buffer)
1724     {
1725         InterlockedIncrement(&buffer->bind_count);
1726         wined3d_buffer_incref(buffer);
1727     }
1728     if (prev_buffer)
1729     {
1730         InterlockedDecrement(&prev_buffer->bind_count);
1731         wined3d_buffer_decref(prev_buffer);
1732     }
1733
1734     device_invalidate_state(device, STATE_STREAMSRC);
1735
1736     return WINED3D_OK;
1737 }
1738
1739 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1740         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1741 {
1742     struct wined3d_stream_state *stream;
1743
1744     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1745             device, stream_idx, buffer, offset, stride);
1746
1747     if (stream_idx >= MAX_STREAMS)
1748     {
1749         WARN("Stream index %u out of range.\n", stream_idx);
1750         return WINED3DERR_INVALIDCALL;
1751     }
1752
1753     stream = &device->stateBlock->state.streams[stream_idx];
1754     *buffer = stream->buffer;
1755     if (*buffer)
1756         wined3d_buffer_incref(*buffer);
1757     if (offset)
1758         *offset = stream->offset;
1759     *stride = stream->stride;
1760
1761     return WINED3D_OK;
1762 }
1763
1764 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1765 {
1766     struct wined3d_stream_state *stream;
1767     UINT old_flags, old_freq;
1768
1769     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1770
1771     /* Verify input. At least in d3d9 this is invalid. */
1772     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1773     {
1774         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1775         return WINED3DERR_INVALIDCALL;
1776     }
1777     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1778     {
1779         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1780         return WINED3DERR_INVALIDCALL;
1781     }
1782     if (!divider)
1783     {
1784         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1785         return WINED3DERR_INVALIDCALL;
1786     }
1787
1788     stream = &device->updateStateBlock->state.streams[stream_idx];
1789     old_flags = stream->flags;
1790     old_freq = stream->frequency;
1791
1792     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1793     stream->frequency = divider & 0x7fffff;
1794
1795     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1796
1797     if (stream->frequency != old_freq || stream->flags != old_flags)
1798         device_invalidate_state(device, STATE_STREAMSRC);
1799
1800     return WINED3D_OK;
1801 }
1802
1803 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1804         UINT stream_idx, UINT *divider)
1805 {
1806     struct wined3d_stream_state *stream;
1807
1808     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1809
1810     stream = &device->updateStateBlock->state.streams[stream_idx];
1811     *divider = stream->flags | stream->frequency;
1812
1813     TRACE("Returning %#x.\n", *divider);
1814
1815     return WINED3D_OK;
1816 }
1817
1818 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1819         WINED3DTRANSFORMSTATETYPE d3dts, const struct wined3d_matrix *matrix)
1820 {
1821     TRACE("device %p, state %s, matrix %p.\n",
1822             device, debug_d3dtstype(d3dts), matrix);
1823
1824     /* Handle recording of state blocks. */
1825     if (device->isRecordingState)
1826     {
1827         TRACE("Recording... not performing anything.\n");
1828         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1829         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1830         return WINED3D_OK;
1831     }
1832
1833     /* If the new matrix is the same as the current one,
1834      * we cut off any further processing. this seems to be a reasonable
1835      * optimization because as was noticed, some apps (warcraft3 for example)
1836      * tend towards setting the same matrix repeatedly for some reason.
1837      *
1838      * From here on we assume that the new matrix is different, wherever it matters. */
1839     if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1840     {
1841         TRACE("The application is setting the same matrix over again.\n");
1842         return WINED3D_OK;
1843     }
1844
1845     conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1846
1847     /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1848      * where ViewMat = Camera space, WorldMat = world space.
1849      *
1850      * In OpenGL, camera and world space is combined into GL_MODELVIEW
1851      * matrix.  The Projection matrix stay projection matrix. */
1852
1853     if (d3dts == WINED3DTS_VIEW)
1854         device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1855
1856     if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1857         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1858
1859     return WINED3D_OK;
1860
1861 }
1862
1863 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1864         WINED3DTRANSFORMSTATETYPE state, struct wined3d_matrix *matrix)
1865 {
1866     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1867
1868     *matrix = device->stateBlock->state.transforms[state];
1869
1870     return WINED3D_OK;
1871 }
1872
1873 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1874         WINED3DTRANSFORMSTATETYPE state, const struct wined3d_matrix *matrix)
1875 {
1876     const struct wined3d_matrix *mat = NULL;
1877     struct wined3d_matrix temp;
1878
1879     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1880
1881     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1882      * below means it will be recorded in a state block change, but it
1883      * works regardless where it is recorded.
1884      * If this is found to be wrong, change to StateBlock. */
1885     if (state > HIGHEST_TRANSFORMSTATE)
1886     {
1887         WARN("Unhandled transform state %#x.\n", state);
1888         return WINED3D_OK;
1889     }
1890
1891     mat = &device->updateStateBlock->state.transforms[state];
1892     multiply_matrix(&temp, mat, matrix);
1893
1894     /* Apply change via set transform - will reapply to eg. lights this way. */
1895     return wined3d_device_set_transform(device, state, &temp);
1896 }
1897
1898 /* Note lights are real special cases. Although the device caps state only
1899  * e.g. 8 are supported, you can reference any indexes you want as long as
1900  * that number max are enabled at any one point in time. Therefore since the
1901  * indices can be anything, we need a hashmap of them. However, this causes
1902  * stateblock problems. When capturing the state block, I duplicate the
1903  * hashmap, but when recording, just build a chain pretty much of commands to
1904  * be replayed. */
1905 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1906         UINT light_idx, const struct wined3d_light *light)
1907 {
1908     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1909     struct wined3d_light_info *object = NULL;
1910     struct list *e;
1911     float rho;
1912
1913     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1914
1915     /* Check the parameter range. Need for speed most wanted sets junk lights
1916      * which confuse the GL driver. */
1917     if (!light)
1918         return WINED3DERR_INVALIDCALL;
1919
1920     switch (light->type)
1921     {
1922         case WINED3DLIGHT_POINT:
1923         case WINED3DLIGHT_SPOT:
1924         case WINED3DLIGHT_PARALLELPOINT:
1925         case WINED3DLIGHT_GLSPOT:
1926             /* Incorrect attenuation values can cause the gl driver to crash.
1927              * Happens with Need for speed most wanted. */
1928             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1929             {
1930                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1931                 return WINED3DERR_INVALIDCALL;
1932             }
1933             break;
1934
1935         case WINED3DLIGHT_DIRECTIONAL:
1936             /* Ignores attenuation */
1937             break;
1938
1939         default:
1940         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1941         return WINED3DERR_INVALIDCALL;
1942     }
1943
1944     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1945     {
1946         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1947         if (object->OriginalIndex == light_idx)
1948             break;
1949         object = NULL;
1950     }
1951
1952     if (!object)
1953     {
1954         TRACE("Adding new light\n");
1955         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1956         if (!object)
1957         {
1958             ERR("Out of memory error when allocating a light\n");
1959             return E_OUTOFMEMORY;
1960         }
1961         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1962         object->glIndex = -1;
1963         object->OriginalIndex = light_idx;
1964     }
1965
1966     /* Initialize the object. */
1967     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1968             light_idx, light->type,
1969             light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1970             light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1971             light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1972     TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1973             light->direction.x, light->direction.y, light->direction.z);
1974     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1975             light->range, light->falloff, light->theta, light->phi);
1976
1977     /* Save away the information. */
1978     object->OriginalParms = *light;
1979
1980     switch (light->type)
1981     {
1982         case WINED3DLIGHT_POINT:
1983             /* Position */
1984             object->lightPosn[0] = light->position.x;
1985             object->lightPosn[1] = light->position.y;
1986             object->lightPosn[2] = light->position.z;
1987             object->lightPosn[3] = 1.0f;
1988             object->cutoff = 180.0f;
1989             /* FIXME: Range */
1990             break;
1991
1992         case WINED3DLIGHT_DIRECTIONAL:
1993             /* Direction */
1994             object->lightPosn[0] = -light->direction.x;
1995             object->lightPosn[1] = -light->direction.y;
1996             object->lightPosn[2] = -light->direction.z;
1997             object->lightPosn[3] = 0.0f;
1998             object->exponent = 0.0f;
1999             object->cutoff = 180.0f;
2000             break;
2001
2002         case WINED3DLIGHT_SPOT:
2003             /* Position */
2004             object->lightPosn[0] = light->position.x;
2005             object->lightPosn[1] = light->position.y;
2006             object->lightPosn[2] = light->position.z;
2007             object->lightPosn[3] = 1.0f;
2008
2009             /* Direction */
2010             object->lightDirn[0] = light->direction.x;
2011             object->lightDirn[1] = light->direction.y;
2012             object->lightDirn[2] = light->direction.z;
2013             object->lightDirn[3] = 1.0f;
2014
2015             /* opengl-ish and d3d-ish spot lights use too different models
2016              * for the light "intensity" as a function of the angle towards
2017              * the main light direction, so we only can approximate very
2018              * roughly. However, spot lights are rather rarely used in games
2019              * (if ever used at all). Furthermore if still used, probably
2020              * nobody pays attention to such details. */
2021             if (!light->falloff)
2022             {
2023                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2024                  * equations have the falloff resp. exponent parameter as an
2025                  * exponent, so the spot light lighting will always be 1.0 for
2026                  * both of them, and we don't have to care for the rest of the
2027                  * rather complex calculation. */
2028                 object->exponent = 0.0f;
2029             }
2030             else
2031             {
2032                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2033                 if (rho < 0.0001f)
2034                     rho = 0.0001f;
2035                 object->exponent = -0.3f / logf(cosf(rho / 2));
2036             }
2037
2038             if (object->exponent > 128.0f)
2039                 object->exponent = 128.0f;
2040
2041             object->cutoff = (float)(light->phi * 90 / M_PI);
2042             /* FIXME: Range */
2043             break;
2044
2045         default:
2046             FIXME("Unrecognized light type %#x.\n", light->type);
2047     }
2048
2049     /* Update the live definitions if the light is currently assigned a glIndex. */
2050     if (object->glIndex != -1 && !device->isRecordingState)
2051         device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2052
2053     return WINED3D_OK;
2054 }
2055
2056 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2057         UINT light_idx, struct wined3d_light *light)
2058 {
2059     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2060     struct wined3d_light_info *light_info = NULL;
2061     struct list *e;
2062
2063     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2064
2065     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2066     {
2067         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2068         if (light_info->OriginalIndex == light_idx)
2069             break;
2070         light_info = NULL;
2071     }
2072
2073     if (!light_info)
2074     {
2075         TRACE("Light information requested but light not defined\n");
2076         return WINED3DERR_INVALIDCALL;
2077     }
2078
2079     *light = light_info->OriginalParms;
2080     return WINED3D_OK;
2081 }
2082
2083 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2084 {
2085     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2086     struct wined3d_light_info *light_info = NULL;
2087     struct list *e;
2088
2089     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2090
2091     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2092     {
2093         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094         if (light_info->OriginalIndex == light_idx)
2095             break;
2096         light_info = NULL;
2097     }
2098     TRACE("Found light %p.\n", light_info);
2099
2100     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2101     if (!light_info)
2102     {
2103         TRACE("Light enabled requested but light not defined, so defining one!\n");
2104         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2105
2106         /* Search for it again! Should be fairly quick as near head of list. */
2107         LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2108         {
2109             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2110             if (light_info->OriginalIndex == light_idx)
2111                 break;
2112             light_info = NULL;
2113         }
2114         if (!light_info)
2115         {
2116             FIXME("Adding default lights has failed dismally\n");
2117             return WINED3DERR_INVALIDCALL;
2118         }
2119     }
2120
2121     if (!enable)
2122     {
2123         if (light_info->glIndex != -1)
2124         {
2125             if (!device->isRecordingState)
2126                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2127
2128             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2129             light_info->glIndex = -1;
2130         }
2131         else
2132         {
2133             TRACE("Light already disabled, nothing to do\n");
2134         }
2135         light_info->enabled = FALSE;
2136     }
2137     else
2138     {
2139         light_info->enabled = TRUE;
2140         if (light_info->glIndex != -1)
2141         {
2142             TRACE("Nothing to do as light was enabled\n");
2143         }
2144         else
2145         {
2146             unsigned int i;
2147             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2148             /* Find a free GL light. */
2149             for (i = 0; i < gl_info->limits.lights; ++i)
2150             {
2151                 if (!device->updateStateBlock->state.lights[i])
2152                 {
2153                     device->updateStateBlock->state.lights[i] = light_info;
2154                     light_info->glIndex = i;
2155                     break;
2156                 }
2157             }
2158             if (light_info->glIndex == -1)
2159             {
2160                 /* Our tests show that Windows returns D3D_OK in this situation, even with
2161                  * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2162                  * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2163                  * as well for those lights.
2164                  *
2165                  * TODO: Test how this affects rendering. */
2166                 WARN("Too many concurrently active lights\n");
2167                 return WINED3D_OK;
2168             }
2169
2170             /* i == light_info->glIndex */
2171             if (!device->isRecordingState)
2172                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2173         }
2174     }
2175
2176     return WINED3D_OK;
2177 }
2178
2179 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2180 {
2181     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2182     struct wined3d_light_info *light_info = NULL;
2183     struct list *e;
2184
2185     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2186
2187     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2188     {
2189         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2190         if (light_info->OriginalIndex == light_idx)
2191             break;
2192         light_info = NULL;
2193     }
2194
2195     if (!light_info)
2196     {
2197         TRACE("Light enabled state requested but light not defined.\n");
2198         return WINED3DERR_INVALIDCALL;
2199     }
2200     /* true is 128 according to SetLightEnable */
2201     *enable = light_info->enabled ? 128 : 0;
2202     return WINED3D_OK;
2203 }
2204
2205 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2206 {
2207     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2208
2209     /* Validate plane_idx. */
2210     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2211     {
2212         TRACE("Application has requested clipplane this device doesn't support.\n");
2213         return WINED3DERR_INVALIDCALL;
2214     }
2215
2216     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2217
2218     if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2219             && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2220             && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2221             && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2222     {
2223         TRACE("Application is setting old values over, nothing to do.\n");
2224         return WINED3D_OK;
2225     }
2226
2227     device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2228     device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2229     device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2230     device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2231
2232     /* Handle recording of state blocks. */
2233     if (device->isRecordingState)
2234     {
2235         TRACE("Recording... not performing anything.\n");
2236         return WINED3D_OK;
2237     }
2238
2239     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2240
2241     return WINED3D_OK;
2242 }
2243
2244 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2245 {
2246     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2247
2248     /* Validate plane_idx. */
2249     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2250     {
2251         TRACE("Application has requested clipplane this device doesn't support.\n");
2252         return WINED3DERR_INVALIDCALL;
2253     }
2254
2255     plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2256     plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2257     plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2258     plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2259
2260     return WINED3D_OK;
2261 }
2262
2263 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2264         const struct wined3d_clip_status *clip_status)
2265 {
2266     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2267
2268     if (!clip_status)
2269         return WINED3DERR_INVALIDCALL;
2270
2271     return WINED3D_OK;
2272 }
2273
2274 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2275         struct wined3d_clip_status *clip_status)
2276 {
2277     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2278
2279     if (!clip_status)
2280         return WINED3DERR_INVALIDCALL;
2281
2282     return WINED3D_OK;
2283 }
2284
2285 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2286 {
2287     TRACE("device %p, material %p.\n", device, material);
2288
2289     device->updateStateBlock->changed.material = TRUE;
2290     device->updateStateBlock->state.material = *material;
2291
2292     /* Handle recording of state blocks */
2293     if (device->isRecordingState)
2294     {
2295         TRACE("Recording... not performing anything.\n");
2296         return WINED3D_OK;
2297     }
2298
2299     device_invalidate_state(device, STATE_MATERIAL);
2300
2301     return WINED3D_OK;
2302 }
2303
2304 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2305 {
2306     TRACE("device %p, material %p.\n", device, material);
2307
2308     *material = device->updateStateBlock->state.material;
2309
2310     TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2311             material->diffuse.r, material->diffuse.g,
2312             material->diffuse.b, material->diffuse.a);
2313     TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2314             material->ambient.r, material->ambient.g,
2315             material->ambient.b, material->ambient.a);
2316     TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2317             material->specular.r, material->specular.g,
2318             material->specular.b, material->specular.a);
2319     TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2320             material->emissive.r, material->emissive.g,
2321             material->emissive.b, material->emissive.a);
2322     TRACE("power %.8e.\n", material->power);
2323
2324     return WINED3D_OK;
2325 }
2326
2327 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2328         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2329 {
2330     struct wined3d_buffer *prev_buffer;
2331
2332     TRACE("device %p, buffer %p, format %s.\n",
2333             device, buffer, debug_d3dformat(format_id));
2334
2335     prev_buffer = device->updateStateBlock->state.index_buffer;
2336
2337     device->updateStateBlock->changed.indices = TRUE;
2338     device->updateStateBlock->state.index_buffer = buffer;
2339     device->updateStateBlock->state.index_format = format_id;
2340
2341     /* Handle recording of state blocks. */
2342     if (device->isRecordingState)
2343     {
2344         TRACE("Recording... not performing anything.\n");
2345         if (buffer)
2346             wined3d_buffer_incref(buffer);
2347         if (prev_buffer)
2348             wined3d_buffer_decref(prev_buffer);
2349         return WINED3D_OK;
2350     }
2351
2352     if (prev_buffer != buffer)
2353     {
2354         device_invalidate_state(device, STATE_INDEXBUFFER);
2355         if (buffer)
2356         {
2357             InterlockedIncrement(&buffer->bind_count);
2358             wined3d_buffer_incref(buffer);
2359         }
2360         if (prev_buffer)
2361         {
2362             InterlockedDecrement(&prev_buffer->bind_count);
2363             wined3d_buffer_decref(prev_buffer);
2364         }
2365     }
2366
2367     return WINED3D_OK;
2368 }
2369
2370 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2371 {
2372     TRACE("device %p, buffer %p.\n", device, buffer);
2373
2374     *buffer = device->stateBlock->state.index_buffer;
2375
2376     if (*buffer)
2377         wined3d_buffer_incref(*buffer);
2378
2379     TRACE("Returning %p.\n", *buffer);
2380
2381     return WINED3D_OK;
2382 }
2383
2384 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2385 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2386 {
2387     TRACE("device %p, base_index %d.\n", device, base_index);
2388
2389     if (device->updateStateBlock->state.base_vertex_index == base_index)
2390     {
2391         TRACE("Application is setting the old value over, nothing to do\n");
2392         return WINED3D_OK;
2393     }
2394
2395     device->updateStateBlock->state.base_vertex_index = base_index;
2396
2397     if (device->isRecordingState)
2398     {
2399         TRACE("Recording... not performing anything\n");
2400         return WINED3D_OK;
2401     }
2402     return WINED3D_OK;
2403 }
2404
2405 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2406 {
2407     TRACE("device %p.\n", device);
2408
2409     return device->stateBlock->state.base_vertex_index;
2410 }
2411
2412 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2413 {
2414     TRACE("device %p, viewport %p.\n", device, viewport);
2415     TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2416           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2417
2418     device->updateStateBlock->changed.viewport = TRUE;
2419     device->updateStateBlock->state.viewport = *viewport;
2420
2421     /* Handle recording of state blocks */
2422     if (device->isRecordingState)
2423     {
2424         TRACE("Recording... not performing anything\n");
2425         return WINED3D_OK;
2426     }
2427
2428     device_invalidate_state(device, STATE_VIEWPORT);
2429
2430     return WINED3D_OK;
2431 }
2432
2433 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2434 {
2435     TRACE("device %p, viewport %p.\n", device, viewport);
2436
2437     *viewport = device->stateBlock->state.viewport;
2438
2439     return WINED3D_OK;
2440 }
2441
2442 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2443         WINED3DRENDERSTATETYPE state, DWORD value)
2444 {
2445     DWORD old_value = device->stateBlock->state.render_states[state];
2446
2447     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2448
2449     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2450     device->updateStateBlock->state.render_states[state] = value;
2451
2452     /* Handle recording of state blocks. */
2453     if (device->isRecordingState)
2454     {
2455         TRACE("Recording... not performing anything.\n");
2456         return WINED3D_OK;
2457     }
2458
2459     /* Compared here and not before the assignment to allow proper stateblock recording. */
2460     if (value == old_value)
2461         TRACE("Application is setting the old value over, nothing to do.\n");
2462     else
2463         device_invalidate_state(device, STATE_RENDER(state));
2464
2465     return WINED3D_OK;
2466 }
2467
2468 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2469         WINED3DRENDERSTATETYPE state, DWORD *value)
2470 {
2471     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2472
2473     *value = device->stateBlock->state.render_states[state];
2474
2475     return WINED3D_OK;
2476 }
2477
2478 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2479         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2480 {
2481     DWORD old_value;
2482
2483     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2484             device, sampler_idx, debug_d3dsamplerstate(state), value);
2485
2486     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2487         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2488
2489     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2490             / sizeof(*device->stateBlock->state.sampler_states))
2491     {
2492         WARN("Invalid sampler %u.\n", sampler_idx);
2493         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2494     }
2495
2496     old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2497     device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2498     device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2499
2500     /* Handle recording of state blocks. */
2501     if (device->isRecordingState)
2502     {
2503         TRACE("Recording... not performing anything.\n");
2504         return WINED3D_OK;
2505     }
2506
2507     if (old_value == value)
2508     {
2509         TRACE("Application is setting the old value over, nothing to do.\n");
2510         return WINED3D_OK;
2511     }
2512
2513     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2514
2515     return WINED3D_OK;
2516 }
2517
2518 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2519         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2520 {
2521     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2522             device, sampler_idx, debug_d3dsamplerstate(state), value);
2523
2524     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2525         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2526
2527     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2528             / sizeof(*device->stateBlock->state.sampler_states))
2529     {
2530         WARN("Invalid sampler %u.\n", sampler_idx);
2531         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2532     }
2533
2534     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2535     TRACE("Returning %#x.\n", *value);
2536
2537     return WINED3D_OK;
2538 }
2539
2540 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2541 {
2542     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2543
2544     device->updateStateBlock->changed.scissorRect = TRUE;
2545     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2546     {
2547         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2548         return WINED3D_OK;
2549     }
2550     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2551
2552     if (device->isRecordingState)
2553     {
2554         TRACE("Recording... not performing anything.\n");
2555         return WINED3D_OK;
2556     }
2557
2558     device_invalidate_state(device, STATE_SCISSORRECT);
2559
2560     return WINED3D_OK;
2561 }
2562
2563 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2564 {
2565     TRACE("device %p, rect %p.\n", device, rect);
2566
2567     *rect = device->updateStateBlock->state.scissor_rect;
2568     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2569
2570     return WINED3D_OK;
2571 }
2572
2573 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2574         struct wined3d_vertex_declaration *declaration)
2575 {
2576     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2577
2578     TRACE("device %p, declaration %p.\n", device, declaration);
2579
2580     if (declaration)
2581         wined3d_vertex_declaration_incref(declaration);
2582     if (prev)
2583         wined3d_vertex_declaration_decref(prev);
2584
2585     device->updateStateBlock->state.vertex_declaration = declaration;
2586     device->updateStateBlock->changed.vertexDecl = TRUE;
2587
2588     if (device->isRecordingState)
2589     {
2590         TRACE("Recording... not performing anything.\n");
2591         return WINED3D_OK;
2592     }
2593     else if (declaration == prev)
2594     {
2595         /* Checked after the assignment to allow proper stateblock recording. */
2596         TRACE("Application is setting the old declaration over, nothing to do.\n");
2597         return WINED3D_OK;
2598     }
2599
2600     device_invalidate_state(device, STATE_VDECL);
2601     return WINED3D_OK;
2602 }
2603
2604 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2605         struct wined3d_vertex_declaration **declaration)
2606 {
2607     TRACE("device %p, declaration %p.\n", device, declaration);
2608
2609     *declaration = device->stateBlock->state.vertex_declaration;
2610     if (*declaration)
2611         wined3d_vertex_declaration_incref(*declaration);
2612
2613     return WINED3D_OK;
2614 }
2615
2616 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2617 {
2618     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2619
2620     TRACE("device %p, shader %p.\n", device, shader);
2621
2622     device->updateStateBlock->state.vertex_shader = shader;
2623     device->updateStateBlock->changed.vertexShader = TRUE;
2624
2625     if (device->isRecordingState)
2626     {
2627         if (shader)
2628             wined3d_shader_incref(shader);
2629         if (prev)
2630             wined3d_shader_decref(prev);
2631         TRACE("Recording... not performing anything.\n");
2632         return WINED3D_OK;
2633     }
2634
2635     if (shader == prev)
2636     {
2637         TRACE("Application is setting the old shader over, nothing to do.\n");
2638         return WINED3D_OK;
2639     }
2640
2641     if (shader)
2642         wined3d_shader_incref(shader);
2643     if (prev)
2644         wined3d_shader_decref(prev);
2645
2646     device_invalidate_state(device, STATE_VSHADER);
2647
2648     return WINED3D_OK;
2649 }
2650
2651 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2652 {
2653     struct wined3d_shader *shader;
2654
2655     TRACE("device %p.\n", device);
2656
2657     shader = device->stateBlock->state.vertex_shader;
2658     if (shader)
2659         wined3d_shader_incref(shader);
2660
2661     TRACE("Returning %p.\n", shader);
2662     return shader;
2663 }
2664
2665 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2666         UINT start_register, const BOOL *constants, UINT bool_count)
2667 {
2668     UINT count = min(bool_count, MAX_CONST_B - start_register);
2669     UINT i;
2670
2671     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2672             device, start_register, constants, bool_count);
2673
2674     if (!constants || start_register >= MAX_CONST_B)
2675         return WINED3DERR_INVALIDCALL;
2676
2677     memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2678     for (i = 0; i < count; ++i)
2679         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2680
2681     for (i = start_register; i < count + start_register; ++i)
2682         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2683
2684     if (!device->isRecordingState)
2685         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2686
2687     return WINED3D_OK;
2688 }
2689
2690 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2691         UINT start_register, BOOL *constants, UINT bool_count)
2692 {
2693     UINT count = min(bool_count, MAX_CONST_B - start_register);
2694
2695     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2696             device, start_register, constants, bool_count);
2697
2698     if (!constants || start_register >= MAX_CONST_B)
2699         return WINED3DERR_INVALIDCALL;
2700
2701     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2702
2703     return WINED3D_OK;
2704 }
2705
2706 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2707         UINT start_register, const int *constants, UINT vector4i_count)
2708 {
2709     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2710     UINT i;
2711
2712     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2713             device, start_register, constants, vector4i_count);
2714
2715     if (!constants || start_register >= MAX_CONST_I)
2716         return WINED3DERR_INVALIDCALL;
2717
2718     memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2719     for (i = 0; i < count; ++i)
2720         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2721                 constants[i * 4], constants[i * 4 + 1],
2722                 constants[i * 4 + 2], constants[i * 4 + 3]);
2723
2724     for (i = start_register; i < count + start_register; ++i)
2725         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2726
2727     if (!device->isRecordingState)
2728         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2729
2730     return WINED3D_OK;
2731 }
2732
2733 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2734         UINT start_register, int *constants, UINT vector4i_count)
2735 {
2736     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2737
2738     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2739             device, start_register, constants, vector4i_count);
2740
2741     if (!constants || start_register >= MAX_CONST_I)
2742         return WINED3DERR_INVALIDCALL;
2743
2744     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2745     return WINED3D_OK;
2746 }
2747
2748 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2749         UINT start_register, const float *constants, UINT vector4f_count)
2750 {
2751     UINT i;
2752
2753     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2754             device, start_register, constants, vector4f_count);
2755
2756     /* Specifically test start_register > limit to catch MAX_UINT overflows
2757      * when adding start_register + vector4f_count. */
2758     if (!constants
2759             || start_register + vector4f_count > device->d3d_vshader_constantF
2760             || start_register > device->d3d_vshader_constantF)
2761         return WINED3DERR_INVALIDCALL;
2762
2763     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2764             constants, vector4f_count * sizeof(float) * 4);
2765     if (TRACE_ON(d3d))
2766     {
2767         for (i = 0; i < vector4f_count; ++i)
2768             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2769                     constants[i * 4], constants[i * 4 + 1],
2770                     constants[i * 4 + 2], constants[i * 4 + 3]);
2771     }
2772
2773     if (!device->isRecordingState)
2774     {
2775         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2776         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2777     }
2778
2779     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2780             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2781
2782     return WINED3D_OK;
2783 }
2784
2785 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2786         UINT start_register, float *constants, UINT vector4f_count)
2787 {
2788     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2789
2790     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2791             device, start_register, constants, vector4f_count);
2792
2793     if (!constants || count < 0)
2794         return WINED3DERR_INVALIDCALL;
2795
2796     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2797
2798     return WINED3D_OK;
2799 }
2800
2801 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2802 {
2803     DWORD i;
2804
2805     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2806     {
2807         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2808     }
2809 }
2810
2811 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2812 {
2813     DWORD i = device->rev_tex_unit_map[unit];
2814     DWORD j = device->texUnitMap[stage];
2815
2816     device->texUnitMap[stage] = unit;
2817     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2818         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2819
2820     device->rev_tex_unit_map[unit] = stage;
2821     if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2822         device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2823 }
2824
2825 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2826 {
2827     UINT i;
2828
2829     device->fixed_function_usage_map = 0;
2830     for (i = 0; i < MAX_TEXTURES; ++i)
2831     {
2832         const struct wined3d_state *state = &device->stateBlock->state;
2833         WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2834         WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2835         DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2836         DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2837         DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2838         DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2839         DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2840         DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2841
2842         if (color_op == WINED3DTOP_DISABLE) {
2843             /* Not used, and disable higher stages */
2844             break;
2845         }
2846
2847         if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2848                 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2849                 || ((color_arg3 == WINED3DTA_TEXTURE)
2850                     && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2851                 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2852                 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2853                 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2854                     && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2855             device->fixed_function_usage_map |= (1 << i);
2856
2857         if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2858             device->fixed_function_usage_map |= (1 << (i + 1));
2859     }
2860 }
2861
2862 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2863 {
2864     unsigned int i, tex;
2865     WORD ffu_map;
2866
2867     device_update_fixed_function_usage_map(device);
2868     ffu_map = device->fixed_function_usage_map;
2869
2870     if (device->max_ffp_textures == gl_info->limits.texture_stages
2871             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2872     {
2873         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2874         {
2875             if (!(ffu_map & 1)) continue;
2876
2877             if (device->texUnitMap[i] != i)
2878             {
2879                 device_map_stage(device, i, i);
2880                 device_invalidate_state(device, STATE_SAMPLER(i));
2881                 device_invalidate_texture_stage(device, i);
2882             }
2883         }
2884         return;
2885     }
2886
2887     /* Now work out the mapping */
2888     tex = 0;
2889     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2890     {
2891         if (!(ffu_map & 1)) continue;
2892
2893         if (device->texUnitMap[i] != tex)
2894         {
2895             device_map_stage(device, i, tex);
2896             device_invalidate_state(device, STATE_SAMPLER(i));
2897             device_invalidate_texture_stage(device, i);
2898         }
2899
2900         ++tex;
2901     }
2902 }
2903
2904 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2905 {
2906     const enum wined3d_sampler_texture_type *sampler_type =
2907             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2908     unsigned int i;
2909
2910     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2911     {
2912         if (sampler_type[i] && device->texUnitMap[i] != i)
2913         {
2914             device_map_stage(device, i, i);
2915             device_invalidate_state(device, STATE_SAMPLER(i));
2916             if (i < gl_info->limits.texture_stages)
2917                 device_invalidate_texture_stage(device, i);
2918         }
2919     }
2920 }
2921
2922 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2923         const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2924         const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2925 {
2926     DWORD current_mapping = device->rev_tex_unit_map[unit];
2927
2928     /* Not currently used */
2929     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2930
2931     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2932         /* Used by a fragment sampler */
2933
2934         if (!pshader_sampler_tokens) {
2935             /* No pixel shader, check fixed function */
2936             return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2937         }
2938
2939         /* Pixel shader, check the shader's sampler map */
2940         return !pshader_sampler_tokens[current_mapping];
2941     }
2942
2943     /* Used by a vertex sampler */
2944     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2945 }
2946
2947 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2948 {
2949     const enum wined3d_sampler_texture_type *vshader_sampler_type =
2950             device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2951     const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2952     int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2953     int i;
2954
2955     if (ps)
2956     {
2957         /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2958          * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2959         pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2960     }
2961
2962     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2963         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2964         if (vshader_sampler_type[i])
2965         {
2966             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2967             {
2968                 /* Already mapped somewhere */
2969                 continue;
2970             }
2971
2972             while (start >= 0)
2973             {
2974                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2975                 {
2976                     device_map_stage(device, vsampler_idx, start);
2977                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2978
2979                     --start;
2980                     break;
2981                 }
2982
2983                 --start;
2984             }
2985         }
2986     }
2987 }
2988
2989 void device_update_tex_unit_map(struct wined3d_device *device)
2990 {
2991     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2992     const struct wined3d_state *state = &device->stateBlock->state;
2993     BOOL vs = use_vs(state);
2994     BOOL ps = use_ps(state);
2995     /*
2996      * Rules are:
2997      * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2998      * that would be really messy and require shader recompilation
2999      * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3000      * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3001      */
3002     if (ps)
3003         device_map_psamplers(device, gl_info);
3004     else
3005         device_map_fixed_function_samplers(device, gl_info);
3006
3007     if (vs)
3008         device_map_vsamplers(device, ps, gl_info);
3009 }
3010
3011 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3012 {
3013     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3014
3015     TRACE("device %p, shader %p.\n", device, shader);
3016
3017     device->updateStateBlock->state.pixel_shader = shader;
3018     device->updateStateBlock->changed.pixelShader = TRUE;
3019
3020     if (device->isRecordingState)
3021     {
3022         if (shader)
3023             wined3d_shader_incref(shader);
3024         if (prev)
3025             wined3d_shader_decref(prev);
3026         TRACE("Recording... not performing anything.\n");
3027         return WINED3D_OK;
3028     }
3029
3030     if (shader == prev)
3031     {
3032         TRACE("Application is setting the old shader over, nothing to do.\n");
3033         return WINED3D_OK;
3034     }
3035
3036     if (shader)
3037         wined3d_shader_incref(shader);
3038     if (prev)
3039         wined3d_shader_decref(prev);
3040
3041     device_invalidate_state(device, STATE_PIXELSHADER);
3042
3043     return WINED3D_OK;
3044 }
3045
3046 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3047 {
3048     struct wined3d_shader *shader;
3049
3050     TRACE("device %p.\n", device);
3051
3052     shader = device->stateBlock->state.pixel_shader;
3053     if (shader)
3054         wined3d_shader_incref(shader);
3055
3056     TRACE("Returning %p.\n", shader);
3057     return shader;
3058 }
3059
3060 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3061         UINT start_register, const BOOL *constants, UINT bool_count)
3062 {
3063     UINT count = min(bool_count, MAX_CONST_B - start_register);
3064     UINT i;
3065
3066     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3067             device, start_register, constants, bool_count);
3068
3069     if (!constants || start_register >= MAX_CONST_B)
3070         return WINED3DERR_INVALIDCALL;
3071
3072     memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3073     for (i = 0; i < count; ++i)
3074         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3075
3076     for (i = start_register; i < count + start_register; ++i)
3077         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3078
3079     if (!device->isRecordingState)
3080         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3081
3082     return WINED3D_OK;
3083 }
3084
3085 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3086         UINT start_register, BOOL *constants, UINT bool_count)
3087 {
3088     UINT count = min(bool_count, MAX_CONST_B - start_register);
3089
3090     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3091             device, start_register, constants, bool_count);
3092
3093     if (!constants || start_register >= MAX_CONST_B)
3094         return WINED3DERR_INVALIDCALL;
3095
3096     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3097
3098     return WINED3D_OK;
3099 }
3100
3101 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3102         UINT start_register, const int *constants, UINT vector4i_count)
3103 {
3104     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3105     UINT i;
3106
3107     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3108             device, start_register, constants, vector4i_count);
3109
3110     if (!constants || start_register >= MAX_CONST_I)
3111         return WINED3DERR_INVALIDCALL;
3112
3113     memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3114     for (i = 0; i < count; ++i)
3115         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3116                 constants[i * 4], constants[i * 4 + 1],
3117                 constants[i * 4 + 2], constants[i * 4 + 3]);
3118
3119     for (i = start_register; i < count + start_register; ++i)
3120         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3121
3122     if (!device->isRecordingState)
3123         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3124
3125     return WINED3D_OK;
3126 }
3127
3128 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3129         UINT start_register, int *constants, UINT vector4i_count)
3130 {
3131     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3132
3133     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3134             device, start_register, constants, vector4i_count);
3135
3136     if (!constants || start_register >= MAX_CONST_I)
3137         return WINED3DERR_INVALIDCALL;
3138
3139     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3140
3141     return WINED3D_OK;
3142 }
3143
3144 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3145         UINT start_register, const float *constants, UINT vector4f_count)
3146 {
3147     UINT i;
3148
3149     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3150             device, start_register, constants, vector4f_count);
3151
3152     /* Specifically test start_register > limit to catch MAX_UINT overflows
3153      * when adding start_register + vector4f_count. */
3154     if (!constants
3155             || start_register + vector4f_count > device->d3d_pshader_constantF
3156             || start_register > device->d3d_pshader_constantF)
3157         return WINED3DERR_INVALIDCALL;
3158
3159     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3160             constants, vector4f_count * sizeof(float) * 4);
3161     if (TRACE_ON(d3d))
3162     {
3163         for (i = 0; i < vector4f_count; ++i)
3164             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3165                     constants[i * 4], constants[i * 4 + 1],
3166                     constants[i * 4 + 2], constants[i * 4 + 3]);
3167     }
3168
3169     if (!device->isRecordingState)
3170     {
3171         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3172         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3173     }
3174
3175     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3176             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3177
3178     return WINED3D_OK;
3179 }
3180
3181 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3182         UINT start_register, float *constants, UINT vector4f_count)
3183 {
3184     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3185
3186     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3187             device, start_register, constants, vector4f_count);
3188
3189     if (!constants || count < 0)
3190         return WINED3DERR_INVALIDCALL;
3191
3192     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3193
3194     return WINED3D_OK;
3195 }
3196
3197 /* Context activation is done by the caller. */
3198 /* Do not call while under the GL lock. */
3199 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3200 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3201         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3202         DWORD DestFVF)
3203 {
3204     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3205     char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3206     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3207     struct wined3d_viewport vp;
3208     unsigned int i;
3209     BOOL doClip;
3210     DWORD numTextures;
3211
3212     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3213     {
3214         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3215     }
3216
3217     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3218     {
3219         ERR("Source has no position mask\n");
3220         return WINED3DERR_INVALIDCALL;
3221     }
3222
3223     if (!dest->resource.allocatedMemory)
3224         buffer_get_sysmem(dest, gl_info);
3225
3226     /* Get a pointer into the destination vbo(create one if none exists) and
3227      * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3228      */
3229     if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3230     {
3231         dest->flags |= WINED3D_BUFFER_CREATEBO;
3232         wined3d_buffer_preload(dest);
3233     }
3234
3235     if (dest->buffer_object)
3236     {
3237         unsigned char extrabytes = 0;
3238         /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3239          * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3240          * this may write 4 extra bytes beyond the area that should be written
3241          */
3242         if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3243         dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3244         if(!dest_conv_addr) {
3245             ERR("Out of memory\n");
3246             /* Continue without storing converted vertices */
3247         }
3248         dest_conv = dest_conv_addr;
3249     }
3250
3251     if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3252     {
3253         static BOOL warned = FALSE;
3254         /*
3255          * The clipping code is not quite correct. Some things need
3256          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3257          * so disable clipping for now.
3258          * (The graphics in Half-Life are broken, and my processvertices
3259          *  test crashes with IDirect3DDevice3)
3260         doClip = TRUE;
3261          */
3262         doClip = FALSE;
3263         if(!warned) {
3264            warned = TRUE;
3265            FIXME("Clipping is broken and disabled for now\n");
3266         }
3267     } else doClip = FALSE;
3268     dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3269
3270     wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3271     wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3272     wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3273
3274     TRACE("View mat:\n");
3275     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);
3276     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);
3277     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);
3278     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);
3279
3280     TRACE("Proj mat:\n");
3281     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);
3282     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);
3283     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);
3284     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);
3285
3286     TRACE("World mat:\n");
3287     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);
3288     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);
3289     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);
3290     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);
3291
3292     /* Get the viewport */
3293     wined3d_device_get_viewport(device, &vp);
3294     TRACE("viewport  x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3295           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3296
3297     multiply_matrix(&mat,&view_mat,&world_mat);
3298     multiply_matrix(&mat,&proj_mat,&mat);
3299
3300     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3301
3302     for (i = 0; i < dwCount; i+= 1) {
3303         unsigned int tex_index;
3304
3305         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3306              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3307             /* The position first */
3308             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3309             const float *p = (const float *)(element->data.addr + i * element->stride);
3310             float x, y, z, rhw;
3311             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3312
3313             /* Multiplication with world, view and projection matrix */
3314             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);
3315             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);
3316             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);
3317             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);
3318
3319             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3320
3321             /* WARNING: The following things are taken from d3d7 and were not yet checked
3322              * against d3d8 or d3d9!
3323              */
3324
3325             /* Clipping conditions: From msdn
3326              *
3327              * A vertex is clipped if it does not match the following requirements
3328              * -rhw < x <= rhw
3329              * -rhw < y <= rhw
3330              *    0 < z <= rhw
3331              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3332              *
3333              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3334              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3335              *
3336              */
3337
3338             if( !doClip ||
3339                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3340                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3341                   ( rhw > eps ) ) ) {
3342
3343                 /* "Normal" viewport transformation (not clipped)
3344                  * 1) The values are divided by rhw
3345                  * 2) The y axis is negative, so multiply it with -1
3346                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3347                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3348                  * 4) Multiply x with Width/2 and add Width/2
3349                  * 5) The same for the height
3350                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3351                  *    The minimum Z value to z
3352                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3353                  *
3354                  * Well, basically it's simply a linear transformation into viewport
3355                  * coordinates
3356                  */
3357
3358                 x /= rhw;
3359                 y /= rhw;
3360                 z /= rhw;
3361
3362                 y *= -1;
3363
3364                 x *= vp.width / 2;
3365                 y *= vp.height / 2;
3366                 z *= vp.max_z - vp.min_z;
3367
3368                 x += vp.width / 2 + vp.x;
3369                 y += vp.height / 2 + vp.y;
3370                 z += vp.min_z;
3371
3372                 rhw = 1 / rhw;
3373             } else {
3374                 /* That vertex got clipped
3375                  * Contrary to OpenGL it is not dropped completely, it just
3376                  * undergoes a different calculation.
3377                  */
3378                 TRACE("Vertex got clipped\n");
3379                 x += rhw;
3380                 y += rhw;
3381
3382                 x  /= 2;
3383                 y  /= 2;
3384
3385                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3386                  * outside of the main vertex buffer memory. That needs some more
3387                  * investigation...
3388                  */
3389             }
3390
3391             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3392
3393
3394             ( (float *) dest_ptr)[0] = x;
3395             ( (float *) dest_ptr)[1] = y;
3396             ( (float *) dest_ptr)[2] = z;
3397             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3398
3399             dest_ptr += 3 * sizeof(float);
3400
3401             if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3402                 dest_ptr += sizeof(float);
3403             }
3404
3405             if(dest_conv) {
3406                 float w = 1 / rhw;
3407                 ( (float *) dest_conv)[0] = x * w;
3408                 ( (float *) dest_conv)[1] = y * w;
3409                 ( (float *) dest_conv)[2] = z * w;
3410                 ( (float *) dest_conv)[3] = w;
3411
3412                 dest_conv += 3 * sizeof(float);
3413
3414                 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3415                     dest_conv += sizeof(float);
3416                 }
3417             }
3418         }
3419         if (DestFVF & WINED3DFVF_PSIZE) {
3420             dest_ptr += sizeof(DWORD);
3421             if(dest_conv) dest_conv += sizeof(DWORD);
3422         }
3423         if (DestFVF & WINED3DFVF_NORMAL)
3424         {
3425             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3426             const float *normal = (const float *)(element->data.addr + i * element->stride);
3427             /* AFAIK this should go into the lighting information */
3428             FIXME("Didn't expect the destination to have a normal\n");
3429             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3430             if(dest_conv) {
3431                 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3432             }
3433         }
3434
3435         if (DestFVF & WINED3DFVF_DIFFUSE)
3436         {
3437             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3438             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3439             if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3440             {
3441                 static BOOL warned = FALSE;
3442
3443                 if(!warned) {
3444                     ERR("No diffuse color in source, but destination has one\n");
3445                     warned = TRUE;
3446                 }
3447
3448                 *( (DWORD *) dest_ptr) = 0xffffffff;
3449                 dest_ptr += sizeof(DWORD);
3450
3451                 if(dest_conv) {
3452                     *( (DWORD *) dest_conv) = 0xffffffff;
3453                     dest_conv += sizeof(DWORD);
3454                 }
3455             }
3456             else {
3457                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3458                 if(dest_conv) {
3459                     *( (DWORD *) dest_conv)  = (*color_d & 0xff00ff00)      ; /* Alpha + green */
3460                     *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3461                     *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3462                     dest_conv += sizeof(DWORD);
3463                 }
3464             }
3465         }
3466
3467         if (DestFVF & WINED3DFVF_SPECULAR)
3468         {
3469             /* What's the color value in the feedback buffer? */
3470             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3471             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3472             if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3473             {
3474                 static BOOL warned = FALSE;
3475
3476                 if(!warned) {
3477                     ERR("No specular color in source, but destination has one\n");
3478                     warned = TRUE;
3479                 }
3480
3481                 *( (DWORD *) dest_ptr) = 0xFF000000;
3482                 dest_ptr += sizeof(DWORD);
3483
3484                 if(dest_conv) {
3485                     *( (DWORD *) dest_conv) = 0xFF000000;
3486                     dest_conv += sizeof(DWORD);
3487                 }
3488             }
3489             else {
3490                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3491                 if(dest_conv) {
3492                     *( (DWORD *) dest_conv)  = (*color_s & 0xff00ff00)      ; /* Alpha + green */
3493                     *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3494                     *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3495                     dest_conv += sizeof(DWORD);
3496                 }
3497             }
3498         }
3499
3500         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3501         {
3502             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3503             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3504             if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3505             {
3506                 ERR("No source texture, but destination requests one\n");
3507                 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3508                 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3509             }
3510             else {
3511                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3512                 if(dest_conv) {
3513                     copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3514                 }
3515             }
3516         }
3517     }
3518
3519     if (dest_conv)
3520     {
3521         ENTER_GL();
3522
3523         GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3524         checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3525         GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3526                                       dwCount * get_flexible_vertex_size(DestFVF),
3527                                       dest_conv_addr));
3528         checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3529
3530         LEAVE_GL();
3531
3532         HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3533     }
3534
3535     return WINED3D_OK;
3536 }
3537 #undef copy_and_next
3538
3539 /* Do not call while under the GL lock. */
3540 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3541         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3542         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3543 {
3544     struct wined3d_state *state = &device->stateBlock->state;
3545     BOOL vbo = FALSE, streamWasUP = state->user_stream;
3546     struct wined3d_stream_info stream_info;
3547     const struct wined3d_gl_info *gl_info;
3548     struct wined3d_context *context;
3549     struct wined3d_shader *vs;
3550     HRESULT hr;
3551
3552     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3553             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3554             device, src_start_idx, dst_idx, vertex_count,
3555             dst_buffer, declaration, flags, dst_fvf);
3556
3557     if (declaration)
3558         FIXME("Output vertex declaration not implemented yet.\n");
3559
3560     /* Need any context to write to the vbo. */
3561     context = context_acquire(device, NULL);
3562     gl_info = context->gl_info;
3563
3564     /* ProcessVertices reads from vertex buffers, which have to be assigned.
3565      * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3566      * restore it afterwards. */
3567     vs = state->vertex_shader;
3568     state->vertex_shader = NULL;
3569     state->user_stream = FALSE;
3570     device_stream_info_from_declaration(device, &stream_info, &vbo);
3571     state->user_stream = streamWasUP;
3572     state->vertex_shader = vs;
3573
3574     if (vbo || src_start_idx)
3575     {
3576         unsigned int i;
3577         /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3578          * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3579          *
3580          * Also get the start index in, but only loop over all elements if there's something to add at all.
3581          */
3582         for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3583         {
3584             struct wined3d_stream_info_element *e;
3585
3586             if (!(stream_info.use_map & (1 << i))) continue;
3587
3588             e = &stream_info.elements[i];
3589             if (e->data.buffer_object)
3590             {
3591                 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3592                 e->data.buffer_object = 0;
3593                 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3594                 ENTER_GL();
3595                 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3596                 vb->buffer_object = 0;
3597                 LEAVE_GL();
3598             }
3599             if (e->data.addr)
3600                 e->data.addr += e->stride * src_start_idx;
3601         }
3602     }
3603
3604     hr = process_vertices_strided(device, dst_idx, vertex_count,
3605             &stream_info, dst_buffer, flags, dst_fvf);
3606
3607     context_release(context);
3608
3609     return hr;
3610 }
3611
3612 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3613         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3614 {
3615     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3616     DWORD old_value;
3617
3618     TRACE("device %p, stage %u, state %s, value %#x.\n",
3619             device, stage, debug_d3dtexturestate(state), value);
3620
3621     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3622     {
3623         WARN("Invalid state %#x passed.\n", state);
3624         return WINED3D_OK;
3625     }
3626
3627     if (stage >= gl_info->limits.texture_stages)
3628     {
3629         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3630                 stage, gl_info->limits.texture_stages - 1);
3631         return WINED3D_OK;
3632     }
3633
3634     old_value = device->updateStateBlock->state.texture_states[stage][state];
3635     device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3636     device->updateStateBlock->state.texture_states[stage][state] = value;
3637
3638     if (device->isRecordingState)
3639     {
3640         TRACE("Recording... not performing anything.\n");
3641         return WINED3D_OK;
3642     }
3643
3644     /* Checked after the assignments to allow proper stateblock recording. */
3645     if (old_value == value)
3646     {
3647         TRACE("Application is setting the old value over, nothing to do.\n");
3648         return WINED3D_OK;
3649     }
3650
3651     if (stage > device->stateBlock->state.lowest_disabled_stage
3652             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3653             == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3654     {
3655         /* Colorop change above lowest disabled stage? That won't change
3656          * anything in the GL setup. Changes in other states are important on
3657          * disabled stages too. */
3658         return WINED3D_OK;
3659     }
3660
3661     if (state == WINED3DTSS_COLOROP)
3662     {
3663         unsigned int i;
3664
3665         if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3666         {
3667             /* Previously enabled stage disabled now. Make sure to dirtify
3668              * all enabled stages above stage, they have to be disabled.
3669              *
3670              * The current stage is dirtified below. */
3671             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3672             {
3673                 TRACE("Additionally dirtifying stage %u.\n", i);
3674                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3675             }
3676             device->stateBlock->state.lowest_disabled_stage = stage;
3677             TRACE("New lowest disabled: %u.\n", stage);
3678         }
3679         else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3680         {
3681             /* Previously disabled stage enabled. Stages above it may need
3682              * enabling. Stage must be lowest_disabled_stage here, if it's
3683              * bigger success is returned above, and stages below the lowest
3684              * disabled stage can't be enabled (because they are enabled
3685              * already).
3686              *
3687              * Again stage stage doesn't need to be dirtified here, it is
3688              * handled below. */
3689             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3690             {
3691                 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3692                     break;
3693                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3694                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3695             }
3696             device->stateBlock->state.lowest_disabled_stage = i;
3697             TRACE("New lowest disabled: %u.\n", i);
3698         }
3699     }
3700
3701     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3702
3703     return WINED3D_OK;
3704 }
3705
3706 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3707         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3708 {
3709     TRACE("device %p, stage %u, state %s, value %p.\n",
3710             device, stage, debug_d3dtexturestate(state), value);
3711
3712     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3713     {
3714         WARN("Invalid state %#x passed.\n", state);
3715         return WINED3D_OK;
3716     }
3717
3718     *value = device->updateStateBlock->state.texture_states[stage][state];
3719     TRACE("Returning %#x.\n", *value);
3720
3721     return WINED3D_OK;
3722 }
3723
3724 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3725         UINT stage, struct wined3d_texture *texture)
3726 {
3727     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3728     struct wined3d_texture *prev;
3729
3730     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3731
3732     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3733         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3734
3735     /* Windows accepts overflowing this array... we do not. */
3736     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3737     {
3738         WARN("Ignoring invalid stage %u.\n", stage);
3739         return WINED3D_OK;
3740     }
3741
3742     /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3743     if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3744     {
3745         WARN("Rejecting attempt to set scratch texture.\n");
3746         return WINED3DERR_INVALIDCALL;
3747     }
3748
3749     device->updateStateBlock->changed.textures |= 1 << stage;
3750
3751     prev = device->updateStateBlock->state.textures[stage];
3752     TRACE("Previous texture %p.\n", prev);
3753
3754     if (texture == prev)
3755     {
3756         TRACE("App is setting the same texture again, nothing to do.\n");
3757         return WINED3D_OK;
3758     }
3759
3760     TRACE("Setting new texture to %p.\n", texture);
3761     device->updateStateBlock->state.textures[stage] = texture;
3762
3763     if (device->isRecordingState)
3764     {
3765         TRACE("Recording... not performing anything\n");
3766
3767         if (texture) wined3d_texture_incref(texture);
3768         if (prev) wined3d_texture_decref(prev);
3769
3770         return WINED3D_OK;
3771     }
3772
3773     if (texture)
3774     {
3775         LONG bind_count = InterlockedIncrement(&texture->bind_count);
3776
3777         wined3d_texture_incref(texture);
3778
3779         if (!prev || texture->target != prev->target)
3780             device_invalidate_state(device, STATE_PIXELSHADER);
3781
3782         if (!prev && stage < gl_info->limits.texture_stages)
3783         {
3784             /* The source arguments for color and alpha ops have different
3785              * meanings when a NULL texture is bound, so the COLOROP and
3786              * ALPHAOP have to be dirtified. */
3787             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3788             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3789         }
3790
3791         if (bind_count == 1)
3792             texture->sampler = stage;
3793     }
3794
3795     if (prev)
3796     {
3797         LONG bind_count = InterlockedDecrement(&prev->bind_count);
3798
3799         wined3d_texture_decref(prev);
3800
3801         if (!texture && stage < gl_info->limits.texture_stages)
3802         {
3803             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3804             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3805         }
3806
3807         if (bind_count && prev->sampler == stage)
3808         {
3809             unsigned int i;
3810
3811             /* Search for other stages the texture is bound to. Shouldn't
3812              * happen if applications bind textures to a single stage only. */
3813             TRACE("Searching for other stages the texture is bound to.\n");
3814             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3815             {
3816                 if (device->updateStateBlock->state.textures[i] == prev)
3817                 {
3818                     TRACE("Texture is also bound to stage %u.\n", i);
3819                     prev->sampler = i;
3820                     break;
3821                 }
3822             }
3823         }
3824     }
3825
3826     device_invalidate_state(device, STATE_SAMPLER(stage));
3827
3828     return WINED3D_OK;
3829 }
3830
3831 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3832         UINT stage, struct wined3d_texture **texture)
3833 {
3834     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3835
3836     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3837         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3838
3839     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3840     {
3841         WARN("Ignoring invalid stage %u.\n", stage);
3842         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3843     }
3844
3845     *texture = device->stateBlock->state.textures[stage];
3846     if (*texture)
3847         wined3d_texture_incref(*texture);
3848
3849     TRACE("Returning %p.\n", *texture);
3850
3851     return WINED3D_OK;
3852 }
3853
3854 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3855         UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3856 {
3857     struct wined3d_swapchain *swapchain;
3858     HRESULT hr;
3859
3860     TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3861             device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3862
3863     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3864     if (FAILED(hr))
3865     {
3866         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3867         return hr;
3868     }
3869
3870     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3871     wined3d_swapchain_decref(swapchain);
3872     if (FAILED(hr))
3873     {
3874         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3875         return hr;
3876     }
3877
3878     return WINED3D_OK;
3879 }
3880
3881 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3882 {
3883     TRACE("device %p, caps %p.\n", device, caps);
3884
3885     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3886             device->create_parms.device_type, caps);
3887 }
3888
3889 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3890         UINT swapchain_idx, struct wined3d_display_mode *mode)
3891 {
3892     struct wined3d_swapchain *swapchain;
3893     HRESULT hr;
3894
3895     TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3896
3897     if (swapchain_idx)
3898     {
3899         hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3900         if (SUCCEEDED(hr))
3901         {
3902             hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3903             wined3d_swapchain_decref(swapchain);
3904         }
3905     }
3906     else
3907     {
3908         const struct wined3d_adapter *adapter = device->adapter;
3909
3910         /* Don't read the real display mode, but return the stored mode
3911          * instead. X11 can't change the color depth, and some apps are
3912          * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3913          * that GetDisplayMode still returns 24 bpp.
3914          *
3915          * Also don't relay to the swapchain because with ddraw it's possible
3916          * that there isn't a swapchain at all. */
3917         mode->width = adapter->screen_size.cx;
3918         mode->height = adapter->screen_size.cy;
3919         mode->format_id = adapter->screen_format;
3920         mode->refresh_rate = 0;
3921         hr = WINED3D_OK;
3922     }
3923
3924     return hr;
3925 }
3926
3927 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3928 {
3929     struct wined3d_stateblock *stateblock;
3930     HRESULT hr;
3931
3932     TRACE("device %p.\n", device);
3933
3934     if (device->isRecordingState)
3935         return WINED3DERR_INVALIDCALL;
3936
3937     hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3938     if (FAILED(hr))
3939         return hr;
3940
3941     wined3d_stateblock_decref(device->updateStateBlock);
3942     device->updateStateBlock = stateblock;
3943     device->isRecordingState = TRUE;
3944
3945     TRACE("Recording stateblock %p.\n", stateblock);
3946
3947     return WINED3D_OK;
3948 }
3949
3950 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3951         struct wined3d_stateblock **stateblock)
3952 {
3953     struct wined3d_stateblock *object = device->updateStateBlock;
3954
3955     TRACE("device %p, stateblock %p.\n", device, stateblock);
3956
3957     if (!device->isRecordingState)
3958     {
3959         WARN("Not recording.\n");
3960         *stateblock = NULL;
3961         return WINED3DERR_INVALIDCALL;
3962     }
3963
3964     stateblock_init_contained_states(object);
3965
3966     *stateblock = object;
3967     device->isRecordingState = FALSE;
3968     device->updateStateBlock = device->stateBlock;
3969     wined3d_stateblock_incref(device->updateStateBlock);
3970
3971     TRACE("Returning stateblock %p.\n", *stateblock);
3972
3973     return WINED3D_OK;
3974 }
3975
3976 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3977 {
3978     /* At the moment we have no need for any functionality at the beginning
3979      * of a scene. */
3980     TRACE("device %p.\n", device);
3981
3982     if (device->inScene)
3983     {
3984         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3985         return WINED3DERR_INVALIDCALL;
3986     }
3987     device->inScene = TRUE;
3988     return WINED3D_OK;
3989 }
3990
3991 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3992 {
3993     struct wined3d_context *context;
3994
3995     TRACE("device %p.\n", device);
3996
3997     if (!device->inScene)
3998     {
3999         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4000         return WINED3DERR_INVALIDCALL;
4001     }
4002
4003     context = context_acquire(device, NULL);
4004     /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4005     wglFlush();
4006     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4007      * fails. */
4008     context_release(context);
4009
4010     device->inScene = FALSE;
4011     return WINED3D_OK;
4012 }
4013
4014 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
4015         const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4016 {
4017     UINT i;
4018
4019     TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4020             device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4021             dst_window_override, dirty_region);
4022
4023     for (i = 0; i < device->swapchain_count; ++i)
4024     {
4025         wined3d_swapchain_present(device->swapchains[i], src_rect,
4026                 dst_rect, dst_window_override, dirty_region, 0);
4027     }
4028
4029     return WINED3D_OK;
4030 }
4031
4032 /* Do not call while under the GL lock. */
4033 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4034         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4035 {
4036     RECT draw_rect;
4037
4038     TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4039             device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4040
4041     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4042     {
4043         struct wined3d_surface *ds = device->fb.depth_stencil;
4044         if (!ds)
4045         {
4046             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4047             /* TODO: What about depth stencil buffers without stencil bits? */
4048             return WINED3DERR_INVALIDCALL;
4049         }
4050         else if (flags & WINED3DCLEAR_TARGET)
4051         {
4052             if (ds->resource.width < device->fb.render_targets[0]->resource.width
4053                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
4054             {
4055                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4056                 return WINED3D_OK;
4057             }
4058         }
4059     }
4060
4061     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4062
4063     return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4064             &device->fb, rect_count, rects,
4065             &draw_rect, flags, color, depth, stencil);
4066 }
4067
4068 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4069         WINED3DPRIMITIVETYPE primitive_type)
4070 {
4071     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4072
4073     device->updateStateBlock->changed.primitive_type = TRUE;
4074     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4075 }
4076
4077 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4078         WINED3DPRIMITIVETYPE *primitive_type)
4079 {
4080     TRACE("device %p, primitive_type %p\n", device, primitive_type);
4081
4082     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4083
4084     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4085 }
4086
4087 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4088 {
4089     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4090
4091     if (!device->stateBlock->state.vertex_declaration)
4092     {
4093         WARN("Called without a valid vertex declaration set.\n");
4094         return WINED3DERR_INVALIDCALL;
4095     }
4096
4097     /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4098     if (device->stateBlock->state.user_stream)
4099     {
4100         device_invalidate_state(device, STATE_INDEXBUFFER);
4101         device->stateBlock->state.user_stream = FALSE;
4102     }
4103
4104     if (device->stateBlock->state.load_base_vertex_index)
4105     {
4106         device->stateBlock->state.load_base_vertex_index = 0;
4107         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4108     }
4109
4110     /* Account for the loading offset due to index buffers. Instead of
4111      * reloading all sources correct it with the startvertex parameter. */
4112     drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4113     return WINED3D_OK;
4114 }
4115
4116 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4117 {
4118     struct wined3d_buffer *index_buffer;
4119     UINT index_size = 2;
4120     GLuint vbo;
4121     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4122
4123     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4124
4125     index_buffer = device->stateBlock->state.index_buffer;
4126     if (!index_buffer)
4127     {
4128         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4129          * without an index buffer set. (The first time at least...)
4130          * D3D8 simply dies, but I doubt it can do much harm to return
4131          * D3DERR_INVALIDCALL there as well. */
4132         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4133         return WINED3DERR_INVALIDCALL;
4134     }
4135
4136     if (!device->stateBlock->state.vertex_declaration)
4137     {
4138         WARN("Called without a valid vertex declaration set.\n");
4139         return WINED3DERR_INVALIDCALL;
4140     }
4141
4142     if (device->stateBlock->state.user_stream)
4143     {
4144         device_invalidate_state(device, STATE_INDEXBUFFER);
4145         device->stateBlock->state.user_stream = FALSE;
4146     }
4147     vbo = index_buffer->buffer_object;
4148
4149     if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4150         index_size = 2;
4151     else
4152         index_size = 4;
4153
4154     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4155         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4156     {
4157         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4158         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4159     }
4160
4161     drawPrimitive(device, index_count, start_idx, index_size,
4162             vbo ? NULL : index_buffer->resource.allocatedMemory);
4163
4164     return WINED3D_OK;
4165 }
4166
4167 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4168         const void *stream_data, UINT stream_stride)
4169 {
4170     struct wined3d_stream_state *stream;
4171     struct wined3d_buffer *vb;
4172
4173     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4174             device, vertex_count, stream_data, stream_stride);
4175
4176     if (!device->stateBlock->state.vertex_declaration)
4177     {
4178         WARN("Called without a valid vertex declaration set.\n");
4179         return WINED3DERR_INVALIDCALL;
4180     }
4181
4182     /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4183     stream = &device->stateBlock->state.streams[0];
4184     vb = stream->buffer;
4185     stream->buffer = (struct wined3d_buffer *)stream_data;
4186     if (vb)
4187         wined3d_buffer_decref(vb);
4188     stream->offset = 0;
4189     stream->stride = stream_stride;
4190     device->stateBlock->state.user_stream = TRUE;
4191     if (device->stateBlock->state.load_base_vertex_index)
4192     {
4193         device->stateBlock->state.load_base_vertex_index = 0;
4194         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4195     }
4196
4197     /* TODO: Only mark dirty if drawing from a different UP address */
4198     device_invalidate_state(device, STATE_STREAMSRC);
4199
4200     drawPrimitive(device, vertex_count, 0, 0, NULL);
4201
4202     /* MSDN specifies stream zero settings must be set to NULL */
4203     stream->buffer = NULL;
4204     stream->stride = 0;
4205
4206     /* stream zero settings set to null at end, as per the msdn. No need to
4207      * mark dirty here, the app has to set the new stream sources or use UP
4208      * drawing again. */
4209     return WINED3D_OK;
4210 }
4211
4212 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4213         UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4214         const void *stream_data, UINT stream_stride)
4215 {
4216     struct wined3d_stream_state *stream;
4217     struct wined3d_buffer *vb, *ib;
4218     UINT index_size;
4219
4220     TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4221             device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4222
4223     if (!device->stateBlock->state.vertex_declaration)
4224     {
4225         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4226         return WINED3DERR_INVALIDCALL;
4227     }
4228
4229     if (index_data_format_id == WINED3DFMT_R16_UINT)
4230         index_size = 2;
4231     else
4232         index_size = 4;
4233
4234     stream = &device->stateBlock->state.streams[0];
4235     vb = stream->buffer;
4236     stream->buffer = (struct wined3d_buffer *)stream_data;
4237     if (vb)
4238         wined3d_buffer_decref(vb);
4239     stream->offset = 0;
4240     stream->stride = stream_stride;
4241     device->stateBlock->state.user_stream = TRUE;
4242
4243     /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4244     device->stateBlock->state.base_vertex_index = 0;
4245     if (device->stateBlock->state.load_base_vertex_index)
4246     {
4247         device->stateBlock->state.load_base_vertex_index = 0;
4248         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4249     }
4250     /* Invalidate the state until we have nicer tracking of the stream source pointers */
4251     device_invalidate_state(device, STATE_STREAMSRC);
4252     device_invalidate_state(device, STATE_INDEXBUFFER);
4253
4254     drawPrimitive(device, index_count, 0, index_size, index_data);
4255
4256     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4257     stream->buffer = NULL;
4258     stream->stride = 0;
4259     ib = device->stateBlock->state.index_buffer;
4260     if (ib)
4261     {
4262         wined3d_buffer_decref(ib);
4263         device->stateBlock->state.index_buffer = NULL;
4264     }
4265     /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4266      * SetStreamSource to specify a vertex buffer
4267      */
4268
4269     return WINED3D_OK;
4270 }
4271
4272 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4273         UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4274 {
4275     /* Mark the state dirty until we have nicer tracking. It's fine to change
4276      * baseVertexIndex because that call is only called by ddraw which does
4277      * not need that value. */
4278     device_invalidate_state(device, STATE_VDECL);
4279     device_invalidate_state(device, STATE_STREAMSRC);
4280     device_invalidate_state(device, STATE_INDEXBUFFER);
4281
4282     device->stateBlock->state.base_vertex_index = 0;
4283     device->up_strided = strided_data;
4284     drawPrimitive(device, vertex_count, 0, 0, NULL);
4285     device->up_strided = NULL;
4286
4287     /* Invalidate the states again to make sure the values from the stateblock
4288      * are properly applied in the next regular draw. Note that the application-
4289      * provided strided data has ovwritten pretty much the entire vertex and
4290      * and index stream related states */
4291     device_invalidate_state(device, STATE_VDECL);
4292     device_invalidate_state(device, STATE_STREAMSRC);
4293     device_invalidate_state(device, STATE_INDEXBUFFER);
4294     return WINED3D_OK;
4295 }
4296
4297 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4298         UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4299         UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4300 {
4301     UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4302
4303     /* Mark the state dirty until we have nicer tracking
4304      * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4305      * that value.
4306      */
4307     device_invalidate_state(device, STATE_VDECL);
4308     device_invalidate_state(device, STATE_STREAMSRC);
4309     device_invalidate_state(device, STATE_INDEXBUFFER);
4310
4311     device->stateBlock->state.user_stream = TRUE;
4312     device->stateBlock->state.base_vertex_index = 0;
4313     device->up_strided = strided_data;
4314     drawPrimitive(device, index_count, 0, index_size, index_data);
4315     device->up_strided = NULL;
4316
4317     device_invalidate_state(device, STATE_VDECL);
4318     device_invalidate_state(device, STATE_STREAMSRC);
4319     device_invalidate_state(device, STATE_INDEXBUFFER);
4320     return WINED3D_OK;
4321 }
4322
4323 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4324 static HRESULT device_update_volume(struct wined3d_device *device,
4325         struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4326 {
4327     WINED3DLOCKED_BOX src;
4328     WINED3DLOCKED_BOX dst;
4329     HRESULT hr;
4330
4331     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4332             device, src_volume, dst_volume);
4333
4334     /* TODO: Implement direct loading into the gl volume instead of using
4335      * memcpy and dirtification to improve loading performance. */
4336     hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4337     if (FAILED(hr)) return hr;
4338     hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4339     if (FAILED(hr))
4340     {
4341         wined3d_volume_unmap(src_volume);
4342         return hr;
4343     }
4344
4345     memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4346
4347     hr = wined3d_volume_unmap(dst_volume);
4348     if (FAILED(hr))
4349         wined3d_volume_unmap(src_volume);
4350     else
4351         hr = wined3d_volume_unmap(src_volume);
4352
4353     return hr;
4354 }
4355
4356 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4357         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4358 {
4359     unsigned int level_count, i;
4360     WINED3DRESOURCETYPE type;
4361     HRESULT hr;
4362
4363     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4364
4365     /* Verify that the source and destination textures are non-NULL. */
4366     if (!src_texture || !dst_texture)
4367     {
4368         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4369         return WINED3DERR_INVALIDCALL;
4370     }
4371
4372     if (src_texture == dst_texture)
4373     {
4374         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4375         return WINED3DERR_INVALIDCALL;
4376     }
4377
4378     /* Verify that the source and destination textures are the same type. */
4379     type = src_texture->resource.resourceType;
4380     if (dst_texture->resource.resourceType != type)
4381     {
4382         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4383         return WINED3DERR_INVALIDCALL;
4384     }
4385
4386     /* Check that both textures have the identical numbers of levels. */
4387     level_count = wined3d_texture_get_level_count(src_texture);
4388     if (wined3d_texture_get_level_count(dst_texture) != level_count)
4389     {
4390         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4391         return WINED3DERR_INVALIDCALL;
4392     }
4393
4394     /* Make sure that the destination texture is loaded. */
4395     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4396
4397     /* Update every surface level of the texture. */
4398     switch (type)
4399     {
4400         case WINED3DRTYPE_TEXTURE:
4401         {
4402             struct wined3d_surface *src_surface;
4403             struct wined3d_surface *dst_surface;
4404
4405             for (i = 0; i < level_count; ++i)
4406             {
4407                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4408                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4409                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4410                 if (FAILED(hr))
4411                 {
4412                     WARN("Failed to update surface, hr %#x.\n", hr);
4413                     return hr;
4414                 }
4415             }
4416             break;
4417         }
4418
4419         case WINED3DRTYPE_CUBETEXTURE:
4420         {
4421             struct wined3d_surface *src_surface;
4422             struct wined3d_surface *dst_surface;
4423
4424             for (i = 0; i < level_count * 6; ++i)
4425             {
4426                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4427                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4428                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4429                 if (FAILED(hr))
4430                 {
4431                     WARN("Failed to update surface, hr %#x.\n", hr);
4432                     return hr;
4433                 }
4434             }
4435             break;
4436         }
4437
4438         case WINED3DRTYPE_VOLUMETEXTURE:
4439         {
4440             for (i = 0; i < level_count; ++i)
4441             {
4442                 hr = device_update_volume(device,
4443                         volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4444                         volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4445                 if (FAILED(hr))
4446                 {
4447                     WARN("Failed to update volume, hr %#x.\n", hr);
4448                     return hr;
4449                 }
4450             }
4451             break;
4452         }
4453
4454         default:
4455             FIXME("Unsupported texture type %#x.\n", type);
4456             return WINED3DERR_INVALIDCALL;
4457     }
4458
4459     return WINED3D_OK;
4460 }
4461
4462 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4463         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4464 {
4465     struct wined3d_swapchain *swapchain;
4466     HRESULT hr;
4467
4468     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4469
4470     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4471     if (FAILED(hr)) return hr;
4472
4473     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4474     wined3d_swapchain_decref(swapchain);
4475
4476     return hr;
4477 }
4478
4479 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4480 {
4481     const struct wined3d_state *state = &device->stateBlock->state;
4482     struct wined3d_texture *texture;
4483     DWORD i;
4484
4485     TRACE("device %p, num_passes %p.\n", device, num_passes);
4486
4487     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4488     {
4489         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4490         {
4491             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4492             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4493         }
4494         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4495         {
4496             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4497             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4498         }
4499
4500         texture = state->textures[i];
4501         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4502
4503         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4504         {
4505             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4506             return E_FAIL;
4507         }
4508         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4509         {
4510             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4511             return E_FAIL;
4512         }
4513         if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4514                 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4515         {
4516             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4517             return E_FAIL;
4518         }
4519     }
4520
4521     if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4522         state->render_states[WINED3DRS_STENCILENABLE])
4523     {
4524         struct wined3d_surface *ds = device->fb.depth_stencil;
4525         struct wined3d_surface *target = device->fb.render_targets[0];
4526
4527         if(ds && target
4528                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4529         {
4530             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4531             return WINED3DERR_CONFLICTINGRENDERSTATE;
4532         }
4533     }
4534
4535     /* return a sensible default */
4536     *num_passes = 1;
4537
4538     TRACE("returning D3D_OK\n");
4539     return WINED3D_OK;
4540 }
4541
4542 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4543 {
4544     static BOOL warned;
4545
4546     TRACE("device %p, software %#x.\n", device, software);
4547
4548     if (!warned)
4549     {
4550         FIXME("device %p, software %#x stub!\n", device, software);
4551         warned = TRUE;
4552     }
4553
4554     device->softwareVertexProcessing = software;
4555
4556     return WINED3D_OK;
4557 }
4558
4559 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4560 {
4561     static BOOL warned;
4562
4563     TRACE("device %p.\n", device);
4564
4565     if (!warned)
4566     {
4567         TRACE("device %p stub!\n", device);
4568         warned = TRUE;
4569     }
4570
4571     return device->softwareVertexProcessing;
4572 }
4573
4574 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4575         UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4576 {
4577     struct wined3d_swapchain *swapchain;
4578     HRESULT hr;
4579
4580     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4581             device, swapchain_idx, raster_status);
4582
4583     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4584     if (FAILED(hr))
4585     {
4586         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4587         return hr;
4588     }
4589
4590     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4591     wined3d_swapchain_decref(swapchain);
4592     if (FAILED(hr))
4593     {
4594         WARN("Failed to get raster status, hr %#x.\n", hr);
4595         return hr;
4596     }
4597
4598     return WINED3D_OK;
4599 }
4600
4601 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4602 {
4603     static BOOL warned;
4604
4605     TRACE("device %p, segments %.8e.\n", device, segments);
4606
4607     if (segments != 0.0f)
4608     {
4609         if (!warned)
4610         {
4611             FIXME("device %p, segments %.8e stub!\n", device, segments);
4612             warned = TRUE;
4613         }
4614     }
4615
4616     return WINED3D_OK;
4617 }
4618
4619 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4620 {
4621     static BOOL warned;
4622
4623     TRACE("device %p.\n", device);
4624
4625     if (!warned)
4626     {
4627         FIXME("device %p stub!\n", device);
4628         warned = TRUE;
4629     }
4630
4631     return 0.0f;
4632 }
4633
4634 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4635         struct wined3d_surface *src_surface, const RECT *src_rect,
4636         struct wined3d_surface *dst_surface, const POINT *dst_point)
4637 {
4638     TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4639             device, src_surface, wine_dbgstr_rect(src_rect),
4640             dst_surface, wine_dbgstr_point(dst_point));
4641
4642     if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4643     {
4644         WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4645                 src_surface, dst_surface);
4646         return WINED3DERR_INVALIDCALL;
4647     }
4648
4649     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4650 }
4651
4652 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4653         const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4654 {
4655     struct WineD3DRectPatch *patch;
4656     GLenum old_primitive_type;
4657     unsigned int i;
4658     struct list *e;
4659     BOOL found;
4660
4661     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4662             device, handle, num_segs, rect_patch_info);
4663
4664     if (!(handle || rect_patch_info))
4665     {
4666         /* TODO: Write a test for the return value, thus the FIXME */
4667         FIXME("Both handle and rect_patch_info are NULL.\n");
4668         return WINED3DERR_INVALIDCALL;
4669     }
4670
4671     if (handle)
4672     {
4673         i = PATCHMAP_HASHFUNC(handle);
4674         found = FALSE;
4675         LIST_FOR_EACH(e, &device->patches[i])
4676         {
4677             patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4678             if (patch->Handle == handle)
4679             {
4680                 found = TRUE;
4681                 break;
4682             }
4683         }
4684
4685         if (!found)
4686         {
4687             TRACE("Patch does not exist. Creating a new one\n");
4688             patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4689             patch->Handle = handle;
4690             list_add_head(&device->patches[i], &patch->entry);
4691         } else {
4692             TRACE("Found existing patch %p\n", patch);
4693         }
4694     }
4695     else
4696     {
4697         /* Since opengl does not load tesselated vertex attributes into numbered vertex
4698          * attributes we have to tesselate, read back, and draw. This needs a patch
4699          * management structure instance. Create one.
4700          *
4701          * A possible improvement is to check if a vertex shader is used, and if not directly
4702          * draw the patch.
4703          */
4704         FIXME("Drawing an uncached patch. This is slow\n");
4705         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4706     }
4707
4708     if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4709             || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4710             || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4711     {
4712         HRESULT hr;
4713         TRACE("Tesselation density or patch info changed, retesselating\n");
4714
4715         if (rect_patch_info)
4716             patch->rect_patch_info = *rect_patch_info;
4717
4718         patch->numSegs[0] = num_segs[0];
4719         patch->numSegs[1] = num_segs[1];
4720         patch->numSegs[2] = num_segs[2];
4721         patch->numSegs[3] = num_segs[3];
4722
4723         hr = tesselate_rectpatch(device, patch);
4724         if (FAILED(hr))
4725         {
4726             WARN("Patch tesselation failed.\n");
4727
4728             /* Do not release the handle to store the params of the patch */
4729             if (!handle)
4730                 HeapFree(GetProcessHeap(), 0, patch);
4731
4732             return hr;
4733         }
4734     }
4735
4736     old_primitive_type = device->stateBlock->state.gl_primitive_type;
4737     device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4738     wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4739     device->stateBlock->state.gl_primitive_type = old_primitive_type;
4740
4741     /* Destroy uncached patches */
4742     if (!handle)
4743     {
4744         HeapFree(GetProcessHeap(), 0, patch->mem);
4745         HeapFree(GetProcessHeap(), 0, patch);
4746     }
4747     return WINED3D_OK;
4748 }
4749
4750 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4751         const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4752 {
4753     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4754             device, handle, segment_count, patch_info);
4755
4756     return WINED3D_OK;
4757 }
4758
4759 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4760 {
4761     struct WineD3DRectPatch *patch;
4762     struct list *e;
4763     int i;
4764
4765     TRACE("device %p, handle %#x.\n", device, handle);
4766
4767     i = PATCHMAP_HASHFUNC(handle);
4768     LIST_FOR_EACH(e, &device->patches[i])
4769     {
4770         patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4771         if (patch->Handle == handle)
4772         {
4773             TRACE("Deleting patch %p\n", patch);
4774             list_remove(&patch->entry);
4775             HeapFree(GetProcessHeap(), 0, patch->mem);
4776             HeapFree(GetProcessHeap(), 0, patch);
4777             return WINED3D_OK;
4778         }
4779     }
4780
4781     /* TODO: Write a test for the return value */
4782     FIXME("Attempt to destroy nonexistent patch\n");
4783     return WINED3DERR_INVALIDCALL;
4784 }
4785
4786 /* Do not call while under the GL lock. */
4787 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4788         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4789 {
4790     RECT r;
4791
4792     TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4793             device, surface, wine_dbgstr_rect(rect),
4794             color->r, color->g, color->b, color->a);
4795
4796     if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4797     {
4798         FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4799         return WINED3DERR_INVALIDCALL;
4800     }
4801
4802     if (!rect)
4803     {
4804         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4805         rect = &r;
4806     }
4807
4808     return surface_color_fill(surface, rect, color);
4809 }
4810
4811 /* Do not call while under the GL lock. */
4812 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4813         struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4814 {
4815     struct wined3d_resource *resource;
4816     HRESULT hr;
4817     RECT rect;
4818
4819     resource = rendertarget_view->resource;
4820     if (resource->resourceType != WINED3DRTYPE_SURFACE)
4821     {
4822         FIXME("Only supported on surface resources\n");
4823         return;
4824     }
4825
4826     SetRect(&rect, 0, 0, resource->width, resource->height);
4827     hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4828     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4829 }
4830
4831 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4832         UINT render_target_idx, struct wined3d_surface **render_target)
4833 {
4834     TRACE("device %p, render_target_idx %u, render_target %p.\n",
4835             device, render_target_idx, render_target);
4836
4837     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4838     {
4839         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4840         return WINED3DERR_INVALIDCALL;
4841     }
4842
4843     *render_target = device->fb.render_targets[render_target_idx];
4844     TRACE("Returning render target %p.\n", *render_target);
4845
4846     if (!*render_target)
4847         return WINED3DERR_NOTFOUND;
4848
4849     wined3d_surface_incref(*render_target);
4850
4851     return WINED3D_OK;
4852 }
4853
4854 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4855         struct wined3d_surface **depth_stencil)
4856 {
4857     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4858
4859     *depth_stencil = device->fb.depth_stencil;
4860     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4861
4862     if (!*depth_stencil)
4863         return WINED3DERR_NOTFOUND;
4864
4865     wined3d_surface_incref(*depth_stencil);
4866
4867     return WINED3D_OK;
4868 }
4869
4870 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4871         UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4872 {
4873     struct wined3d_surface *prev;
4874
4875     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4876             device, render_target_idx, render_target, set_viewport);
4877
4878     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4879     {
4880         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4881         return WINED3DERR_INVALIDCALL;
4882     }
4883
4884     prev = device->fb.render_targets[render_target_idx];
4885     if (render_target == prev)
4886     {
4887         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4888         return WINED3D_OK;
4889     }
4890
4891     /* Render target 0 can't be set to NULL. */
4892     if (!render_target && !render_target_idx)
4893     {
4894         WARN("Trying to set render target 0 to NULL.\n");
4895         return WINED3DERR_INVALIDCALL;
4896     }
4897
4898     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4899     {
4900         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4901         return WINED3DERR_INVALIDCALL;
4902     }
4903
4904     if (render_target)
4905         wined3d_surface_incref(render_target);
4906     device->fb.render_targets[render_target_idx] = render_target;
4907     /* Release after the assignment, to prevent device_resource_released()
4908      * from seeing the surface as still in use. */
4909     if (prev)
4910         wined3d_surface_decref(prev);
4911
4912     /* Render target 0 is special. */
4913     if (!render_target_idx && set_viewport)
4914     {
4915         /* Set the viewport and scissor rectangles, if requested. Tests show
4916          * that stateblock recording is ignored, the change goes directly
4917          * into the primary stateblock. */
4918         device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4919         device->stateBlock->state.viewport.width  = device->fb.render_targets[0]->resource.width;
4920         device->stateBlock->state.viewport.x      = 0;
4921         device->stateBlock->state.viewport.y      = 0;
4922         device->stateBlock->state.viewport.max_z  = 1.0f;
4923         device->stateBlock->state.viewport.min_z  = 0.0f;
4924         device_invalidate_state(device, STATE_VIEWPORT);
4925
4926         device->stateBlock->state.scissor_rect.top = 0;
4927         device->stateBlock->state.scissor_rect.left = 0;
4928         device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4929         device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4930         device_invalidate_state(device, STATE_SCISSORRECT);
4931     }
4932
4933     device_invalidate_state(device, STATE_FRAMEBUFFER);
4934
4935     return WINED3D_OK;
4936 }
4937
4938 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4939 {
4940     struct wined3d_surface *prev = device->fb.depth_stencil;
4941
4942     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4943             device, depth_stencil, prev);
4944
4945     if (prev == depth_stencil)
4946     {
4947         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4948         return WINED3D_OK;
4949     }
4950
4951     if (prev)
4952     {
4953         if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4954                 || prev->flags & SFLAG_DISCARD)
4955         {
4956             surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
4957                     prev->resource.width, prev->resource.height);
4958             if (prev == device->onscreen_depth_stencil)
4959             {
4960                 wined3d_surface_decref(device->onscreen_depth_stencil);
4961                 device->onscreen_depth_stencil = NULL;
4962             }
4963         }
4964     }
4965
4966     device->fb.depth_stencil = depth_stencil;
4967     if (depth_stencil)
4968         wined3d_surface_incref(depth_stencil);
4969
4970     if (!prev != !depth_stencil)
4971     {
4972         /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4973         device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
4974         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
4975         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
4976         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4977     }
4978     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4979     {
4980         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4981     }
4982     if (prev)
4983         wined3d_surface_decref(prev);
4984
4985     device_invalidate_state(device, STATE_FRAMEBUFFER);
4986
4987     return WINED3D_OK;
4988 }
4989
4990 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4991         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4992 {
4993     WINED3DLOCKED_RECT lockedRect;
4994
4995     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4996             device, x_hotspot, y_hotspot, cursor_image);
4997
4998     /* some basic validation checks */
4999     if (device->cursorTexture)
5000     {
5001         struct wined3d_context *context = context_acquire(device, NULL);
5002         ENTER_GL();
5003         glDeleteTextures(1, &device->cursorTexture);
5004         LEAVE_GL();
5005         context_release(context);
5006         device->cursorTexture = 0;
5007     }
5008
5009     if (cursor_image)
5010     {
5011         WINED3DLOCKED_RECT rect;
5012
5013         /* MSDN: Cursor must be A8R8G8B8 */
5014         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5015         {
5016             WARN("surface %p has an invalid format.\n", cursor_image);
5017             return WINED3DERR_INVALIDCALL;
5018         }
5019
5020         /* MSDN: Cursor must be smaller than the display mode */
5021         if (cursor_image->resource.width > device->adapter->screen_size.cx
5022                 || cursor_image->resource.height > device->adapter->screen_size.cy)
5023         {
5024             WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5025                     cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5026                     device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5027             return WINED3DERR_INVALIDCALL;
5028         }
5029
5030         /* TODO: MSDN: Cursor sizes must be a power of 2 */
5031
5032         /* Do not store the surface's pointer because the application may
5033          * release it after setting the cursor image. Windows doesn't
5034          * addref the set surface, so we can't do this either without
5035          * creating circular refcount dependencies. Copy out the gl texture
5036          * instead. */
5037         device->cursorWidth = cursor_image->resource.width;
5038         device->cursorHeight = cursor_image->resource.height;
5039         if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5040         {
5041             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5042             const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5043             struct wined3d_context *context;
5044             char *mem, *bits = rect.pBits;
5045             GLint intfmt = format->glInternal;
5046             GLint gl_format = format->glFormat;
5047             GLint type = format->glType;
5048             INT height = device->cursorHeight;
5049             INT width = device->cursorWidth;
5050             INT bpp = format->byte_count;
5051             INT i;
5052
5053             /* Reformat the texture memory (pitch and width can be
5054              * different) */
5055             mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5056             for(i = 0; i < height; i++)
5057                 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5058             wined3d_surface_unmap(cursor_image);
5059
5060             context = context_acquire(device, NULL);
5061
5062             ENTER_GL();
5063
5064             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5065             {
5066                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5067                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5068             }
5069
5070             invalidate_active_texture(device, context);
5071             /* Create a new cursor texture */
5072             glGenTextures(1, &device->cursorTexture);
5073             checkGLcall("glGenTextures");
5074             context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5075             /* Copy the bitmap memory into the cursor texture */
5076             glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5077             checkGLcall("glTexImage2D");
5078             HeapFree(GetProcessHeap(), 0, mem);
5079
5080             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5081             {
5082                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5083                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5084             }
5085
5086             LEAVE_GL();
5087
5088             context_release(context);
5089         }
5090         else
5091         {
5092             FIXME("A cursor texture was not returned.\n");
5093             device->cursorTexture = 0;
5094         }
5095
5096         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5097         {
5098             /* Draw a hardware cursor */
5099             ICONINFO cursorInfo;
5100             HCURSOR cursor;
5101             /* Create and clear maskBits because it is not needed for
5102              * 32-bit cursors.  32x32 bits split into 32-bit chunks == 32
5103              * chunks. */
5104             DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5105                     (cursor_image->resource.width * cursor_image->resource.height / 8));
5106             wined3d_surface_map(cursor_image, &lockedRect, NULL,
5107                     WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5108             TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5109
5110             cursorInfo.fIcon = FALSE;
5111             cursorInfo.xHotspot = x_hotspot;
5112             cursorInfo.yHotspot = y_hotspot;
5113             cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5114                     1, 1, maskBits);
5115             cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5116                     1, 32, lockedRect.pBits);
5117             wined3d_surface_unmap(cursor_image);
5118             /* Create our cursor and clean up. */
5119             cursor = CreateIconIndirect(&cursorInfo);
5120             if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5121             if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5122             if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5123             device->hardwareCursor = cursor;
5124             if (device->bCursorVisible) SetCursor( cursor );
5125             HeapFree(GetProcessHeap(), 0, maskBits);
5126         }
5127     }
5128
5129     device->xHotSpot = x_hotspot;
5130     device->yHotSpot = y_hotspot;
5131     return WINED3D_OK;
5132 }
5133
5134 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5135         int x_screen_space, int y_screen_space, DWORD flags)
5136 {
5137     TRACE("device %p, x %d, y %d, flags %#x.\n",
5138             device, x_screen_space, y_screen_space, flags);
5139
5140     device->xScreenSpace = x_screen_space;
5141     device->yScreenSpace = y_screen_space;
5142
5143     if (device->hardwareCursor)
5144     {
5145         POINT pt;
5146
5147         GetCursorPos( &pt );
5148         if (x_screen_space == pt.x && y_screen_space == pt.y)
5149             return;
5150         SetCursorPos( x_screen_space, y_screen_space );
5151
5152         /* Switch to the software cursor if position diverges from the hardware one. */
5153         GetCursorPos( &pt );
5154         if (x_screen_space != pt.x || y_screen_space != pt.y)
5155         {
5156             if (device->bCursorVisible) SetCursor( NULL );
5157             DestroyCursor( device->hardwareCursor );
5158             device->hardwareCursor = 0;
5159         }
5160     }
5161 }
5162
5163 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5164 {
5165     BOOL oldVisible = device->bCursorVisible;
5166
5167     TRACE("device %p, show %#x.\n", device, show);
5168
5169     /*
5170      * When ShowCursor is first called it should make the cursor appear at the OS's last
5171      * known cursor position.
5172      */
5173     if (show && !oldVisible)
5174     {
5175         POINT pt;
5176         GetCursorPos(&pt);
5177         device->xScreenSpace = pt.x;
5178         device->yScreenSpace = pt.y;
5179     }
5180
5181     if (device->hardwareCursor)
5182     {
5183         device->bCursorVisible = show;
5184         if (show)
5185             SetCursor(device->hardwareCursor);
5186         else
5187             SetCursor(NULL);
5188     }
5189     else
5190     {
5191         if (device->cursorTexture)
5192             device->bCursorVisible = show;
5193     }
5194
5195     return oldVisible;
5196 }
5197
5198 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5199 {
5200     struct wined3d_resource *resource, *cursor;
5201
5202     TRACE("device %p.\n", device);
5203
5204     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5205     {
5206         TRACE("Checking resource %p for eviction.\n", resource);
5207
5208         if (resource->pool == WINED3DPOOL_MANAGED)
5209         {
5210             TRACE("Evicting %p.\n", resource);
5211             resource->resource_ops->resource_unload(resource);
5212         }
5213     }
5214
5215     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5216     device_invalidate_state(device, STATE_STREAMSRC);
5217 }
5218
5219 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5220         const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5221 {
5222     struct wined3d_device *device = surface->resource.device;
5223     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5224
5225     /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5226     if (surface->flags & SFLAG_DIBSECTION)
5227     {
5228         DeleteDC(surface->hDC);
5229         DeleteObject(surface->dib.DIBsection);
5230         surface->dib.bitmap_data = NULL;
5231         surface->resource.allocatedMemory = NULL;
5232         surface->flags &= ~SFLAG_DIBSECTION;
5233     }
5234     surface->resource.width = pPresentationParameters->BackBufferWidth;
5235     surface->resource.height = pPresentationParameters->BackBufferHeight;
5236     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5237             || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5238     {
5239         surface->pow2Width = pPresentationParameters->BackBufferWidth;
5240         surface->pow2Height = pPresentationParameters->BackBufferHeight;
5241     } else {
5242         surface->pow2Width = surface->pow2Height = 1;
5243         while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5244         while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5245     }
5246
5247     if (!(surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
5248         surface->resource.format = wined3d_get_format(gl_info, pPresentationParameters->BackBufferFormat);
5249     surface->resource.multisample_type = pPresentationParameters->MultiSampleType;
5250     surface->resource.multisample_quality = pPresentationParameters->MultiSampleQuality;
5251
5252     surface->resource.resource_ops->resource_unload(&surface->resource);
5253
5254     if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5255             || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5256     {
5257         surface->flags |= SFLAG_NONPOW2;
5258     }
5259     else
5260     {
5261         surface->flags &= ~SFLAG_NONPOW2;
5262     }
5263     HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5264     surface->resource.allocatedMemory = NULL;
5265     surface->resource.heapMemory = NULL;
5266     surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5267
5268     /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5269      * to a FBO */
5270     if (!surface_init_sysmem(surface))
5271     {
5272         return E_OUTOFMEMORY;
5273     }
5274     return WINED3D_OK;
5275 }
5276
5277 static BOOL is_display_mode_supported(const struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5278 {
5279     struct wined3d_display_mode m;
5280     UINT i, count;
5281     HRESULT hr;
5282
5283     /* All Windowed modes are supported, as is leaving the current mode */
5284     if(pp->Windowed) return TRUE;
5285     if(!pp->BackBufferWidth) return TRUE;
5286     if(!pp->BackBufferHeight) return TRUE;
5287
5288     count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5289     for (i = 0; i < count; ++i)
5290     {
5291         memset(&m, 0, sizeof(m));
5292         hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5293         if (FAILED(hr))
5294             ERR("Failed to enumerate adapter mode.\n");
5295         if (m.width == pp->BackBufferWidth && m.height == pp->BackBufferHeight)
5296             /* Mode found, it is supported. */
5297             return TRUE;
5298     }
5299     /* Mode not found -> not supported */
5300     return FALSE;
5301 }
5302
5303 /* Do not call while under the GL lock. */
5304 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5305 {
5306     struct wined3d_resource *resource, *cursor;
5307     const struct wined3d_gl_info *gl_info;
5308     struct wined3d_context *context;
5309     struct wined3d_shader *shader;
5310
5311     context = context_acquire(device, NULL);
5312     gl_info = context->gl_info;
5313
5314     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5315     {
5316         TRACE("Unloading resource %p.\n", resource);
5317
5318         resource->resource_ops->resource_unload(resource);
5319     }
5320
5321     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5322     {
5323         device->shader_backend->shader_destroy(shader);
5324     }
5325
5326     ENTER_GL();
5327     if (device->depth_blt_texture)
5328     {
5329         glDeleteTextures(1, &device->depth_blt_texture);
5330         device->depth_blt_texture = 0;
5331     }
5332     if (device->cursorTexture)
5333     {
5334         glDeleteTextures(1, &device->cursorTexture);
5335         device->cursorTexture = 0;
5336     }
5337     LEAVE_GL();
5338
5339     device->blitter->free_private(device);
5340     device->frag_pipe->free_private(device);
5341     device->shader_backend->shader_free_private(device);
5342     destroy_dummy_textures(device, gl_info);
5343
5344     context_release(context);
5345
5346     while (device->context_count)
5347     {
5348         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5349     }
5350
5351     HeapFree(GetProcessHeap(), 0, swapchain->context);
5352     swapchain->context = NULL;
5353 }
5354
5355 /* Do not call while under the GL lock. */
5356 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5357 {
5358     struct wined3d_context *context;
5359     struct wined3d_surface *target;
5360     HRESULT hr;
5361
5362     /* Recreate the primary swapchain's context */
5363     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5364     if (!swapchain->context)
5365     {
5366         ERR("Failed to allocate memory for swapchain context array.\n");
5367         return E_OUTOFMEMORY;
5368     }
5369
5370     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5371     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5372     {
5373         WARN("Failed to create context.\n");
5374         HeapFree(GetProcessHeap(), 0, swapchain->context);
5375         return E_FAIL;
5376     }
5377
5378     swapchain->context[0] = context;
5379     swapchain->num_contexts = 1;
5380     create_dummy_textures(device, context);
5381     context_release(context);
5382
5383     hr = device->shader_backend->shader_alloc_private(device);
5384     if (FAILED(hr))
5385     {
5386         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5387         goto err;
5388     }
5389
5390     hr = device->frag_pipe->alloc_private(device);
5391     if (FAILED(hr))
5392     {
5393         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5394         device->shader_backend->shader_free_private(device);
5395         goto err;
5396     }
5397
5398     hr = device->blitter->alloc_private(device);
5399     if (FAILED(hr))
5400     {
5401         ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5402         device->frag_pipe->free_private(device);
5403         device->shader_backend->shader_free_private(device);
5404         goto err;
5405     }
5406
5407     return WINED3D_OK;
5408
5409 err:
5410     context_acquire(device, NULL);
5411     destroy_dummy_textures(device, context->gl_info);
5412     context_release(context);
5413     context_destroy(device, context);
5414     HeapFree(GetProcessHeap(), 0, swapchain->context);
5415     swapchain->num_contexts = 0;
5416     return hr;
5417 }
5418
5419 /* Do not call while under the GL lock. */
5420 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5421         const WINED3DPRESENT_PARAMETERS *present_parameters,
5422         wined3d_device_reset_cb callback)
5423 {
5424     struct wined3d_resource *resource, *cursor;
5425     struct wined3d_swapchain *swapchain;
5426     struct wined3d_display_mode mode;
5427     BOOL DisplayModeChanged = FALSE;
5428     BOOL update_desc = FALSE;
5429     unsigned int i;
5430     HRESULT hr;
5431
5432     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5433
5434     wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5435     for (i = 0; i < MAX_STREAMS; ++i)
5436     {
5437         wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5438     }
5439     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5440     {
5441         wined3d_device_set_texture(device, i, NULL);
5442     }
5443     if (device->onscreen_depth_stencil)
5444     {
5445         wined3d_surface_decref(device->onscreen_depth_stencil);
5446         device->onscreen_depth_stencil = NULL;
5447     }
5448
5449     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5450     {
5451         TRACE("Enumerating resource %p.\n", resource);
5452         if (FAILED(hr = callback(resource)))
5453             return hr;
5454     }
5455
5456     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5457     if (FAILED(hr))
5458     {
5459         ERR("Failed to get the first implicit swapchain\n");
5460         return hr;
5461     }
5462
5463     if (!is_display_mode_supported(device, present_parameters))
5464     {
5465         WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5466         WARN("Requested mode: %d, %d.\n",
5467             present_parameters->BackBufferWidth,
5468              present_parameters->BackBufferHeight);
5469         wined3d_swapchain_decref(swapchain);
5470         return WINED3DERR_INVALIDCALL;
5471     }
5472
5473     /* Is it necessary to recreate the gl context? Actually every setting can be changed
5474      * on an existing gl context, so there's no real need for recreation.
5475      *
5476      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5477      *
5478      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5479      */
5480     TRACE("New params:\n");
5481     TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5482     TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5483     TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5484     TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5485     TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5486     TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5487     TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5488     TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5489     TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5490     TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5491     TRACE("Flags = %08x\n", present_parameters->Flags);
5492     TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5493     TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5494
5495     /* No special treatment of these parameters. Just store them */
5496     swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5497     swapchain->presentParms.Flags = present_parameters->Flags;
5498     swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5499     swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5500
5501     /* What to do about these? */
5502     if (present_parameters->BackBufferCount
5503             && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5504         FIXME("Cannot change the back buffer count yet.\n");
5505
5506     if (present_parameters->hDeviceWindow
5507             && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5508         FIXME("Cannot change the device window yet.\n");
5509
5510     if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5511     {
5512         HRESULT hrc;
5513
5514         TRACE("Creating the depth stencil buffer\n");
5515
5516         hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5517                 present_parameters->BackBufferWidth,
5518                 present_parameters->BackBufferHeight,
5519                 present_parameters->AutoDepthStencilFormat,
5520                 present_parameters->MultiSampleType,
5521                 present_parameters->MultiSampleQuality,
5522                 FALSE,
5523                 &device->auto_depth_stencil);
5524         if (FAILED(hrc))
5525         {
5526             ERR("Failed to create the depth stencil buffer.\n");
5527             wined3d_swapchain_decref(swapchain);
5528             return WINED3DERR_INVALIDCALL;
5529         }
5530     }
5531
5532     if (device->onscreen_depth_stencil)
5533     {
5534         wined3d_surface_decref(device->onscreen_depth_stencil);
5535         device->onscreen_depth_stencil = NULL;
5536     }
5537
5538     /* Reset the depth stencil */
5539     if (present_parameters->EnableAutoDepthStencil)
5540         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5541     else
5542         wined3d_device_set_depth_stencil(device, NULL);
5543
5544     TRACE("Resetting stateblock\n");
5545     wined3d_stateblock_decref(device->updateStateBlock);
5546     wined3d_stateblock_decref(device->stateBlock);
5547
5548     if (present_parameters->Windowed)
5549     {
5550         mode.width = swapchain->orig_width;
5551         mode.height = swapchain->orig_height;
5552         mode.refresh_rate = 0;
5553         mode.format_id = swapchain->presentParms.BackBufferFormat;
5554     }
5555     else
5556     {
5557         mode.width = present_parameters->BackBufferWidth;
5558         mode.height = present_parameters->BackBufferHeight;
5559         mode.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
5560         mode.format_id = present_parameters->BackBufferFormat;
5561     }
5562
5563     /* Should Width == 800 && Height == 0 set 800x600? */
5564     if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5565             && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5566             || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5567     {
5568         if (!present_parameters->Windowed)
5569             DisplayModeChanged = TRUE;
5570
5571         swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5572         swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5573         update_desc = TRUE;
5574     }
5575
5576     if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5577             && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5578     {
5579         swapchain->presentParms.BackBufferFormat = present_parameters->BackBufferFormat;
5580         update_desc = TRUE;
5581     }
5582
5583     if (present_parameters->MultiSampleType != swapchain->presentParms.MultiSampleType
5584             || present_parameters->MultiSampleQuality != swapchain->presentParms.MultiSampleQuality)
5585     {
5586         swapchain->presentParms.MultiSampleType = present_parameters->MultiSampleType;
5587         swapchain->presentParms.MultiSampleQuality = present_parameters->MultiSampleQuality;
5588         update_desc = TRUE;
5589     }
5590
5591     if (update_desc)
5592     {
5593         UINT i;
5594
5595         hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5596         if (FAILED(hr))
5597         {
5598             wined3d_swapchain_decref(swapchain);
5599             return hr;
5600         }
5601
5602         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5603         {
5604             hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5605             if (FAILED(hr))
5606             {
5607                 wined3d_swapchain_decref(swapchain);
5608                 return hr;
5609             }
5610         }
5611         if (device->auto_depth_stencil)
5612         {
5613             hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5614             if (FAILED(hr))
5615             {
5616                 wined3d_swapchain_decref(swapchain);
5617                 return hr;
5618             }
5619         }
5620     }
5621
5622     delete_opengl_contexts(device, swapchain);
5623
5624     if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5625             || DisplayModeChanged)
5626     {
5627         wined3d_device_set_display_mode(device, 0, &mode);
5628
5629         if (!present_parameters->Windowed)
5630         {
5631             if (swapchain->presentParms.Windowed)
5632             {
5633                 HWND focus_window = device->create_parms.focus_window;
5634                 if (!focus_window)
5635                     focus_window = present_parameters->hDeviceWindow;
5636                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5637                 {
5638                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5639                     wined3d_swapchain_decref(swapchain);
5640                     return hr;
5641                 }
5642
5643                 /* switch from windowed to fs */
5644                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5645                         present_parameters->BackBufferWidth,
5646                         present_parameters->BackBufferHeight);
5647             }
5648             else
5649             {
5650                 /* Fullscreen -> fullscreen mode change */
5651                 MoveWindow(swapchain->device_window, 0, 0,
5652                            present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5653                            TRUE);
5654             }
5655         }
5656         else if (!swapchain->presentParms.Windowed)
5657         {
5658             /* Fullscreen -> windowed switch */
5659             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5660             wined3d_device_release_focus_window(device);
5661         }
5662         swapchain->presentParms.Windowed = present_parameters->Windowed;
5663     }
5664     else if (!present_parameters->Windowed)
5665     {
5666         DWORD style = device->style;
5667         DWORD exStyle = device->exStyle;
5668         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5669          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5670          * Reset to clear up their mess. Guild Wars also loses the device during that.
5671          */
5672         device->style = 0;
5673         device->exStyle = 0;
5674         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5675                 present_parameters->BackBufferWidth,
5676                 present_parameters->BackBufferHeight);
5677         device->style = style;
5678         device->exStyle = exStyle;
5679     }
5680
5681     /* Note: No parent needed for initial internal stateblock */
5682     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5683     if (FAILED(hr))
5684         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5685     else
5686         TRACE("Created stateblock %p.\n", device->stateBlock);
5687     device->updateStateBlock = device->stateBlock;
5688     wined3d_stateblock_incref(device->updateStateBlock);
5689
5690     stateblock_init_default_state(device->stateBlock);
5691
5692     swapchain_update_render_to_fbo(swapchain);
5693     swapchain_update_draw_bindings(swapchain);
5694
5695     hr = create_primary_opengl_context(device, swapchain);
5696     wined3d_swapchain_decref(swapchain);
5697
5698     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5699      * first use
5700      */
5701     return hr;
5702 }
5703
5704 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5705 {
5706     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5707
5708     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5709
5710     return WINED3D_OK;
5711 }
5712
5713
5714 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5715         struct wined3d_device_creation_parameters *parameters)
5716 {
5717     TRACE("device %p, parameters %p.\n", device, parameters);
5718
5719     *parameters = device->create_parms;
5720     return WINED3D_OK;
5721 }
5722
5723 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5724         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5725 {
5726     struct wined3d_swapchain *swapchain;
5727
5728     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5729             device, swapchain_idx, flags, ramp);
5730
5731     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5732     {
5733         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5734         wined3d_swapchain_decref(swapchain);
5735     }
5736 }
5737
5738 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5739         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5740 {
5741     struct wined3d_swapchain *swapchain;
5742
5743     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5744             device, swapchain_idx, ramp);
5745
5746     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5747     {
5748         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5749         wined3d_swapchain_decref(swapchain);
5750     }
5751 }
5752
5753 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5754 {
5755     TRACE("device %p, resource %p.\n", device, resource);
5756
5757     list_add_head(&device->resources, &resource->resource_list_entry);
5758 }
5759
5760 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5761 {
5762     TRACE("device %p, resource %p.\n", device, resource);
5763
5764     list_remove(&resource->resource_list_entry);
5765 }
5766
5767 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5768 {
5769     WINED3DRESOURCETYPE type = resource->resourceType;
5770     unsigned int i;
5771
5772     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5773
5774     context_resource_released(device, resource, type);
5775
5776     switch (type)
5777     {
5778         case WINED3DRTYPE_SURFACE:
5779             {
5780                 struct wined3d_surface *surface = surface_from_resource(resource);
5781
5782                 if (!device->d3d_initialized) break;
5783
5784                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5785                 {
5786                     if (device->fb.render_targets[i] == surface)
5787                     {
5788                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5789                         device->fb.render_targets[i] = NULL;
5790                     }
5791                 }
5792
5793                 if (device->fb.depth_stencil == surface)
5794                 {
5795                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5796                     device->fb.depth_stencil = NULL;
5797                 }
5798             }
5799             break;
5800
5801         case WINED3DRTYPE_TEXTURE:
5802         case WINED3DRTYPE_CUBETEXTURE:
5803         case WINED3DRTYPE_VOLUMETEXTURE:
5804             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5805             {
5806                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5807
5808                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5809                 {
5810                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5811                             texture, device->stateBlock, i);
5812                     device->stateBlock->state.textures[i] = NULL;
5813                 }
5814
5815                 if (device->updateStateBlock != device->stateBlock
5816                         && device->updateStateBlock->state.textures[i] == texture)
5817                 {
5818                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5819                             texture, device->updateStateBlock, i);
5820                     device->updateStateBlock->state.textures[i] = NULL;
5821                 }
5822             }
5823             break;
5824
5825         case WINED3DRTYPE_BUFFER:
5826             {
5827                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5828
5829                 for (i = 0; i < MAX_STREAMS; ++i)
5830                 {
5831                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5832                     {
5833                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5834                                 buffer, device->stateBlock, i);
5835                         device->stateBlock->state.streams[i].buffer = NULL;
5836                     }
5837
5838                     if (device->updateStateBlock != device->stateBlock
5839                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5840                     {
5841                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5842                                 buffer, device->updateStateBlock, i);
5843                         device->updateStateBlock->state.streams[i].buffer = NULL;
5844                     }
5845
5846                 }
5847
5848                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5849                 {
5850                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5851                             buffer, device->stateBlock);
5852                     device->stateBlock->state.index_buffer =  NULL;
5853                 }
5854
5855                 if (device->updateStateBlock != device->stateBlock
5856                         && device->updateStateBlock->state.index_buffer == buffer)
5857                 {
5858                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5859                             buffer, device->updateStateBlock);
5860                     device->updateStateBlock->state.index_buffer =  NULL;
5861                 }
5862             }
5863             break;
5864
5865         default:
5866             break;
5867     }
5868
5869     /* Remove the resource from the resourceStore */
5870     device_resource_remove(device, resource);
5871
5872     TRACE("Resource released.\n");
5873 }
5874
5875 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5876         HDC dc, struct wined3d_surface **surface)
5877 {
5878     struct wined3d_resource *resource;
5879
5880     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5881
5882     if (!dc)
5883         return WINED3DERR_INVALIDCALL;
5884
5885     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5886     {
5887         if (resource->resourceType == WINED3DRTYPE_SURFACE)
5888         {
5889             struct wined3d_surface *s = surface_from_resource(resource);
5890
5891             if (s->hDC == dc)
5892             {
5893                 TRACE("Found surface %p for dc %p.\n", s, dc);
5894                 *surface = s;
5895                 return WINED3D_OK;
5896             }
5897         }
5898     }
5899
5900     return WINED3DERR_INVALIDCALL;
5901 }
5902
5903 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5904         UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
5905         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5906 {
5907     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5908     const struct fragment_pipeline *fragment_pipeline;
5909     struct wined3d_display_mode mode;
5910     struct shader_caps shader_caps;
5911     struct fragment_caps ffp_caps;
5912     unsigned int i;
5913     HRESULT hr;
5914
5915     device->ref = 1;
5916     device->wined3d = wined3d;
5917     wined3d_incref(device->wined3d);
5918     device->adapter = wined3d->adapter_count ? adapter : NULL;
5919     device->device_parent = device_parent;
5920     list_init(&device->resources);
5921     list_init(&device->shaders);
5922     device->surface_alignment = surface_alignment;
5923
5924     /* Get the initial screen setup for ddraw. */
5925     hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5926     if (FAILED(hr))
5927     {
5928         ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5929         wined3d_decref(device->wined3d);
5930         return hr;
5931     }
5932     adapter->screen_size.cx = mode.width;
5933     adapter->screen_size.cy = mode.height;
5934     adapter->screen_format = mode.format_id;
5935
5936     /* Save the creation parameters. */
5937     device->create_parms.adapter_idx = adapter_idx;
5938     device->create_parms.device_type = device_type;
5939     device->create_parms.focus_window = focus_window;
5940     device->create_parms.flags = flags;
5941
5942     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5943
5944     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5945     device->shader_backend = adapter->shader_backend;
5946
5947     if (device->shader_backend)
5948     {
5949         device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5950         device->vshader_version = shader_caps.VertexShaderVersion;
5951         device->pshader_version = shader_caps.PixelShaderVersion;
5952         device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5953         device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5954         device->vs_clipping = shader_caps.VSClipping;
5955     }
5956     fragment_pipeline = adapter->fragment_pipe;
5957     device->frag_pipe = fragment_pipeline;
5958     if (fragment_pipeline)
5959     {
5960         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5961         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5962
5963         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5964                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5965         if (FAILED(hr))
5966         {
5967             ERR("Failed to compile state table, hr %#x.\n", hr);
5968             wined3d_decref(device->wined3d);
5969             return hr;
5970         }
5971     }
5972     device->blitter = adapter->blitter;
5973
5974     return WINED3D_OK;
5975 }
5976
5977
5978 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5979 {
5980     DWORD rep = device->StateTable[state].representative;
5981     struct wined3d_context *context;
5982     DWORD idx;
5983     BYTE shift;
5984     UINT i;
5985
5986     for (i = 0; i < device->context_count; ++i)
5987     {
5988         context = device->contexts[i];
5989         if(isStateDirty(context, rep)) continue;
5990
5991         context->dirtyArray[context->numDirtyEntries++] = rep;
5992         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5993         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5994         context->isStateDirty[idx] |= (1 << shift);
5995     }
5996 }
5997
5998 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5999 {
6000     /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6001     *width = context->current_rt->pow2Width;
6002     *height = context->current_rt->pow2Height;
6003 }
6004
6005 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6006 {
6007     const struct wined3d_swapchain *swapchain = context->swapchain;
6008     /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6009      * current context's drawable, which is the size of the back buffer of the swapchain
6010      * the active context belongs to. */
6011     *width = swapchain->presentParms.BackBufferWidth;
6012     *height = swapchain->presentParms.BackBufferHeight;
6013 }
6014
6015 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6016         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6017 {
6018     if (device->filter_messages)
6019     {
6020         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6021                 window, message, wparam, lparam);
6022         if (unicode)
6023             return DefWindowProcW(window, message, wparam, lparam);
6024         else
6025             return DefWindowProcA(window, message, wparam, lparam);
6026     }
6027
6028     if (message == WM_DESTROY)
6029     {
6030         TRACE("unregister window %p.\n", window);
6031         wined3d_unregister_window(window);
6032
6033         if (device->focus_window == window) device->focus_window = NULL;
6034         else ERR("Window %p is not the focus window for device %p.\n", window, device);
6035     }
6036
6037     if (unicode)
6038         return CallWindowProcW(proc, window, message, wparam, lparam);
6039     else
6040         return CallWindowProcA(proc, window, message, wparam, lparam);
6041 }