2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 static inline Display *get_display( HDC hdc )
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
74 /* static function declarations */
75 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
78 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
80 #define D3DCREATEOBJECTINSTANCE(object, type) { \
81 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
82 D3DMEMCHECK(object, pp##type); \
83 object->lpVtbl = &IWineD3D##type##_Vtbl; \
84 object->wineD3DDevice = This; \
85 object->parent = parent; \
87 *pp##type = (IWineD3D##type *) object; \
90 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
91 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
92 D3DMEMCHECK(object, pp##type); \
93 object->lpVtbl = &IWineD3D##type##_Vtbl; \
94 object->parent = parent; \
96 object->baseShader.device = (IWineD3DDevice*) This; \
97 list_init(&object->baseShader.linked_programs); \
98 *pp##type = (IWineD3D##type *) object; \
101 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
102 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
103 D3DMEMCHECK(object, pp##type); \
104 object->lpVtbl = &IWineD3D##type##_Vtbl; \
105 object->resource.wineD3DDevice = This; \
106 object->resource.parent = parent; \
107 object->resource.resourceType = d3dtype; \
108 object->resource.ref = 1; \
109 object->resource.pool = Pool; \
110 object->resource.format = Format; \
111 object->resource.usage = Usage; \
112 object->resource.size = _size; \
113 list_init(&object->resource.privateData); \
114 /* Check that we have enough video ram left */ \
115 if (Pool == WINED3DPOOL_DEFAULT) { \
116 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
117 WARN("Out of 'bogus' video memory\n"); \
118 HeapFree(GetProcessHeap(), 0, object); \
120 return WINED3DERR_OUTOFVIDEOMEMORY; \
122 globalChangeGlRam(_size); \
124 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
125 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
126 FIXME("Out of memory!\n"); \
127 HeapFree(GetProcessHeap(), 0, object); \
129 return WINED3DERR_OUTOFVIDEOMEMORY; \
131 *pp##type = (IWineD3D##type *) object; \
132 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
133 TRACE("(%p) : Created resource %p\n", This, object); \
136 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
137 _basetexture.levels = Levels; \
138 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
139 _basetexture.LOD = 0; \
140 _basetexture.dirty = TRUE; \
143 /**********************************************************
144 * Global variable / Constants follow
145 **********************************************************/
146 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
148 /**********************************************************
149 * IUnknown parts follows
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
156 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
157 if (IsEqualGUID(riid, &IID_IUnknown)
158 || IsEqualGUID(riid, &IID_IWineD3DBase)
159 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
160 IUnknown_AddRef(iface);
165 return E_NOINTERFACE;
168 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
169 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
170 ULONG refCount = InterlockedIncrement(&This->ref);
172 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
176 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
178 ULONG refCount = InterlockedDecrement(&This->ref);
180 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
184 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
187 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
190 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
193 HeapFree(GetProcessHeap(), 0, This->render_targets);
194 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
195 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
197 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
199 /* TODO: Clean up all the surfaces and textures! */
200 /* NOTE: You must release the parent if the object was created via a callback
201 ** ***************************/
203 /* Release the update stateblock */
204 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
205 if(This->updateStateBlock != This->stateBlock)
206 FIXME("(%p) Something's still holding the Update stateblock\n",This);
208 This->updateStateBlock = NULL;
209 { /* because were not doing proper internal refcounts releasing the primary state block
210 causes recursion with the extra checks in ResourceReleased, to avoid this we have
211 to set this->stateBlock = NULL; first */
212 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
213 This->stateBlock = NULL;
215 /* Release the stateblock */
216 if(IWineD3DStateBlock_Release(stateBlock) > 0){
217 FIXME("(%p) Something's still holding the Update stateblock\n",This);
221 if (This->resources != NULL ) {
222 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
223 dumpResources(This->resources);
226 if(This->contexts) ERR("Context array not freed!\n");
227 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
228 This->haveHardwareCursor = FALSE;
230 IWineD3D_Release(This->wineD3D);
231 This->wineD3D = NULL;
232 HeapFree(GetProcessHeap(), 0, This);
233 TRACE("Freed device %p\n", This);
239 /**********************************************************
240 * IWineD3DDevice implementation follows
241 **********************************************************/
242 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
243 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
244 *pParent = This->parent;
245 IUnknown_AddRef(This->parent);
249 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
250 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
251 GLenum error, glUsage;
252 DWORD vboUsage = object->resource.usage;
253 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
254 WARN("Creating a vbo failed once, not trying again\n");
258 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
261 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
262 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
264 /* Make sure that the gl error is cleared. Do not use checkGLcall
265 * here because checkGLcall just prints a fixme and continues. However,
266 * if an error during VBO creation occurs we can fall back to non-vbo operation
267 * with full functionality(but performance loss)
269 while(glGetError() != GL_NO_ERROR);
271 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
272 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
273 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
274 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
275 * to check if the rhw and color values are in the correct format.
278 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
279 error = glGetError();
280 if(object->vbo == 0 || error != GL_NO_ERROR) {
281 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
285 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
286 error = glGetError();
287 if(error != GL_NO_ERROR) {
288 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
292 /* Don't use static, because dx apps tend to update the buffer
293 * quite often even if they specify 0 usage. Because we always keep the local copy
294 * we never read from the vbo and can create a write only opengl buffer.
296 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
297 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
298 case WINED3DUSAGE_DYNAMIC:
299 TRACE("Gl usage = GL_STREAM_DRAW\n");
300 glUsage = GL_STREAM_DRAW_ARB;
302 case WINED3DUSAGE_WRITEONLY:
304 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
305 glUsage = GL_DYNAMIC_DRAW_ARB;
309 /* Reserve memory for the buffer. The amount of data won't change
310 * so we are safe with calling glBufferData once with a NULL ptr and
311 * calling glBufferSubData on updates
313 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
314 error = glGetError();
315 if(error != GL_NO_ERROR) {
316 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
324 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
325 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
326 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
328 object->Flags |= VBFLAG_VBOCREATEFAIL;
333 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
334 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
336 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
337 IWineD3DVertexBufferImpl *object;
338 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
339 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
343 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
344 *ppVertexBuffer = NULL;
345 return WINED3DERR_INVALIDCALL;
348 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
350 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
351 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
353 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
354 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
358 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
359 * drawStridedFast (half-life 2).
361 * Basically converting the vertices in the buffer is quite expensive, and observations
362 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
363 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
365 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
366 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
367 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
368 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
370 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
371 * more. In this call we can convert dx7 buffers too.
373 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
374 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
375 (dxVersion > 7 || !conv) ) {
381 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
382 GLenum error, glUsage;
383 TRACE("Creating VBO for Index Buffer %p\n", object);
385 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
386 * restored on the next draw
388 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
391 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
392 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
396 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
397 error = glGetError();
398 if(error != GL_NO_ERROR || object->vbo == 0) {
399 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
403 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
404 error = glGetError();
405 if(error != GL_NO_ERROR) {
406 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
410 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
411 * copy no readback will be needed
413 glUsage = GL_STATIC_DRAW_ARB;
414 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
415 error = glGetError();
416 if(error != GL_NO_ERROR) {
417 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
421 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
425 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
426 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
431 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
432 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
433 HANDLE *sharedHandle, IUnknown *parent) {
434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
435 IWineD3DIndexBufferImpl *object;
436 TRACE("(%p) Creating index buffer\n", This);
438 /* Allocate the storage for the device */
439 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
441 if (Pool == WINED3DPOOL_DEFAULT ) { /* We need a local copy for drawStridedSlow */
442 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
445 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
446 CreateIndexBufferVBO(This, object);
449 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
450 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
451 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
456 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
459 IWineD3DStateBlockImpl *object;
463 D3DCREATEOBJECTINSTANCE(object, StateBlock)
464 object->blockType = Type;
466 for(i = 0; i < LIGHTMAP_SIZE; i++) {
467 list_init(&object->lightMap[i]);
470 /* Special case - Used during initialization to produce a placeholder stateblock
471 so other functions called can update a state block */
472 if (Type == WINED3DSBT_INIT) {
473 /* Don't bother increasing the reference count otherwise a device will never
474 be freed due to circular dependencies */
478 temp_result = allocate_shader_constants(object);
479 if (WINED3D_OK != temp_result)
482 /* Otherwise, might as well set the whole state block to the appropriate values */
483 if (This->stateBlock != NULL)
484 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
486 memset(object->streamFreq, 1, sizeof(object->streamFreq));
488 /* Reset the ref and type after kludging it */
489 object->wineD3DDevice = This;
491 object->blockType = Type;
493 TRACE("Updating changed flags appropriate for type %d\n", Type);
495 if (Type == WINED3DSBT_ALL) {
497 TRACE("ALL => Pretend everything has changed\n");
498 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
500 /* Lights are not part of the changed / set structure */
501 for(j = 0; j < LIGHTMAP_SIZE; j++) {
503 LIST_FOR_EACH(e, &object->lightMap[j]) {
504 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
505 light->changed = TRUE;
506 light->enabledChanged = TRUE;
509 } else if (Type == WINED3DSBT_PIXELSTATE) {
511 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
512 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
514 object->changed.pixelShader = TRUE;
516 /* Pixel Shader Constants */
517 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
518 object->changed.pixelShaderConstantsF[i] = TRUE;
519 for (i = 0; i < MAX_CONST_B; ++i)
520 object->changed.pixelShaderConstantsB[i] = TRUE;
521 for (i = 0; i < MAX_CONST_I; ++i)
522 object->changed.pixelShaderConstantsI[i] = TRUE;
524 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
525 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
527 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
528 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
529 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
532 for (j = 0 ; j < 16; j++) {
533 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
535 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
539 } else if (Type == WINED3DSBT_VERTEXSTATE) {
541 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
542 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
544 object->changed.vertexShader = TRUE;
546 /* Vertex Shader Constants */
547 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
548 object->changed.vertexShaderConstantsF[i] = TRUE;
549 for (i = 0; i < MAX_CONST_B; ++i)
550 object->changed.vertexShaderConstantsB[i] = TRUE;
551 for (i = 0; i < MAX_CONST_I; ++i)
552 object->changed.vertexShaderConstantsI[i] = TRUE;
554 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
555 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
557 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
558 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
559 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
562 for (j = 0 ; j < 16; j++){
563 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
564 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
568 for(j = 0; j < LIGHTMAP_SIZE; j++) {
570 LIST_FOR_EACH(e, &object->lightMap[j]) {
571 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
572 light->changed = TRUE;
573 light->enabledChanged = TRUE;
577 FIXME("Unrecognized state block type %d\n", Type);
580 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
584 /* ************************************
586 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
589 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
591 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
593 ******************************** */
595 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
598 unsigned int pow2Width, pow2Height;
599 unsigned int Size = 1;
600 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
601 TRACE("(%p) Create surface\n",This);
603 /** FIXME: Check ranges on the inputs are valid
606 * [in] Quality level. The valid range is between zero and one less than the level
607 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
608 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
609 * values of paired render targets, depth stencil surfaces, and the MultiSample type
611 *******************************/
616 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
618 * If this flag is set, the contents of the depth stencil buffer will be
619 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
620 * with a different depth surface.
622 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
623 ***************************/
625 if(MultisampleQuality < 0) {
626 FIXME("Invalid multisample level %d\n", MultisampleQuality);
627 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
630 if(MultisampleQuality > 0) {
631 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
632 MultisampleQuality=0;
635 /** FIXME: Check that the format is supported
637 *******************************/
639 /* Non-power2 support */
640 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
644 /* Find the nearest pow2 match */
645 pow2Width = pow2Height = 1;
646 while (pow2Width < Width) pow2Width <<= 1;
647 while (pow2Height < Height) pow2Height <<= 1;
650 if (pow2Width > Width || pow2Height > Height) {
651 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
652 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
653 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
654 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
655 This, Width, Height);
656 return WINED3DERR_NOTAVAILABLE;
660 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
661 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
663 *********************************/
664 if (WINED3DFMT_UNKNOWN == Format) {
666 } else if (Format == WINED3DFMT_DXT1) {
667 /* DXT1 is half byte per pixel */
668 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
670 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
671 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
672 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
674 /* The pitch is a multiple of 4 bytes */
675 Size = ((Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
679 /** Create and initialise the surface resource **/
680 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
681 /* "Standalone" surface */
682 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
684 object->currentDesc.Width = Width;
685 object->currentDesc.Height = Height;
686 object->currentDesc.MultiSampleType = MultiSample;
687 object->currentDesc.MultiSampleQuality = MultisampleQuality;
689 /* Setup some glformat defaults */
690 object->glDescription.glFormat = tableEntry->glFormat;
691 object->glDescription.glFormatInternal = tableEntry->glInternal;
692 object->glDescription.glType = tableEntry->glType;
694 object->glDescription.textureName = 0;
695 object->glDescription.level = Level;
696 object->glDescription.target = GL_TEXTURE_2D;
699 object->pow2Width = pow2Width;
700 object->pow2Height = pow2Height;
703 object->Flags = SFLAG_DYNLOCK;
704 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
705 object->Flags |= Discard ? SFLAG_DISCARD : 0;
706 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
707 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
710 if (WINED3DFMT_UNKNOWN != Format) {
711 object->bytesPerPixel = tableEntry->bpp;
713 object->bytesPerPixel = 0;
716 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
718 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
720 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
721 * this function is too deep to need to care about things like this.
722 * Levels need to be checked too, and possibly Type since they all affect what can be done.
723 * ****************************************/
725 case WINED3DPOOL_SCRATCH:
727 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
728 "which are mutually exclusive, setting lockable to TRUE\n");
731 case WINED3DPOOL_SYSTEMMEM:
732 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
733 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
734 case WINED3DPOOL_MANAGED:
735 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
736 "Usage of DYNAMIC which are mutually exclusive, not doing "
737 "anything just telling you.\n");
739 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
740 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
741 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
742 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
745 FIXME("(%p) Unknown pool %d\n", This, Pool);
749 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
750 FIXME("Trying to create a render target that isn't in the default pool\n");
753 /* mark the texture as dirty so that it gets loaded first time around*/
754 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
755 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
756 This, Width, Height, Format, debug_d3dformat(Format),
757 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
759 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
760 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
761 This->ddraw_primary = (IWineD3DSurface *) object;
763 /* Look at the implementation and set the correct Vtable */
766 /* Nothing to do, it's set already */
770 object->lpVtbl = &IWineGDISurface_Vtbl;
774 /* To be sure to catch this */
775 ERR("Unknown requested surface implementation %d!\n", Impl);
776 IWineD3DSurface_Release((IWineD3DSurface *) object);
777 return WINED3DERR_INVALIDCALL;
780 list_init(&object->renderbuffers);
782 /* Call the private setup routine */
783 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
787 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
788 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
789 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
790 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
793 IWineD3DTextureImpl *object;
798 unsigned int pow2Width;
799 unsigned int pow2Height;
802 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
803 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
804 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
806 /* TODO: It should only be possible to create textures for formats
807 that are reported as supported */
808 if (WINED3DFMT_UNKNOWN >= Format) {
809 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
810 return WINED3DERR_INVALIDCALL;
813 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
814 D3DINITIALIZEBASETEXTURE(object->baseTexture);
815 object->width = Width;
816 object->height = Height;
818 /** Non-power2 support **/
819 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
823 /* Find the nearest pow2 match */
824 pow2Width = pow2Height = 1;
825 while (pow2Width < Width) pow2Width <<= 1;
826 while (pow2Height < Height) pow2Height <<= 1;
829 /** FIXME: add support for real non-power-two if it's provided by the video card **/
830 /* Precalculated scaling for 'faked' non power of two texture coords */
831 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
832 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
833 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
835 /* Calculate levels for mip mapping */
837 TRACE("calculating levels %d\n", object->baseTexture.levels);
838 object->baseTexture.levels++;
841 while (tmpW > 1 || tmpH > 1) {
842 tmpW = max(1, tmpW >> 1);
843 tmpH = max(1, tmpH >> 1);
844 object->baseTexture.levels++;
846 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
849 /* Generate all the surfaces */
852 for (i = 0; i < object->baseTexture.levels; i++)
854 /* use the callback to create the texture surface */
855 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
856 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
857 FIXME("Failed to create surface %p\n", object);
859 object->surfaces[i] = NULL;
860 IWineD3DTexture_Release((IWineD3DTexture *)object);
866 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
867 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
868 /* calculate the next mipmap level */
869 tmpW = max(1, tmpW >> 1);
870 tmpH = max(1, tmpH >> 1);
873 TRACE("(%p) : Created texture %p\n", This, object);
877 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
878 UINT Width, UINT Height, UINT Depth,
879 UINT Levels, DWORD Usage,
880 WINED3DFORMAT Format, WINED3DPOOL Pool,
881 IWineD3DVolumeTexture **ppVolumeTexture,
882 HANDLE *pSharedHandle, IUnknown *parent,
883 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
886 IWineD3DVolumeTextureImpl *object;
892 /* TODO: It should only be possible to create textures for formats
893 that are reported as supported */
894 if (WINED3DFMT_UNKNOWN >= Format) {
895 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
896 return WINED3DERR_INVALIDCALL;
899 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
900 D3DINITIALIZEBASETEXTURE(object->baseTexture);
902 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
903 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
905 object->width = Width;
906 object->height = Height;
907 object->depth = Depth;
909 /* Calculate levels for mip mapping */
911 object->baseTexture.levels++;
915 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
916 tmpW = max(1, tmpW >> 1);
917 tmpH = max(1, tmpH >> 1);
918 tmpD = max(1, tmpD >> 1);
919 object->baseTexture.levels++;
921 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
924 /* Generate all the surfaces */
929 for (i = 0; i < object->baseTexture.levels; i++)
932 /* Create the volume */
933 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
934 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
937 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
938 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
939 *ppVolumeTexture = NULL;
943 /* Set its container to this object */
944 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
946 /* calcualte the next mipmap level */
947 tmpW = max(1, tmpW >> 1);
948 tmpH = max(1, tmpH >> 1);
949 tmpD = max(1, tmpD >> 1);
952 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
953 TRACE("(%p) : Created volume texture %p\n", This, object);
957 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
958 UINT Width, UINT Height, UINT Depth,
960 WINED3DFORMAT Format, WINED3DPOOL Pool,
961 IWineD3DVolume** ppVolume,
962 HANDLE* pSharedHandle, IUnknown *parent) {
964 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
965 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
966 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
968 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
970 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
971 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
973 object->currentDesc.Width = Width;
974 object->currentDesc.Height = Height;
975 object->currentDesc.Depth = Depth;
976 object->bytesPerPixel = formatDesc->bpp;
978 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
979 object->lockable = TRUE;
980 object->locked = FALSE;
981 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
982 object->dirty = TRUE;
984 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
987 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
988 UINT Levels, DWORD Usage,
989 WINED3DFORMAT Format, WINED3DPOOL Pool,
990 IWineD3DCubeTexture **ppCubeTexture,
991 HANDLE *pSharedHandle, IUnknown *parent,
992 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
994 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
995 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
999 unsigned int pow2EdgeLength = EdgeLength;
1001 /* TODO: It should only be possible to create textures for formats
1002 that are reported as supported */
1003 if (WINED3DFMT_UNKNOWN >= Format) {
1004 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1005 return WINED3DERR_INVALIDCALL;
1008 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1009 WARN("(%p) : Tried to create not supported cube texture\n", This);
1010 return WINED3DERR_INVALIDCALL;
1013 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1014 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1016 TRACE("(%p) Create Cube Texture\n", This);
1018 /** Non-power2 support **/
1020 /* Find the nearest pow2 match */
1022 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1024 object->edgeLength = EdgeLength;
1025 /* TODO: support for native non-power 2 */
1026 /* Precalculated scaling for 'faked' non power of two texture coords */
1027 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1029 /* Calculate levels for mip mapping */
1031 object->baseTexture.levels++;
1034 tmpW = max(1, tmpW >> 1);
1035 object->baseTexture.levels++;
1037 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1040 /* Generate all the surfaces */
1042 for (i = 0; i < object->baseTexture.levels; i++) {
1044 /* Create the 6 faces */
1045 for (j = 0; j < 6; j++) {
1047 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1048 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1050 if(hr!= WINED3D_OK) {
1054 for (l = 0; l < j; l++) {
1055 IWineD3DSurface_Release(object->surfaces[j][i]);
1057 for (k = 0; k < i; k++) {
1058 for (l = 0; l < 6; l++) {
1059 IWineD3DSurface_Release(object->surfaces[l][j]);
1063 FIXME("(%p) Failed to create surface\n",object);
1064 HeapFree(GetProcessHeap(),0,object);
1065 *ppCubeTexture = NULL;
1068 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1069 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1071 tmpW = max(1, tmpW >> 1);
1074 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1075 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1079 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1080 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1081 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1082 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1084 /* Just a check to see if we support this type of query */
1086 case WINED3DQUERYTYPE_OCCLUSION:
1087 TRACE("(%p) occlusion query\n", This);
1088 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1091 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1094 case WINED3DQUERYTYPE_EVENT:
1095 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1096 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1097 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1099 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1104 case WINED3DQUERYTYPE_VCACHE:
1105 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1106 case WINED3DQUERYTYPE_VERTEXSTATS:
1107 case WINED3DQUERYTYPE_TIMESTAMP:
1108 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1109 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1110 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1111 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1112 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1113 case WINED3DQUERYTYPE_PIXELTIMINGS:
1114 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1115 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1117 FIXME("(%p) Unhandled query type %d\n", This, Type);
1119 if(NULL == ppQuery || hr != WINED3D_OK) {
1123 D3DCREATEOBJECTINSTANCE(object, Query)
1124 object->type = Type;
1125 /* allocated the 'extended' data based on the type of query requested */
1127 case WINED3DQUERYTYPE_OCCLUSION:
1128 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1129 TRACE("(%p) Allocating data for an occlusion query\n", This);
1130 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1131 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1134 case WINED3DQUERYTYPE_EVENT:
1135 /* TODO: GL_APPLE_fence */
1136 if(GL_SUPPORT(APPLE_FENCE)) {
1137 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1138 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1139 checkGLcall("glGenFencesAPPLE");
1140 } else if(GL_SUPPORT(NV_FENCE)) {
1141 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1142 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1143 checkGLcall("glGenFencesNV");
1147 case WINED3DQUERYTYPE_VCACHE:
1148 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1149 case WINED3DQUERYTYPE_VERTEXSTATS:
1150 case WINED3DQUERYTYPE_TIMESTAMP:
1151 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1152 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1153 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1154 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1155 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1156 case WINED3DQUERYTYPE_PIXELTIMINGS:
1157 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1158 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1160 object->extendedData = 0;
1161 FIXME("(%p) Unhandled query type %d\n",This , Type);
1163 TRACE("(%p) : Created Query %p\n", This, object);
1167 /*****************************************************************************
1168 * IWineD3DDeviceImpl_SetupFullscreenWindow
1170 * Helper function that modifies a HWND's Style and ExStyle for proper
1174 * iface: Pointer to the IWineD3DDevice interface
1175 * window: Window to setup
1177 *****************************************************************************/
1178 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1181 LONG style, exStyle;
1182 /* Don't do anything if an original style is stored.
1183 * That shouldn't happen
1185 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1186 if (This->style || This->exStyle) {
1187 ERR("(%p): Want to change the window parameters of HWND %p, but "
1188 "another style is stored for restoration afterwards\n", This, window);
1191 /* Get the parameters and save them */
1192 style = GetWindowLongW(window, GWL_STYLE);
1193 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1194 This->style = style;
1195 This->exStyle = exStyle;
1197 /* Filter out window decorations */
1198 style &= ~WS_CAPTION;
1199 style &= ~WS_THICKFRAME;
1200 exStyle &= ~WS_EX_WINDOWEDGE;
1201 exStyle &= ~WS_EX_CLIENTEDGE;
1203 /* Make sure the window is managed, otherwise we won't get keyboard input */
1204 style |= WS_POPUP | WS_SYSMENU;
1206 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1207 This->style, This->exStyle, style, exStyle);
1209 SetWindowLongW(window, GWL_STYLE, style);
1210 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1212 /* Inform the window about the update. */
1213 SetWindowPos(window, HWND_TOP, 0, 0,
1214 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1215 ShowWindow(window, SW_NORMAL);
1218 /*****************************************************************************
1219 * IWineD3DDeviceImpl_RestoreWindow
1221 * Helper function that restores a windows' properties when taking it out
1222 * of fullscreen mode
1225 * iface: Pointer to the IWineD3DDevice interface
1226 * window: Window to setup
1228 *****************************************************************************/
1229 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1232 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1233 * switch, do nothing
1235 if (!This->style && !This->exStyle) return;
1237 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1238 This, window, This->style, This->exStyle);
1240 SetWindowLongW(window, GWL_STYLE, This->style);
1241 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1243 /* Delete the old values */
1247 /* Inform the window about the update */
1248 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1249 0, 0, 0, 0, /* Pos, Size, ignored */
1250 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1253 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1254 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1256 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1257 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1261 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1262 HRESULT hr = WINED3D_OK;
1263 IUnknown *bufferParent;
1266 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1268 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1269 * does a device hold a reference to a swap chain giving them a lifetime of the device
1270 * or does the swap chain notify the device of its destruction.
1271 *******************************/
1273 /* Check the params */
1274 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1275 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1276 return WINED3DERR_INVALIDCALL;
1277 } else if (pPresentationParameters->BackBufferCount > 1) {
1278 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1281 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1283 /*********************
1284 * Lookup the window Handle and the relating X window handle
1285 ********************/
1287 /* Setup hwnd we are using, plus which display this equates to */
1288 object->win_handle = pPresentationParameters->hDeviceWindow;
1289 if (!object->win_handle) {
1290 object->win_handle = This->createParms.hFocusWindow;
1293 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1294 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1295 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1296 return WINED3DERR_NOTAVAILABLE;
1298 hDc = GetDC(object->win_handle);
1299 display = get_display(hDc);
1300 ReleaseDC(object->win_handle, hDc);
1301 TRACE("Using a display of %p %p\n", display, hDc);
1303 if (NULL == display || NULL == hDc) {
1304 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1305 return WINED3DERR_NOTAVAILABLE;
1308 if (object->win == 0) {
1309 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1310 return WINED3DERR_NOTAVAILABLE;
1313 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1314 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1315 object->orig_fmt = pixelformat_for_depth(GetDeviceCaps(hDc, BITSPIXEL) * GetDeviceCaps(hDc, PLANES));
1317 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1318 * then the corresponding dimension of the client area of the hDeviceWindow
1319 * (or the focus window, if hDeviceWindow is NULL) is taken.
1320 **********************/
1322 if (pPresentationParameters->Windowed &&
1323 ((pPresentationParameters->BackBufferWidth == 0) ||
1324 (pPresentationParameters->BackBufferHeight == 0))) {
1327 GetClientRect(object->win_handle, &Rect);
1329 if (pPresentationParameters->BackBufferWidth == 0) {
1330 pPresentationParameters->BackBufferWidth = Rect.right;
1331 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1333 if (pPresentationParameters->BackBufferHeight == 0) {
1334 pPresentationParameters->BackBufferHeight = Rect.bottom;
1335 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1339 /* Put the correct figures in the presentation parameters */
1340 TRACE("Copying across presentation parameters\n");
1341 object->presentParms = *pPresentationParameters;
1343 TRACE("calling rendertarget CB\n");
1344 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1346 object->presentParms.BackBufferWidth,
1347 object->presentParms.BackBufferHeight,
1348 object->presentParms.BackBufferFormat,
1349 object->presentParms.MultiSampleType,
1350 object->presentParms.MultiSampleQuality,
1351 TRUE /* Lockable */,
1352 &object->frontBuffer,
1353 NULL /* pShared (always null)*/);
1354 if (object->frontBuffer != NULL) {
1355 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1357 ERR("Failed to create the front buffer\n");
1362 * Create an opengl context for the display visual
1363 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1364 * use different properties after that point in time. FIXME: How to handle when requested format
1365 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1366 * it chooses is identical to the one already being used!
1367 **********************************/
1368 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1370 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1371 if(!object->context)
1372 return E_OUTOFMEMORY;
1373 object->num_contexts = 1;
1376 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win);
1379 if (!object->context[0]) {
1380 ERR("Failed to create a new context\n");
1381 hr = WINED3DERR_NOTAVAILABLE;
1384 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n",
1385 object->win_handle, object->context[0]->glCtx, object->win);
1388 /*********************
1389 * Windowed / Fullscreen
1390 *******************/
1393 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1394 * so we should really check to see if there is a fullscreen swapchain already
1395 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1396 **************************************/
1398 if (!pPresentationParameters->Windowed) {
1405 /* Get info on the current display setup */
1407 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1410 /* Change the display settings */
1411 memset(&devmode, 0, sizeof(DEVMODEW));
1412 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1413 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1414 devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
1415 devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
1416 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1417 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1419 /* For GetDisplayMode */
1420 This->ddraw_width = devmode.dmPelsWidth;
1421 This->ddraw_height = devmode.dmPelsHeight;
1422 This->ddraw_format = pPresentationParameters->BackBufferFormat;
1424 IWineD3DDevice_SetFullscreen(iface, TRUE);
1426 /* And finally clip mouse to our screen */
1427 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1428 ClipCursor(&clip_rc);
1431 /*********************
1432 * Create the back, front and stencil buffers
1433 *******************/
1434 if(object->presentParms.BackBufferCount > 0) {
1437 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1438 if(!object->backBuffer) {
1439 ERR("Out of memory\n");
1444 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1445 TRACE("calling rendertarget CB\n");
1446 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1448 object->presentParms.BackBufferWidth,
1449 object->presentParms.BackBufferHeight,
1450 object->presentParms.BackBufferFormat,
1451 object->presentParms.MultiSampleType,
1452 object->presentParms.MultiSampleQuality,
1453 TRUE /* Lockable */,
1454 &object->backBuffer[i],
1455 NULL /* pShared (always null)*/);
1456 if(hr == WINED3D_OK && object->backBuffer[i]) {
1457 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1459 ERR("Cannot create new back buffer\n");
1463 glDrawBuffer(GL_BACK);
1464 checkGLcall("glDrawBuffer(GL_BACK)");
1468 object->backBuffer = NULL;
1470 /* Single buffering - draw to front buffer */
1472 glDrawBuffer(GL_FRONT);
1473 checkGLcall("glDrawBuffer(GL_FRONT)");
1477 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1478 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1479 TRACE("Creating depth stencil buffer\n");
1480 if (This->depthStencilBuffer == NULL ) {
1481 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1483 object->presentParms.BackBufferWidth,
1484 object->presentParms.BackBufferHeight,
1485 object->presentParms.AutoDepthStencilFormat,
1486 object->presentParms.MultiSampleType,
1487 object->presentParms.MultiSampleQuality,
1488 FALSE /* FIXME: Discard */,
1489 &This->depthStencilBuffer,
1490 NULL /* pShared (always null)*/ );
1491 if (This->depthStencilBuffer != NULL)
1492 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1495 /** TODO: A check on width, height and multisample types
1496 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1497 ****************************/
1498 object->wantsDepthStencilBuffer = TRUE;
1500 object->wantsDepthStencilBuffer = FALSE;
1503 TRACE("Created swapchain %p\n", object);
1504 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1508 if (object->backBuffer) {
1510 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1511 if(object->backBuffer[i]) {
1512 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1513 IUnknown_Release(bufferParent); /* once for the get parent */
1514 if (IUnknown_Release(bufferParent) > 0) {
1515 FIXME("(%p) Something's still holding the back buffer\n",This);
1519 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1520 object->backBuffer = NULL;
1522 if(object->context[0])
1523 DestroyContext(This, object->context[0]);
1524 if(object->frontBuffer) {
1525 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1526 IUnknown_Release(bufferParent); /* once for the get parent */
1527 if (IUnknown_Release(bufferParent) > 0) {
1528 FIXME("(%p) Something's still holding the front buffer\n",This);
1531 HeapFree(GetProcessHeap(), 0, object);
1535 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1536 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1537 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1538 TRACE("(%p)\n", This);
1540 return This->NumberOfSwapChains;
1543 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1545 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1547 if(iSwapChain < This->NumberOfSwapChains) {
1548 *pSwapChain = This->swapchains[iSwapChain];
1549 IWineD3DSwapChain_AddRef(*pSwapChain);
1550 TRACE("(%p) returning %p\n", This, *pSwapChain);
1553 TRACE("Swapchain out of range\n");
1555 return WINED3DERR_INVALIDCALL;
1560 * Vertex Declaration
1562 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1563 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, size_t element_count) {
1564 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1565 IWineD3DVertexDeclarationImpl *object = NULL;
1566 HRESULT hr = WINED3D_OK;
1568 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1569 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1571 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1573 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1578 static size_t ConvertFvfToDeclaration(DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1580 unsigned int idx, idx2;
1581 unsigned int offset;
1582 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1583 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1584 BOOL has_blend_idx = has_blend &&
1585 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1586 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1587 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1588 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1589 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1590 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1591 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1593 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1594 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1596 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1597 WINED3DVERTEXELEMENT *elements = NULL;
1600 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1601 if (has_blend_idx) num_blends--;
1603 /* Compute declaration size */
1604 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1605 has_psize + has_diffuse + has_specular + num_textures + 1;
1607 /* convert the declaration */
1608 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1612 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1615 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1616 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1617 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1620 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1621 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1623 elements[idx].UsageIndex = 0;
1626 if (has_blend && (num_blends > 0)) {
1627 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1628 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1630 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1631 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1632 elements[idx].UsageIndex = 0;
1635 if (has_blend_idx) {
1636 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1637 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1638 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1639 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1640 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1642 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1643 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1644 elements[idx].UsageIndex = 0;
1648 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1649 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1650 elements[idx].UsageIndex = 0;
1654 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1655 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1656 elements[idx].UsageIndex = 0;
1660 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1661 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1662 elements[idx].UsageIndex = 0;
1666 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1667 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1668 elements[idx].UsageIndex = 1;
1671 for (idx2 = 0; idx2 < num_textures; idx2++) {
1672 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1673 switch (numcoords) {
1674 case WINED3DFVF_TEXTUREFORMAT1:
1675 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1677 case WINED3DFVF_TEXTUREFORMAT2:
1678 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1680 case WINED3DFVF_TEXTUREFORMAT3:
1681 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1683 case WINED3DFVF_TEXTUREFORMAT4:
1684 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1687 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1688 elements[idx].UsageIndex = idx2;
1692 /* Now compute offsets, and initialize the rest of the fields */
1693 for (idx = 0, offset = 0; idx < size-1; idx++) {
1694 elements[idx].Stream = 0;
1695 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1696 elements[idx].Offset = offset;
1697 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1700 *ppVertexElements = elements;
1704 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1705 WINED3DVERTEXELEMENT* elements = NULL;
1709 size = ConvertFvfToDeclaration(Fvf, &elements);
1710 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1712 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1713 HeapFree(GetProcessHeap(), 0, elements);
1714 if (hr != S_OK) return hr;
1719 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1720 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1722 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1723 HRESULT hr = WINED3D_OK;
1724 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1725 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1727 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1729 if (vertex_declaration) {
1730 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1733 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1735 if (WINED3D_OK != hr) {
1736 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1737 IWineD3DVertexShader_Release(*ppVertexShader);
1738 return WINED3DERR_INVALIDCALL;
1744 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1745 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1746 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1747 HRESULT hr = WINED3D_OK;
1749 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1750 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1751 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1752 if (WINED3D_OK == hr) {
1753 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1755 WARN("(%p) : Failed to create pixel shader\n", This);
1761 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1762 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1763 IWineD3DPaletteImpl *object;
1765 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1767 /* Create the new object */
1768 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1770 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1771 return E_OUTOFMEMORY;
1774 object->lpVtbl = &IWineD3DPalette_Vtbl;
1776 object->Flags = Flags;
1777 object->parent = Parent;
1778 object->wineD3DDevice = This;
1779 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1781 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1784 HeapFree( GetProcessHeap(), 0, object);
1785 return E_OUTOFMEMORY;
1788 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1790 IWineD3DPalette_Release((IWineD3DPalette *) object);
1794 *Palette = (IWineD3DPalette *) object;
1799 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1800 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1801 IWineD3DSwapChainImpl *swapchain;
1804 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1805 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1807 /* TODO: Test if OpenGL is compiled in and loaded */
1809 /* Initialize the texture unit mapping to a 1:1 mapping */
1810 for(state = 0; state < MAX_SAMPLERS; state++) {
1811 This->texUnitMap[state] = state;
1813 This->oneToOneTexUnitMap = TRUE;
1815 /* Setup the implicit swapchain */
1816 TRACE("Creating implicit swapchain\n");
1817 if (FAILED(D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain)) || !swapchain) {
1818 WARN("Failed to create implicit swapchain\n");
1819 return WINED3DERR_INVALIDCALL;
1822 This->NumberOfSwapChains = 1;
1823 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1824 if(!This->swapchains) {
1825 ERR("Out of memory!\n");
1826 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1827 return E_OUTOFMEMORY;
1829 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1831 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, swapchain->win_handle);
1833 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1834 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1835 This->render_targets[0] = swapchain->backBuffer[0];
1836 This->lastActiveRenderTarget = swapchain->backBuffer[0];
1839 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1840 This->render_targets[0] = swapchain->frontBuffer;
1841 This->lastActiveRenderTarget = swapchain->frontBuffer;
1843 IWineD3DSurface_AddRef(This->render_targets[0]);
1844 This->activeContext = swapchain->context[0];
1846 /* Depth Stencil support */
1847 This->stencilBufferTarget = This->depthStencilBuffer;
1848 if (NULL != This->stencilBufferTarget) {
1849 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1852 /* Set up some starting GL setup */
1855 * Initialize openGL extension related variables
1856 * with Default values
1859 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps(This->wineD3D, swapchain->context[0]->display);
1860 /* Setup all the devices defaults */
1861 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1863 IWineD3DImpl_CheckGraphicsMemory();
1866 { /* Set a default viewport */
1870 vp.Width = pPresentationParameters->BackBufferWidth;
1871 vp.Height = pPresentationParameters->BackBufferHeight;
1874 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1877 /* Initialize the current view state */
1878 This->view_ident = 1;
1879 This->contexts[0]->last_was_rhw = 0;
1880 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1881 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1883 switch(wined3d_settings.offscreen_rendering_mode) {
1886 This->offscreenBuffer = GL_BACK;
1889 case ORM_BACKBUFFER:
1891 if(GL_LIMITS(aux_buffers) > 0) {
1892 TRACE("Using auxilliary buffer for offscreen rendering\n");
1893 This->offscreenBuffer = GL_AUX0;
1895 TRACE("Using back buffer for offscreen rendering\n");
1896 This->offscreenBuffer = GL_BACK;
1901 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1904 /* Clear the screen */
1905 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1906 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1909 This->d3d_initialized = TRUE;
1913 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1914 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1917 TRACE("(%p)\n", This);
1919 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1922 /* I don't think that the interface guarants that the device is destroyed from the same thread
1923 * it was created. Thus make sure a context is active for the glDelete* calls
1925 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1928 /* Delete the pbuffer context if there is any */
1929 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
1931 /* Delete the mouse cursor texture */
1932 if(This->cursorTexture) {
1934 glDeleteTextures(1, &This->cursorTexture);
1936 This->cursorTexture = 0;
1939 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
1940 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1943 /* Release the buffers (with sanity checks)*/
1944 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1945 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1946 if(This->depthStencilBuffer != This->stencilBufferTarget)
1947 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1949 This->stencilBufferTarget = NULL;
1951 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1952 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1953 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1955 TRACE("Setting rendertarget to NULL\n");
1956 This->render_targets[0] = NULL;
1958 if (This->depthStencilBuffer) {
1959 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1960 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1962 This->depthStencilBuffer = NULL;
1965 for(i=0; i < This->NumberOfSwapChains; i++) {
1966 TRACE("Releasing the implicit swapchain %d\n", i);
1967 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1968 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1972 HeapFree(GetProcessHeap(), 0, This->swapchains);
1973 This->swapchains = NULL;
1974 This->NumberOfSwapChains = 0;
1976 This->d3d_initialized = FALSE;
1980 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
1981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1982 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
1984 /* Setup the window for fullscreen mode */
1985 if(fullscreen && !This->ddraw_fullscreen) {
1986 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
1987 } else if(!fullscreen && This->ddraw_fullscreen) {
1988 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
1991 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
1992 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
1993 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
1996 This->ddraw_fullscreen = fullscreen;
1999 /* Enables thead safety in the wined3d device and its resources. Called by DirectDraw
2000 * from SetCooperativeLeven if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2001 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2003 * There is no way to deactivate thread safety once it is enabled
2005 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2006 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2007 FIXME("No thread safety in wined3d yet\n");
2009 /*For now just store the flag(needed in case of ddraw) */
2010 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2015 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2017 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2019 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2022 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2024 /* Resize the screen even without a window:
2025 * The app could have unset it with SetCooperativeLevel, but not called
2026 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2027 * but we don't have any hwnd
2030 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2031 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2032 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2033 devmode.dmPelsWidth = pMode->Width;
2034 devmode.dmPelsHeight = pMode->Height;
2036 devmode.dmDisplayFrequency = pMode->RefreshRate;
2037 if (pMode->RefreshRate != 0) {
2038 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2041 /* Only change the mode if necessary */
2042 if( (This->ddraw_width == pMode->Width) &&
2043 (This->ddraw_height == pMode->Height) &&
2044 (This->ddraw_format == pMode->Format) &&
2045 (pMode->RefreshRate == 0) ) {
2049 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2050 if (ret != DISP_CHANGE_SUCCESSFUL) {
2051 if(devmode.dmDisplayFrequency != 0) {
2052 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2053 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2054 devmode.dmDisplayFrequency = 0;
2055 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2057 if(ret != DISP_CHANGE_SUCCESSFUL) {
2058 return WINED3DERR_NOTAVAILABLE;
2062 /* Store the new values */
2063 This->ddraw_width = pMode->Width;
2064 This->ddraw_height = pMode->Height;
2065 This->ddraw_format = pMode->Format;
2067 /* Only do this with a window of course */
2068 if(This->ddraw_window)
2069 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2071 /* And finally clip mouse to our screen */
2072 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2073 ClipCursor(&clip_rc);
2078 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2080 *ppD3D= This->wineD3D;
2081 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2082 IWineD3D_AddRef(*ppD3D);
2086 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2087 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2088 * into the video ram as possible and seeing how many fit
2089 * you can also get the correct initial value from nvidia and ATI's driver via X
2090 * texture memory is video memory + AGP memory
2091 *******************/
2092 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2093 static BOOL showfixmes = TRUE;
2095 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2096 (wined3d_settings.emulated_textureram/(1024*1024)),
2097 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2100 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2101 (wined3d_settings.emulated_textureram/(1024*1024)),
2102 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2103 /* return simulated texture memory left */
2104 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2112 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2113 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2115 /* Update the current state block */
2116 This->updateStateBlock->changed.fvf = TRUE;
2117 This->updateStateBlock->set.fvf = TRUE;
2119 if(This->updateStateBlock->fvf == fvf) {
2120 TRACE("Application is setting the old fvf over, nothing to do\n");
2124 This->updateStateBlock->fvf = fvf;
2125 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2126 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2131 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2133 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2134 *pfvf = This->stateBlock->fvf;
2139 * Get / Set Stream Source
2141 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2142 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2143 IWineD3DVertexBuffer *oldSrc;
2145 if (StreamNumber >= MAX_STREAMS) {
2146 WARN("Stream out of range %d\n", StreamNumber);
2147 return WINED3DERR_INVALIDCALL;
2150 oldSrc = This->stateBlock->streamSource[StreamNumber];
2151 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2153 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2154 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2156 if(oldSrc == pStreamData &&
2157 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2158 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2159 TRACE("Application is setting the old values over, nothing to do\n");
2163 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2165 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2166 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2169 /* Handle recording of state blocks */
2170 if (This->isRecordingState) {
2171 TRACE("Recording... not performing anything\n");
2175 /* Need to do a getParent and pass the reffs up */
2176 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2177 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2178 so for now, just count internally */
2179 if (pStreamData != NULL) {
2180 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2181 InterlockedIncrement(&vbImpl->bindCount);
2183 if (oldSrc != NULL) {
2184 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2187 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2192 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2195 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2196 This->stateBlock->streamSource[StreamNumber],
2197 This->stateBlock->streamOffset[StreamNumber],
2198 This->stateBlock->streamStride[StreamNumber]);
2200 if (StreamNumber >= MAX_STREAMS) {
2201 WARN("Stream out of range %d\n", StreamNumber);
2202 return WINED3DERR_INVALIDCALL;
2204 *pStream = This->stateBlock->streamSource[StreamNumber];
2205 *pStride = This->stateBlock->streamStride[StreamNumber];
2207 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2210 if (*pStream != NULL) {
2211 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2216 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2218 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2219 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2221 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2222 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2224 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2225 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2226 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2228 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2229 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2230 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2236 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2237 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2239 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2240 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2242 TRACE("(%p) : returning %d\n", This, *Divider);
2248 * Get / Set & Multiply Transform
2250 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2251 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2253 /* Most of this routine, comments included copied from ddraw tree initially: */
2254 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2256 /* Handle recording of state blocks */
2257 if (This->isRecordingState) {
2258 TRACE("Recording... not performing anything\n");
2259 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2260 This->updateStateBlock->set.transform[d3dts] = TRUE;
2261 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2266 * If the new matrix is the same as the current one,
2267 * we cut off any further processing. this seems to be a reasonable
2268 * optimization because as was noticed, some apps (warcraft3 for example)
2269 * tend towards setting the same matrix repeatedly for some reason.
2271 * From here on we assume that the new matrix is different, wherever it matters.
2273 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2274 TRACE("The app is setting the same matrix over again\n");
2277 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2281 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2282 where ViewMat = Camera space, WorldMat = world space.
2284 In OpenGL, camera and world space is combined into GL_MODELVIEW
2285 matrix. The Projection matrix stay projection matrix.
2288 /* Capture the times we can just ignore the change for now */
2289 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2290 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2291 /* Handled by the state manager */
2294 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2298 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2300 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2301 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2305 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2306 WINED3DMATRIX *mat = NULL;
2309 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2310 * below means it will be recorded in a state block change, but it
2311 * works regardless where it is recorded.
2312 * If this is found to be wrong, change to StateBlock.
2314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2315 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2317 if (State < HIGHEST_TRANSFORMSTATE)
2319 mat = &This->updateStateBlock->transforms[State];
2321 FIXME("Unhandled transform state!!\n");
2324 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2326 /* Apply change via set transform - will reapply to eg. lights this way */
2327 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2333 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2334 you can reference any indexes you want as long as that number max are enabled at any
2335 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2336 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2337 but when recording, just build a chain pretty much of commands to be replayed. */
2339 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2341 PLIGHTINFOEL *object = NULL;
2342 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2346 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2348 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2352 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2353 return WINED3DERR_INVALIDCALL;
2356 switch(pLight->Type) {
2357 case WINED3DLIGHT_POINT:
2358 case WINED3DLIGHT_SPOT:
2359 case WINED3DLIGHT_PARALLELPOINT:
2360 case WINED3DLIGHT_GLSPOT:
2361 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2364 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2365 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2366 return WINED3DERR_INVALIDCALL;
2370 case WINED3DLIGHT_DIRECTIONAL:
2371 /* Ignores attenuation */
2375 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2376 return WINED3DERR_INVALIDCALL;
2379 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2380 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2381 if(object->OriginalIndex == Index) break;
2386 TRACE("Adding new light\n");
2387 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2389 ERR("Out of memory error when allocating a light\n");
2390 return E_OUTOFMEMORY;
2392 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2393 object->glIndex = -1;
2394 object->OriginalIndex = Index;
2395 object->changed = TRUE;
2398 /* Initialize the object */
2399 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2400 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2401 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2402 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2403 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2404 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2405 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2407 /* Save away the information */
2408 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2410 switch (pLight->Type) {
2411 case WINED3DLIGHT_POINT:
2413 object->lightPosn[0] = pLight->Position.x;
2414 object->lightPosn[1] = pLight->Position.y;
2415 object->lightPosn[2] = pLight->Position.z;
2416 object->lightPosn[3] = 1.0f;
2417 object->cutoff = 180.0f;
2421 case WINED3DLIGHT_DIRECTIONAL:
2423 object->lightPosn[0] = -pLight->Direction.x;
2424 object->lightPosn[1] = -pLight->Direction.y;
2425 object->lightPosn[2] = -pLight->Direction.z;
2426 object->lightPosn[3] = 0.0;
2427 object->exponent = 0.0f;
2428 object->cutoff = 180.0f;
2431 case WINED3DLIGHT_SPOT:
2433 object->lightPosn[0] = pLight->Position.x;
2434 object->lightPosn[1] = pLight->Position.y;
2435 object->lightPosn[2] = pLight->Position.z;
2436 object->lightPosn[3] = 1.0;
2439 object->lightDirn[0] = pLight->Direction.x;
2440 object->lightDirn[1] = pLight->Direction.y;
2441 object->lightDirn[2] = pLight->Direction.z;
2442 object->lightDirn[3] = 1.0;
2445 * opengl-ish and d3d-ish spot lights use too different models for the
2446 * light "intensity" as a function of the angle towards the main light direction,
2447 * so we only can approximate very roughly.
2448 * however spot lights are rather rarely used in games (if ever used at all).
2449 * furthermore if still used, probably nobody pays attention to such details.
2451 if (pLight->Falloff == 0) {
2454 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2456 if (rho < 0.0001) rho = 0.0001f;
2457 object->exponent = -0.3/log(cos(rho/2));
2458 if (object->exponent > 128.0) {
2459 object->exponent = 128.0;
2461 object->cutoff = pLight->Phi*90/M_PI;
2467 FIXME("Unrecognized light type %d\n", pLight->Type);
2470 /* Update the live definitions if the light is currently assigned a glIndex */
2471 if (object->glIndex != -1 && !This->isRecordingState) {
2472 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2477 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2478 PLIGHTINFOEL *lightInfo = NULL;
2479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2480 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2482 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2484 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2485 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2486 if(lightInfo->OriginalIndex == Index) break;
2490 if (lightInfo == NULL) {
2491 TRACE("Light information requested but light not defined\n");
2492 return WINED3DERR_INVALIDCALL;
2495 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2500 * Get / Set Light Enable
2501 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2503 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2504 PLIGHTINFOEL *lightInfo = NULL;
2505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2506 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2508 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2510 /* Tests show true = 128...not clear why */
2511 Enable = Enable? 128: 0;
2513 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2514 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2515 if(lightInfo->OriginalIndex == Index) break;
2518 TRACE("Found light: %p\n", lightInfo);
2520 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2521 if (lightInfo == NULL) {
2523 TRACE("Light enabled requested but light not defined, so defining one!\n");
2524 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2526 /* Search for it again! Should be fairly quick as near head of list */
2527 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2528 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2529 if(lightInfo->OriginalIndex == Index) break;
2532 if (lightInfo == NULL) {
2533 FIXME("Adding default lights has failed dismally\n");
2534 return WINED3DERR_INVALIDCALL;
2538 lightInfo->enabledChanged = TRUE;
2540 if(lightInfo->glIndex != -1) {
2541 if(!This->isRecordingState) {
2542 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2545 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2546 lightInfo->glIndex = -1;
2548 TRACE("Light already disabled, nothing to do\n");
2551 if (lightInfo->glIndex != -1) {
2553 TRACE("Nothing to do as light was enabled\n");
2556 /* Find a free gl light */
2557 for(i = 0; i < This->maxConcurrentLights; i++) {
2558 if(This->stateBlock->activeLights[i] == NULL) {
2559 This->stateBlock->activeLights[i] = lightInfo;
2560 lightInfo->glIndex = i;
2564 if(lightInfo->glIndex == -1) {
2565 ERR("Too many concurrently active lights\n");
2566 return WINED3DERR_INVALIDCALL;
2569 /* i == lightInfo->glIndex */
2570 if(!This->isRecordingState) {
2571 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2579 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2581 PLIGHTINFOEL *lightInfo = NULL;
2582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2584 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2585 TRACE("(%p) : for idx(%d)\n", This, Index);
2587 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2588 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2589 if(lightInfo->OriginalIndex == Index) break;
2593 if (lightInfo == NULL) {
2594 TRACE("Light enabled state requested but light not defined\n");
2595 return WINED3DERR_INVALIDCALL;
2597 /* true is 128 according to SetLightEnable */
2598 *pEnable = lightInfo->glIndex != -1 ? 128 : 0;
2603 * Get / Set Clip Planes
2605 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2607 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2609 /* Validate Index */
2610 if (Index >= GL_LIMITS(clipplanes)) {
2611 TRACE("Application has requested clipplane this device doesn't support\n");
2612 return WINED3DERR_INVALIDCALL;
2615 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2616 This->updateStateBlock->set.clipplane[Index] = TRUE;
2618 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2619 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2620 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2621 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2622 TRACE("Application is setting old values over, nothing to do\n");
2626 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2627 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2628 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2629 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2631 /* Handle recording of state blocks */
2632 if (This->isRecordingState) {
2633 TRACE("Recording... not performing anything\n");
2637 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2642 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2643 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2644 TRACE("(%p) : for idx %d\n", This, Index);
2646 /* Validate Index */
2647 if (Index >= GL_LIMITS(clipplanes)) {
2648 TRACE("Application has requested clipplane this device doesn't support\n");
2649 return WINED3DERR_INVALIDCALL;
2652 pPlane[0] = This->stateBlock->clipplane[Index][0];
2653 pPlane[1] = This->stateBlock->clipplane[Index][1];
2654 pPlane[2] = This->stateBlock->clipplane[Index][2];
2655 pPlane[3] = This->stateBlock->clipplane[Index][3];
2660 * Get / Set Clip Plane Status
2661 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2663 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2665 FIXME("(%p) : stub\n", This);
2666 if (NULL == pClipStatus) {
2667 return WINED3DERR_INVALIDCALL;
2669 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2670 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2674 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2676 FIXME("(%p) : stub\n", This);
2677 if (NULL == pClipStatus) {
2678 return WINED3DERR_INVALIDCALL;
2680 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2681 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2686 * Get / Set Material
2688 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2691 This->updateStateBlock->changed.material = TRUE;
2692 This->updateStateBlock->set.material = TRUE;
2693 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2695 /* Handle recording of state blocks */
2696 if (This->isRecordingState) {
2697 TRACE("Recording... not performing anything\n");
2702 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2703 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2704 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2705 pMaterial->Ambient.b, pMaterial->Ambient.a);
2706 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2707 pMaterial->Specular.b, pMaterial->Specular.a);
2708 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2709 pMaterial->Emissive.b, pMaterial->Emissive.a);
2710 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2712 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2713 checkGLcall("glMaterialfv(GL_AMBIENT)");
2714 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2715 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2717 /* Only change material color if specular is enabled, otherwise it is set to black */
2718 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2719 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2720 checkGLcall("glMaterialfv(GL_SPECULAR");
2722 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2723 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2724 checkGLcall("glMaterialfv(GL_SPECULAR");
2726 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2727 checkGLcall("glMaterialfv(GL_EMISSION)");
2728 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2729 checkGLcall("glMaterialf(GL_SHININESS");
2735 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2736 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2737 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2738 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2739 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2740 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2741 pMaterial->Ambient.b, pMaterial->Ambient.a);
2742 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2743 pMaterial->Specular.b, pMaterial->Specular.a);
2744 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2745 pMaterial->Emissive.b, pMaterial->Emissive.a);
2746 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2754 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2755 UINT BaseVertexIndex) {
2756 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2757 IWineD3DIndexBuffer *oldIdxs;
2758 UINT oldBaseIndex = This->updateStateBlock->baseVertexIndex;
2760 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2761 oldIdxs = This->updateStateBlock->pIndexData;
2763 This->updateStateBlock->changed.indices = TRUE;
2764 This->updateStateBlock->set.indices = TRUE;
2765 This->updateStateBlock->pIndexData = pIndexData;
2766 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2768 /* Handle recording of state blocks */
2769 if (This->isRecordingState) {
2770 TRACE("Recording... not performing anything\n");
2774 /* The base vertex index affects the stream sources, while
2775 * The index buffer is a seperate index buffer state
2777 if(BaseVertexIndex != oldBaseIndex) {
2778 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2780 if(oldIdxs != pIndexData) {
2781 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2786 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2787 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2789 *ppIndexData = This->stateBlock->pIndexData;
2791 /* up ref count on ppindexdata */
2793 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2794 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2795 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2797 TRACE("(%p) No index data set\n", This);
2799 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2804 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2805 static HRESULT WINAPI IWineD3DDeviceImpl_SetBasevertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
2806 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2807 TRACE("(%p)->(%d)\n", This, BaseIndex);
2809 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2810 TRACE("Application is setting the old value over, nothing to do\n");
2814 This->updateStateBlock->baseVertexIndex = BaseIndex;
2816 if (This->isRecordingState) {
2817 TRACE("Recording... not performing anything\n");
2820 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2825 * Get / Set Viewports
2827 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2828 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2830 TRACE("(%p)\n", This);
2831 This->updateStateBlock->changed.viewport = TRUE;
2832 This->updateStateBlock->set.viewport = TRUE;
2833 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2835 /* Handle recording of state blocks */
2836 if (This->isRecordingState) {
2837 TRACE("Recording... not performing anything\n");
2841 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2842 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2844 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2849 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2850 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2851 TRACE("(%p)\n", This);
2852 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2857 * Get / Set Render States
2858 * TODO: Verify against dx9 definitions
2860 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2862 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2863 DWORD oldValue = This->stateBlock->renderState[State];
2865 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2867 This->updateStateBlock->changed.renderState[State] = TRUE;
2868 This->updateStateBlock->set.renderState[State] = TRUE;
2869 This->updateStateBlock->renderState[State] = Value;
2871 /* Handle recording of state blocks */
2872 if (This->isRecordingState) {
2873 TRACE("Recording... not performing anything\n");
2877 /* Compared here and not before the assignment to allow proper stateblock recording */
2878 if(Value == oldValue) {
2879 TRACE("Application is setting the old value over, nothing to do\n");
2881 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2887 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2889 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2890 *pValue = This->stateBlock->renderState[State];
2895 * Get / Set Sampler States
2896 * TODO: Verify against dx9 definitions
2899 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2900 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2901 DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
2904 * SetSampler is designed to allow for more than the standard up to 8 textures
2905 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2906 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2908 * http://developer.nvidia.com/object/General_FAQ.html#t6
2910 * There are two new settings for GForce
2912 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2913 * and the texture one:
2914 * GL_MAX_TEXTURE_COORDS_ARB.
2915 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2918 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
2919 debug_d3dsamplerstate(Type), Type, Value);
2920 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2921 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
2922 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
2924 /* Handle recording of state blocks */
2925 if (This->isRecordingState) {
2926 TRACE("Recording... not performing anything\n");
2930 if(oldValue == Value) {
2931 TRACE("Application is setting the old value over, nothing to do\n");
2935 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2940 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2941 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2942 *Value = This->stateBlock->samplerState[Sampler][Type];
2943 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
2948 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2951 This->updateStateBlock->set.scissorRect = TRUE;
2952 This->updateStateBlock->changed.scissorRect = TRUE;
2953 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2954 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2957 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2959 if(This->isRecordingState) {
2960 TRACE("Recording... not performing anything\n");
2964 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2969 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2972 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
2973 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2977 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2979 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2981 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2983 This->updateStateBlock->vertexDecl = pDecl;
2984 This->updateStateBlock->changed.vertexDecl = TRUE;
2985 This->updateStateBlock->set.vertexDecl = TRUE;
2987 if (This->isRecordingState) {
2988 TRACE("Recording... not performing anything\n");
2990 } else if(pDecl == oldDecl) {
2991 /* Checked after the assignment to allow proper stateblock recording */
2992 TRACE("Application is setting the old declaration over, nothing to do\n");
2996 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3000 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3001 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3003 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3005 *ppDecl = This->stateBlock->vertexDecl;
3006 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3010 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3012 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3014 This->updateStateBlock->vertexShader = pShader;
3015 This->updateStateBlock->changed.vertexShader = TRUE;
3016 This->updateStateBlock->set.vertexShader = TRUE;
3018 if (This->isRecordingState) {
3019 TRACE("Recording... not performing anything\n");
3021 } else if(oldShader == pShader) {
3022 /* Checked here to allow proper stateblock recording */
3023 TRACE("App is setting the old shader over, nothing to do\n");
3027 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3029 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3034 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3037 if (NULL == ppShader) {
3038 return WINED3DERR_INVALIDCALL;
3040 *ppShader = This->stateBlock->vertexShader;
3041 if( NULL != *ppShader)
3042 IWineD3DVertexShader_AddRef(*ppShader);
3044 TRACE("(%p) : returning %p\n", This, *ppShader);
3048 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3049 IWineD3DDevice *iface,
3051 CONST BOOL *srcData,
3054 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3055 int i, cnt = min(count, MAX_CONST_B - start);
3057 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3058 iface, srcData, start, count);
3060 if (srcData == NULL || cnt < 0)
3061 return WINED3DERR_INVALIDCALL;
3063 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3064 for (i = 0; i < cnt; i++)
3065 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3067 for (i = start; i < cnt + start; ++i) {
3068 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3069 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3072 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3077 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3078 IWineD3DDevice *iface,
3083 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3084 int cnt = min(count, MAX_CONST_B - start);
3086 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3087 iface, dstData, start, count);
3089 if (dstData == NULL || cnt < 0)
3090 return WINED3DERR_INVALIDCALL;
3092 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3096 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3097 IWineD3DDevice *iface,
3102 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3103 int i, cnt = min(count, MAX_CONST_I - start);
3105 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3106 iface, srcData, start, count);
3108 if (srcData == NULL || cnt < 0)
3109 return WINED3DERR_INVALIDCALL;
3111 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3112 for (i = 0; i < cnt; i++)
3113 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3114 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3116 for (i = start; i < cnt + start; ++i) {
3117 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3118 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3121 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3126 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3127 IWineD3DDevice *iface,
3132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3133 int cnt = min(count, MAX_CONST_I - start);
3135 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3136 iface, dstData, start, count);
3138 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3139 return WINED3DERR_INVALIDCALL;
3141 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3145 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3146 IWineD3DDevice *iface,
3148 CONST float *srcData,
3151 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3154 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3155 iface, srcData, start, count);
3157 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3158 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3159 return WINED3DERR_INVALIDCALL;
3161 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3163 for (i = 0; i < count; i++)
3164 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3165 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3168 for (i = start; i < count + start; ++i) {
3169 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3170 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3171 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3172 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3173 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3175 ptr->idx[ptr->count++] = i;
3176 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3178 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3181 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3186 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3187 IWineD3DDevice *iface,
3192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3193 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3195 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3196 iface, dstData, start, count);
3198 if (dstData == NULL || cnt < 0)
3199 return WINED3DERR_INVALIDCALL;
3201 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3205 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3207 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3208 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3212 static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3214 /* This code can assume that GL_NV_register_combiners are supported, otherwise
3215 * it is never called.
3218 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3219 * that would be really messy and require shader recompilation
3220 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3221 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3222 * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
3223 * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
3225 if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3226 if(This->oneToOneTexUnitMap) {
3227 TRACE("Not touching 1:1 map\n");
3230 TRACE("Restoring 1:1 texture unit mapping\n");
3231 /* Restore a 1:1 mapping */
3232 for(i = 0; i < MAX_SAMPLERS; i++) {
3233 if(This->texUnitMap[i] != i) {
3234 This->texUnitMap[i] = i;
3235 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3236 markTextureStagesDirty(This, i);
3239 This->oneToOneTexUnitMap = TRUE;
3242 /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
3243 * First, see if we can succeed at all
3246 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3247 if(This->stateBlock->textures[i] == NULL) tex++;
3250 if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
3251 FIXME("Too many bound textures to support the combiner settings\n");
3255 /* Now work out the mapping */
3257 This->oneToOneTexUnitMap = FALSE;
3258 WARN("Non 1:1 mapping UNTESTED!\n");
3259 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3260 /* Skip NULL textures */
3261 if (!This->stateBlock->textures[i]) {
3262 /* Map to -1, so the check below doesn't fail if a non-NULL
3263 * texture is set on this stage */
3264 TRACE("Mapping texture stage %d to -1\n", i);
3265 This->texUnitMap[i] = -1;
3270 TRACE("Mapping texture stage %d to unit %d\n", i, tex);
3271 if(This->texUnitMap[i] != tex) {
3272 This->texUnitMap[i] = tex;
3273 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3274 markTextureStagesDirty(This, i);
3282 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3284 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3285 This->updateStateBlock->pixelShader = pShader;
3286 This->updateStateBlock->changed.pixelShader = TRUE;
3287 This->updateStateBlock->set.pixelShader = TRUE;
3289 /* Handle recording of state blocks */
3290 if (This->isRecordingState) {
3291 TRACE("Recording... not performing anything\n");
3294 if (This->isRecordingState) {
3295 TRACE("Recording... not performing anything\n");
3299 if(pShader == oldShader) {
3300 TRACE("App is setting the old pixel shader over, nothing to do\n");
3304 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3305 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3307 /* Rebuild the texture unit mapping if nvrc's are supported */
3308 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3309 IWineD3DDeviceImpl_FindTexUnitMap(This);
3315 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3318 if (NULL == ppShader) {
3319 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3320 return WINED3DERR_INVALIDCALL;
3323 *ppShader = This->stateBlock->pixelShader;
3324 if (NULL != *ppShader) {
3325 IWineD3DPixelShader_AddRef(*ppShader);
3327 TRACE("(%p) : returning %p\n", This, *ppShader);
3331 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3332 IWineD3DDevice *iface,
3334 CONST BOOL *srcData,
3337 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3338 int i, cnt = min(count, MAX_CONST_B - start);
3340 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3341 iface, srcData, start, count);
3343 if (srcData == NULL || cnt < 0)
3344 return WINED3DERR_INVALIDCALL;
3346 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3347 for (i = 0; i < cnt; i++)
3348 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3350 for (i = start; i < cnt + start; ++i) {
3351 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3352 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3355 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3360 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3361 IWineD3DDevice *iface,
3366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3367 int cnt = min(count, MAX_CONST_B - start);
3369 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3370 iface, dstData, start, count);
3372 if (dstData == NULL || cnt < 0)
3373 return WINED3DERR_INVALIDCALL;
3375 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3379 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3380 IWineD3DDevice *iface,
3385 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3386 int i, cnt = min(count, MAX_CONST_I - start);
3388 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3389 iface, srcData, start, count);
3391 if (srcData == NULL || cnt < 0)
3392 return WINED3DERR_INVALIDCALL;
3394 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3395 for (i = 0; i < cnt; i++)
3396 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3397 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3399 for (i = start; i < cnt + start; ++i) {
3400 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3401 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3404 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3409 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3410 IWineD3DDevice *iface,
3415 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3416 int cnt = min(count, MAX_CONST_I - start);
3418 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3419 iface, dstData, start, count);
3421 if (dstData == NULL || cnt < 0)
3422 return WINED3DERR_INVALIDCALL;
3424 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3428 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3429 IWineD3DDevice *iface,
3431 CONST float *srcData,
3434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3437 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3438 iface, srcData, start, count);
3440 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3441 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3442 return WINED3DERR_INVALIDCALL;
3444 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3446 for (i = 0; i < count; i++)
3447 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3448 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3451 for (i = start; i < count + start; ++i) {
3452 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3453 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3454 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3455 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3456 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3458 ptr->idx[ptr->count++] = i;
3459 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3461 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3464 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3469 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3470 IWineD3DDevice *iface,
3475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3476 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3478 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3479 iface, dstData, start, count);
3481 if (dstData == NULL || cnt < 0)
3482 return WINED3DERR_INVALIDCALL;
3484 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3488 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3490 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3491 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3493 DWORD DestFVF = dest->fvf;
3495 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3499 if (lpStrideData->u.s.normal.lpData) {
3500 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3503 if (lpStrideData->u.s.position.lpData == NULL) {
3504 ERR("Source has no position mask\n");
3505 return WINED3DERR_INVALIDCALL;
3508 /* We might access VBOs from this code, so hold the lock */
3511 if (dest->resource.allocatedMemory == NULL) {
3512 /* This may happen if we do direct locking into a vbo. Unlikely,
3513 * but theoretically possible(ddraw processvertices test)
3515 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3516 if(!dest->resource.allocatedMemory) {
3518 ERR("Out of memory\n");
3519 return E_OUTOFMEMORY;
3523 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3524 checkGLcall("glBindBufferARB");
3525 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3527 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3529 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3530 checkGLcall("glUnmapBufferARB");
3534 /* Get a pointer into the destination vbo(create one if none exists) and
3535 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3537 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3542 unsigned char extrabytes = 0;
3543 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3544 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3545 * this may write 4 extra bytes beyond the area that should be written
3547 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3548 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3549 if(!dest_conv_addr) {
3550 ERR("Out of memory\n");
3551 /* Continue without storing converted vertices */
3553 dest_conv = dest_conv_addr;
3557 * a) WINED3DRS_CLIPPING is enabled
3558 * b) WINED3DVOP_CLIP is passed
3560 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3561 static BOOL warned = FALSE;
3563 * The clipping code is not quite correct. Some things need
3564 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3565 * so disable clipping for now.
3566 * (The graphics in Half-Life are broken, and my processvertices
3567 * test crashes with IDirect3DDevice3)
3573 FIXME("Clipping is broken and disabled for now\n");
3575 } else doClip = FALSE;
3576 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3578 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3581 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3582 WINED3DTS_PROJECTION,
3584 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3585 WINED3DTS_WORLDMATRIX(0),
3588 TRACE("View mat:\n");
3589 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);
3590 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);
3591 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);
3592 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);
3594 TRACE("Proj mat:\n");
3595 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);
3596 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);
3597 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);
3598 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);
3600 TRACE("World mat:\n");
3601 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);
3602 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);
3603 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);
3604 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);
3606 /* Get the viewport */
3607 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3608 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3609 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3611 multiply_matrix(&mat,&view_mat,&world_mat);
3612 multiply_matrix(&mat,&proj_mat,&mat);
3614 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3616 for (i = 0; i < dwCount; i+= 1) {
3617 unsigned int tex_index;
3619 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3620 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3621 /* The position first */
3623 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3625 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3627 /* Multiplication with world, view and projection matrix */
3628 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
3629 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
3630 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
3631 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
3633 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3635 /* WARNING: The following things are taken from d3d7 and were not yet checked
3636 * against d3d8 or d3d9!
3639 /* Clipping conditions: From
3640 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3642 * A vertex is clipped if it does not match the following requirements
3646 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3648 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3649 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3654 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3655 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3658 /* "Normal" viewport transformation (not clipped)
3659 * 1) The values are divided by rhw
3660 * 2) The y axis is negative, so multiply it with -1
3661 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3662 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3663 * 4) Multiply x with Width/2 and add Width/2
3664 * 5) The same for the height
3665 * 6) Add the viewpoint X and Y to the 2D coordinates and
3666 * The minimum Z value to z
3667 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3669 * Well, basically it's simply a linear transformation into viewport
3681 z *= vp.MaxZ - vp.MinZ;
3683 x += vp.Width / 2 + vp.X;
3684 y += vp.Height / 2 + vp.Y;
3689 /* That vertex got clipped
3690 * Contrary to OpenGL it is not dropped completely, it just
3691 * undergoes a different calculation.
3693 TRACE("Vertex got clipped\n");
3700 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3701 * outside of the main vertex buffer memory. That needs some more
3706 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3709 ( (float *) dest_ptr)[0] = x;
3710 ( (float *) dest_ptr)[1] = y;
3711 ( (float *) dest_ptr)[2] = z;
3712 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3714 dest_ptr += 3 * sizeof(float);
3716 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3717 dest_ptr += sizeof(float);
3722 ( (float *) dest_conv)[0] = x * w;
3723 ( (float *) dest_conv)[1] = y * w;
3724 ( (float *) dest_conv)[2] = z * w;
3725 ( (float *) dest_conv)[3] = w;
3727 dest_conv += 3 * sizeof(float);
3729 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3730 dest_conv += sizeof(float);
3734 if (DestFVF & WINED3DFVF_PSIZE) {
3735 dest_ptr += sizeof(DWORD);
3736 if(dest_conv) dest_conv += sizeof(DWORD);
3738 if (DestFVF & WINED3DFVF_NORMAL) {
3740 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3741 /* AFAIK this should go into the lighting information */
3742 FIXME("Didn't expect the destination to have a normal\n");
3743 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3745 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3749 if (DestFVF & WINED3DFVF_DIFFUSE) {
3751 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
3753 static BOOL warned = FALSE;
3756 ERR("No diffuse color in source, but destination has one\n");
3760 *( (DWORD *) dest_ptr) = 0xffffffff;
3761 dest_ptr += sizeof(DWORD);
3764 *( (DWORD *) dest_conv) = 0xffffffff;
3765 dest_conv += sizeof(DWORD);
3769 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3771 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3772 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3773 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3774 dest_conv += sizeof(DWORD);
3779 if (DestFVF & WINED3DFVF_SPECULAR) {
3780 /* What's the color value in the feedback buffer? */
3782 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
3784 static BOOL warned = FALSE;
3787 ERR("No specular color in source, but destination has one\n");
3791 *( (DWORD *) dest_ptr) = 0xFF000000;
3792 dest_ptr += sizeof(DWORD);
3795 *( (DWORD *) dest_conv) = 0xFF000000;
3796 dest_conv += sizeof(DWORD);
3800 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3802 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3803 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3804 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3805 dest_conv += sizeof(DWORD);
3810 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3812 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
3813 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
3815 ERR("No source texture, but destination requests one\n");
3816 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3817 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3820 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3822 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3829 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3830 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3831 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3832 dwCount * get_flexible_vertex_size(DestFVF),
3834 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3835 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3842 #undef copy_and_next
3844 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
3845 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3846 WineDirect3DVertexStridedData strided;
3847 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3848 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3851 ERR("Output vertex declaration not implemented yet\n");
3854 /* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
3855 * and this call is quite performance critical, so don't call needlessly
3857 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3859 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3863 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3864 * control the streamIsUP flag, thus restore it afterwards.
3866 This->stateBlock->streamIsUP = FALSE;
3867 memset(&strided, 0, sizeof(strided));
3868 if(This->stateBlock->vertexDecl) {
3869 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
3871 primitiveConvertToStridedData(iface, &strided, &vbo);
3873 This->stateBlock->streamIsUP = streamWasUP;
3875 if(vbo || SrcStartIndex) {
3877 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcesVerticse are
3878 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
3880 * Also get the start index in, but only loop over all elements if there's something to add at all.
3882 #define FIXSRC(type) \
3883 if(strided.u.s.type.VBO) { \
3884 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
3885 strided.u.s.type.VBO = 0; \
3886 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
3888 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
3892 if(strided.u.s.type.lpData) { \
3893 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
3896 FIXSRC(blendWeights);
3897 FIXSRC(blendMatrixIndices);
3902 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
3903 FIXSRC(texCoords[i]);
3916 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
3920 * Get / Set Texture Stage States
3921 * TODO: Verify against dx9 definitions
3923 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
3924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3925 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
3927 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
3929 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
3931 if (Stage >= MAX_TEXTURES) {
3932 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
3936 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
3937 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
3938 This->updateStateBlock->textureState[Stage][Type] = Value;
3940 if (This->isRecordingState) {
3941 TRACE("Recording... not performing anything\n");
3945 /* Checked after the assignments to allow proper stateblock recording */
3946 if(oldValue == Value) {
3947 TRACE("App is setting the old value over, nothing to do\n");
3951 if(Stage > This->stateBlock->lowest_disabled_stage &&
3952 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
3953 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
3954 * Changes in other states are important on disabled stages too
3959 if(Type == WINED3DTSS_COLOROP) {
3962 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
3963 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
3964 * they have to be disabled
3966 * The current stage is dirtified below.
3968 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
3969 TRACE("Additionally dirtifying stage %d\n", i);
3970 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3972 This->stateBlock->lowest_disabled_stage = Stage;
3973 TRACE("New lowest disabled: %d\n", Stage);
3974 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
3975 /* Previously disabled stage enabled. Stages above it may need enabling
3976 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
3977 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
3979 * Again stage Stage doesn't need to be dirtified here, it is handled below.
3982 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
3983 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
3986 TRACE("Additionally dirtifying stage %d due to enable\n", i);
3987 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3989 This->stateBlock->lowest_disabled_stage = i;
3990 TRACE("New lowest disabled: %d\n", i);
3992 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
3993 /* TODO: Built a stage -> texture unit mapping for register combiners */
3997 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
3999 /* Rebuild the stage -> gl texture unit mapping if register combiners are supported
4000 * If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
4001 * will call FindTexUnitMap too.
4003 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4004 IWineD3DDeviceImpl_FindTexUnitMap(This);
4009 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4011 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4012 *pValue = This->updateStateBlock->textureState[Stage][Type];
4019 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4021 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4022 IWineD3DBaseTexture *oldTexture;
4024 oldTexture = This->updateStateBlock->textures[Stage];
4025 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4027 #if 0 /* TODO: check so vertex textures */
4028 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4029 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4034 if(pTexture != NULL) {
4035 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4037 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4038 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4039 return WINED3DERR_INVALIDCALL;
4041 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4044 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4045 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4047 This->updateStateBlock->set.textures[Stage] = TRUE;
4048 This->updateStateBlock->changed.textures[Stage] = TRUE;
4049 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4050 This->updateStateBlock->textures[Stage] = pTexture;
4052 /* Handle recording of state blocks */
4053 if (This->isRecordingState) {
4054 TRACE("Recording... not performing anything\n");
4058 if(oldTexture == pTexture) {
4059 TRACE("App is setting the same texture again, nothing to do\n");
4063 /** NOTE: MSDN says that setTexture increases the reference count,
4064 * and the the application must set the texture back to null (or have a leaky application),
4065 * This means we should pass the refcount up to the parent
4066 *******************************/
4067 if (NULL != This->updateStateBlock->textures[Stage]) {
4068 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4069 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4071 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4072 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4073 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4074 * so the COLOROP and ALPHAOP have to be dirtified.
4076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4077 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4079 if(bindCount == 1) {
4080 new->baseTexture.sampler = Stage;
4082 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4086 if (NULL != oldTexture) {
4087 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4088 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4090 IWineD3DBaseTexture_Release(oldTexture);
4091 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4092 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4093 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4096 if(bindCount && old->baseTexture.sampler == Stage) {
4098 /* Have to do a search for the other sampler(s) where the texture is bound to
4099 * Shouldn't happen as long as apps bind a texture only to one stage
4101 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4102 for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
4103 if(This->updateStateBlock->textures[i] == oldTexture) {
4104 old->baseTexture.sampler = i;
4111 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4113 /* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
4114 * pixel shader is used
4116 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4117 IWineD3DDeviceImpl_FindTexUnitMap(This);
4123 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4124 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4125 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4127 *ppTexture=This->stateBlock->textures[Stage];
4129 IWineD3DBaseTexture_AddRef(*ppTexture);
4137 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4138 IWineD3DSurface **ppBackBuffer) {
4139 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4140 IWineD3DSwapChain *swapChain;
4143 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4145 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4146 if (hr == WINED3D_OK) {
4147 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4148 IWineD3DSwapChain_Release(swapChain);
4150 *ppBackBuffer = NULL;
4155 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4157 WARN("(%p) : stub, calling idirect3d for now\n", This);
4158 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4161 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4162 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4163 IWineD3DSwapChain *swapChain;
4166 if(iSwapChain > 0) {
4167 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4168 if (hr == WINED3D_OK) {
4169 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4170 IWineD3DSwapChain_Release(swapChain);
4172 FIXME("(%p) Error getting display mode\n", This);
4175 /* Don't read the real display mode,
4176 but return the stored mode instead. X11 can't change the color
4177 depth, and some apps are pretty angry if they SetDisplayMode from
4178 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4180 Also don't relay to the swapchain because with ddraw it's possible
4181 that there isn't a swapchain at all */
4182 pMode->Width = This->ddraw_width;
4183 pMode->Height = This->ddraw_height;
4184 pMode->Format = This->ddraw_format;
4185 pMode->RefreshRate = 0;
4192 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4194 TRACE("(%p)->(%p)\n", This, hWnd);
4196 if(This->ddraw_fullscreen) {
4197 if(This->ddraw_window && This->ddraw_window != hWnd) {
4198 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4200 if(hWnd && This->ddraw_window != hWnd) {
4201 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4205 This->ddraw_window = hWnd;
4209 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4210 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4211 TRACE("(%p)->(%p)\n", This, hWnd);
4213 *hWnd = This->ddraw_window;
4218 * Stateblock related functions
4221 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4222 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4223 IWineD3DStateBlockImpl *object;
4224 HRESULT temp_result;
4227 TRACE("(%p)\n", This);
4229 if (This->isRecordingState) {
4230 return WINED3DERR_INVALIDCALL;
4233 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4234 if (NULL == object ) {
4235 FIXME("(%p)Error allocating memory for stateblock\n", This);
4236 return E_OUTOFMEMORY;
4238 TRACE("(%p) created object %p\n", This, object);
4239 object->wineD3DDevice= This;
4240 /** FIXME: object->parent = parent; **/
4241 object->parent = NULL;
4242 object->blockType = WINED3DSBT_ALL;
4244 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4246 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4247 list_init(&object->lightMap[i]);
4250 temp_result = allocate_shader_constants(object);
4251 if (WINED3D_OK != temp_result)
4254 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4255 This->updateStateBlock = object;
4256 This->isRecordingState = TRUE;
4258 TRACE("(%p) recording stateblock %p\n",This , object);
4262 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4265 if (!This->isRecordingState) {
4266 FIXME("(%p) not recording! returning error\n", This);
4267 *ppStateBlock = NULL;
4268 return WINED3DERR_INVALIDCALL;
4271 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4272 This->isRecordingState = FALSE;
4273 This->updateStateBlock = This->stateBlock;
4274 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4275 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4276 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4281 * Scene related functions
4283 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4284 /* At the moment we have no need for any functionality at the beginning
4286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4287 TRACE("(%p)\n", This);
4290 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4291 return WINED3DERR_INVALIDCALL;
4293 This->inScene = TRUE;
4297 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4298 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4299 TRACE("(%p)\n", This);
4301 if(!This->inScene) {
4302 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4303 return WINED3DERR_INVALIDCALL;
4307 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4308 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4310 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4312 checkGLcall("glFlush");
4315 This->inScene = FALSE;
4319 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4320 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4321 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4322 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4323 IWineD3DSwapChain *swapChain = NULL;
4325 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4327 TRACE("(%p) Presenting the frame\n", This);
4329 for(i = 0 ; i < swapchains ; i ++) {
4331 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4332 TRACE("presentinng chain %d, %p\n", i, swapChain);
4333 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4334 IWineD3DSwapChain_Release(swapChain);
4340 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4341 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4343 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4345 GLbitfield glMask = 0;
4347 CONST WINED3DRECT* curRect;
4349 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
4350 Count, pRects, Flags, Z, Stencil);
4352 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4353 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4354 /* TODO: What about depth stencil buffers without stencil bits? */
4355 return WINED3DERR_INVALIDCALL;
4359 /* This is for offscreen rendering as well as for multithreading, thus activate the set render target
4360 * and not the last active one.
4363 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4364 apply_fbo_state(iface);
4367 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
4369 glEnable(GL_SCISSOR_TEST);
4370 checkGLcall("glEnable GL_SCISSOR_TEST");
4371 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
4372 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
4374 if (Count > 0 && pRects) {
4380 /* Only set the values up once, as they are not changing */
4381 if (Flags & WINED3DCLEAR_STENCIL) {
4382 glClearStencil(Stencil);
4383 checkGLcall("glClearStencil");
4384 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4385 glStencilMask(0xFFFFFFFF);
4388 if (Flags & WINED3DCLEAR_ZBUFFER) {
4389 glDepthMask(GL_TRUE);
4391 checkGLcall("glClearDepth");
4392 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4393 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4396 if (Flags & WINED3DCLEAR_TARGET) {
4397 TRACE("Clearing screen with glClear to color %x\n", Color);
4398 glClearColor(D3DCOLOR_R(Color),
4402 checkGLcall("glClearColor");
4404 /* Clear ALL colors! */
4405 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4406 glMask = glMask | GL_COLOR_BUFFER_BIT;
4410 /* In drawable flag is set below */
4412 glScissor(This->stateBlock->viewport.X,
4413 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4414 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4415 This->stateBlock->viewport.Width,
4416 This->stateBlock->viewport.Height);
4417 checkGLcall("glScissor");
4419 checkGLcall("glClear");
4421 if(!(target->Flags & SFLAG_INDRAWABLE) &&
4422 !(wined3d_settings.offscreen_rendering_mode == ORM_FBO && This->render_offscreen && target->Flags & SFLAG_INTEXTURE)) {
4424 if(curRect[0].x1 > 0 || curRect[0].y1 > 0 ||
4425 curRect[0].x2 < target->currentDesc.Width ||
4426 curRect[0].y2 < target->currentDesc.Height) {
4427 TRACE("Partial clear, and surface not in drawable. Blitting texture to drawable\n");
4428 blt_to_drawable(This, target);
4432 /* Now process each rect in turn */
4433 for (i = 0; i < Count; i++) {
4434 /* Note gl uses lower left, width/height */
4435 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4436 curRect[i].x1, curRect[i].y1, curRect[i].x2, curRect[i].y2,
4437 curRect[i].x1, (target->currentDesc.Height - curRect[i].y2),
4438 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4440 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4441 * The rectangle is not cleared, no error is returned, but further rectanlges are
4442 * still cleared if they are valid
4444 if(curRect[i].x1 > curRect[i].x2 || curRect[i].y1 > curRect[i].y2) {
4445 TRACE("Rectangle with negative dimensions, ignoring\n");
4449 if(This->render_offscreen) {
4450 glScissor(curRect[i].x1, curRect[i].y1,
4451 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4453 glScissor(curRect[i].x1, target->currentDesc.Height - curRect[i].y2,
4454 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4456 checkGLcall("glScissor");
4459 checkGLcall("glClear");
4463 /* Restore the old values (why..?) */
4464 if (Flags & WINED3DCLEAR_STENCIL) {
4465 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4467 if (Flags & WINED3DCLEAR_TARGET) {
4468 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4469 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4470 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4471 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4472 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4477 /* Dirtify the target surface for now. If the surface is locked regularily, and an up to date sysmem copy exists,
4478 * it is most likely more efficient to perform a clear on the sysmem copy too isntead of downloading it
4480 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4481 target->Flags |= SFLAG_INTEXTURE;
4482 target->Flags &= ~SFLAG_INSYSMEM;
4484 target->Flags |= SFLAG_INDRAWABLE;
4485 target->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INSYSMEM);
4493 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4494 UINT PrimitiveCount) {
4496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4498 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4499 debug_d3dprimitivetype(PrimitiveType),
4500 StartVertex, PrimitiveCount);
4502 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4503 if(This->stateBlock->streamIsUP) {
4504 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4505 This->stateBlock->streamIsUP = FALSE;
4508 if(This->stateBlock->loadBaseVertexIndex != 0) {
4509 This->stateBlock->loadBaseVertexIndex = 0;
4510 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4512 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4513 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4514 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4518 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4519 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4520 WINED3DPRIMITIVETYPE PrimitiveType,
4521 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4525 IWineD3DIndexBuffer *pIB;
4526 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4529 if(This->stateBlock->streamIsUP) {
4530 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4531 This->stateBlock->streamIsUP = FALSE;
4533 pIB = This->stateBlock->pIndexData;
4534 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
4536 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4537 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4538 minIndex, NumVertices, startIndex, primCount);
4540 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4541 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4547 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4548 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4549 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4552 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4553 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4558 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4559 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4560 UINT VertexStreamZeroStride) {
4561 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4563 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4564 debug_d3dprimitivetype(PrimitiveType),
4565 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4567 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4568 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4569 This->stateBlock->streamOffset[0] = 0;
4570 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4571 This->stateBlock->streamIsUP = TRUE;
4572 This->stateBlock->loadBaseVertexIndex = 0;
4574 /* TODO: Only mark dirty if drawing from a different UP address */
4575 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4577 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4578 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4580 /* MSDN specifies stream zero settings must be set to NULL */
4581 This->stateBlock->streamStride[0] = 0;
4582 This->stateBlock->streamSource[0] = NULL;
4584 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4585 * the new stream sources or use UP drawing again
4590 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4591 UINT MinVertexIndex, UINT NumVertices,
4592 UINT PrimitiveCount, CONST void* pIndexData,
4593 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4594 UINT VertexStreamZeroStride) {
4596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4598 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4599 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4600 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4601 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4603 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4609 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4610 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4611 This->stateBlock->streamIsUP = TRUE;
4612 This->stateBlock->streamOffset[0] = 0;
4613 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4615 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4616 This->stateBlock->baseVertexIndex = 0;
4617 This->stateBlock->loadBaseVertexIndex = 0;
4618 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4619 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4620 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4622 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4624 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4625 This->stateBlock->streamSource[0] = NULL;
4626 This->stateBlock->streamStride[0] = 0;
4627 This->stateBlock->pIndexData = NULL;
4628 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4629 * SetStreamSource to specify a vertex buffer
4635 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4636 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4638 /* Mark the state dirty until we have nicer tracking
4639 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4642 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4643 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4644 This->stateBlock->baseVertexIndex = 0;
4645 This->up_strided = DrawPrimStrideData;
4646 This->stateBlock->streamIsUP = TRUE;
4647 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4648 This->up_strided = NULL;
4651 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4652 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4653 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4654 HRESULT hr = WINED3D_OK;
4655 WINED3DRESOURCETYPE sourceType;
4656 WINED3DRESOURCETYPE destinationType;
4659 /* TODO: think about moving the code into IWineD3DBaseTexture */
4661 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4663 /* verify that the source and destination textures aren't NULL */
4664 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4665 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4666 This, pSourceTexture, pDestinationTexture);
4667 hr = WINED3DERR_INVALIDCALL;
4670 if (pSourceTexture == pDestinationTexture) {
4671 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4672 This, pSourceTexture, pDestinationTexture);
4673 hr = WINED3DERR_INVALIDCALL;
4675 /* Verify that the source and destination textures are the same type */
4676 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4677 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4679 if (sourceType != destinationType) {
4680 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4682 hr = WINED3DERR_INVALIDCALL;
4685 /* check that both textures have the identical numbers of levels */
4686 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4687 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4688 hr = WINED3DERR_INVALIDCALL;
4691 if (WINED3D_OK == hr) {
4693 /* Make sure that the destination texture is loaded */
4694 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4696 /* Update every surface level of the texture */
4697 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4699 switch (sourceType) {
4700 case WINED3DRTYPE_TEXTURE:
4702 IWineD3DSurface *srcSurface;
4703 IWineD3DSurface *destSurface;
4705 for (i = 0 ; i < levels ; ++i) {
4706 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4707 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4708 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4709 IWineD3DSurface_Release(srcSurface);
4710 IWineD3DSurface_Release(destSurface);
4711 if (WINED3D_OK != hr) {
4712 WARN("(%p) : Call to update surface failed\n", This);
4718 case WINED3DRTYPE_CUBETEXTURE:
4720 IWineD3DSurface *srcSurface;
4721 IWineD3DSurface *destSurface;
4722 WINED3DCUBEMAP_FACES faceType;
4724 for (i = 0 ; i < levels ; ++i) {
4725 /* Update each cube face */
4726 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4727 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4728 if (WINED3D_OK != hr) {
4729 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4731 TRACE("Got srcSurface %p\n", srcSurface);
4733 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4734 if (WINED3D_OK != hr) {
4735 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4737 TRACE("Got desrSurface %p\n", destSurface);
4739 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4740 IWineD3DSurface_Release(srcSurface);
4741 IWineD3DSurface_Release(destSurface);
4742 if (WINED3D_OK != hr) {
4743 WARN("(%p) : Call to update surface failed\n", This);
4750 #if 0 /* TODO: Add support for volume textures */
4751 case WINED3DRTYPE_VOLUMETEXTURE:
4753 IWineD3DVolume srcVolume = NULL;
4754 IWineD3DSurface destVolume = NULL;
4756 for (i = 0 ; i < levels ; ++i) {
4757 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4758 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4759 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4760 IWineD3DVolume_Release(srcSurface);
4761 IWineD3DVolume_Release(destSurface);
4762 if (WINED3D_OK != hr) {
4763 WARN("(%p) : Call to update volume failed\n", This);
4771 FIXME("(%p) : Unsupported source and destination type\n", This);
4772 hr = WINED3DERR_INVALIDCALL;
4779 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4780 IWineD3DSwapChain *swapChain;
4782 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4783 if(hr == WINED3D_OK) {
4784 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4785 IWineD3DSwapChain_Release(swapChain);
4790 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4791 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4792 /* return a sensible default */
4794 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
4795 FIXME("(%p) : stub\n", This);
4799 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4800 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4802 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4803 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4804 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4805 return WINED3DERR_INVALIDCALL;
4807 for (j = 0; j < 256; ++j) {
4808 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
4809 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
4810 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
4811 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
4813 TRACE("(%p) : returning\n", This);
4817 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
4818 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4820 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4821 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4822 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4823 return WINED3DERR_INVALIDCALL;
4825 for (j = 0; j < 256; ++j) {
4826 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
4827 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
4828 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
4829 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
4831 TRACE("(%p) : returning\n", This);
4835 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
4836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4837 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4838 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4839 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4840 return WINED3DERR_INVALIDCALL;
4842 /*TODO: stateblocks */
4843 This->currentPalette = PaletteNumber;
4844 TRACE("(%p) : returning\n", This);
4848 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
4849 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4850 if (PaletteNumber == NULL) {
4851 WARN("(%p) : returning Invalid Call\n", This);
4852 return WINED3DERR_INVALIDCALL;
4854 /*TODO: stateblocks */
4855 *PaletteNumber = This->currentPalette;
4856 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
4860 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
4861 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4862 static BOOL showFixmes = TRUE;
4864 FIXME("(%p) : stub\n", This);
4868 This->softwareVertexProcessing = bSoftware;
4873 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
4874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4875 static BOOL showFixmes = TRUE;
4877 FIXME("(%p) : stub\n", This);
4880 return This->softwareVertexProcessing;
4884 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
4885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4886 IWineD3DSwapChain *swapChain;
4889 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
4891 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4892 if(hr == WINED3D_OK){
4893 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
4894 IWineD3DSwapChain_Release(swapChain);
4896 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
4902 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
4903 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4904 static BOOL showfixmes = TRUE;
4905 if(nSegments != 0.0f) {
4907 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
4914 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
4915 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4916 static BOOL showfixmes = TRUE;
4918 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
4924 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
4925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4926 /** TODO: remove casts to IWineD3DSurfaceImpl
4927 * NOTE: move code to surface to accomplish this
4928 ****************************************/
4929 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
4930 int srcWidth, srcHeight;
4931 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
4932 WINED3DFORMAT destFormat, srcFormat;
4934 int srcLeft, destLeft, destTop;
4935 WINED3DPOOL srcPool, destPool;
4937 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
4938 glDescriptor *glDescription = NULL;
4940 WINED3DSURFACE_DESC winedesc;
4942 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
4943 memset(&winedesc, 0, sizeof(winedesc));
4944 winedesc.Width = &srcSurfaceWidth;
4945 winedesc.Height = &srcSurfaceHeight;
4946 winedesc.Pool = &srcPool;
4947 winedesc.Format = &srcFormat;
4949 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
4951 winedesc.Width = &destSurfaceWidth;
4952 winedesc.Height = &destSurfaceHeight;
4953 winedesc.Pool = &destPool;
4954 winedesc.Format = &destFormat;
4955 winedesc.Size = &destSize;
4957 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4959 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
4960 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
4961 return WINED3DERR_INVALIDCALL;
4964 if (destFormat == WINED3DFMT_UNKNOWN) {
4965 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
4966 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
4968 /* Get the update surface description */
4969 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4974 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4976 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
4977 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4978 checkGLcall("glActiveTextureARB");
4981 /* Make sure the surface is loaded and up to date */
4982 IWineD3DSurface_PreLoad(pDestinationSurface);
4984 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
4986 /* this needs to be done in lines if the sourceRect != the sourceWidth */
4987 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
4988 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
4989 srcLeft = pSourceRect ? pSourceRect->left : 0;
4990 destLeft = pDestPoint ? pDestPoint->x : 0;
4991 destTop = pDestPoint ? pDestPoint->y : 0;
4994 /* This function doesn't support compressed textures
4995 the pitch is just bytesPerPixel * width */
4996 if(srcWidth != srcSurfaceWidth || srcLeft ){
4997 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
4998 offset += srcLeft * pSrcSurface->bytesPerPixel;
4999 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5001 /* TODO DXT formats */
5003 if(pSourceRect != NULL && pSourceRect->top != 0){
5004 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5006 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5008 ,glDescription->level
5013 ,glDescription->glFormat
5014 ,glDescription->glType
5015 ,IWineD3DSurface_GetData(pSourceSurface)
5019 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5021 /* need to lock the surface to get the data */
5022 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5025 /* TODO: Cube and volume support */
5027 /* not a whole row so we have to do it a line at a time */
5030 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5031 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5033 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5035 glTexSubImage2D(glDescription->target
5036 ,glDescription->level
5041 ,glDescription->glFormat
5042 ,glDescription->glType
5043 ,data /* could be quicker using */
5048 } else { /* Full width, so just write out the whole texture */
5050 if (WINED3DFMT_DXT1 == destFormat ||
5051 WINED3DFMT_DXT2 == destFormat ||
5052 WINED3DFMT_DXT3 == destFormat ||
5053 WINED3DFMT_DXT4 == destFormat ||
5054 WINED3DFMT_DXT5 == destFormat) {
5055 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5056 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5057 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5058 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5059 } if (destFormat != srcFormat) {
5060 FIXME("Updating mixed format compressed texture is not curretly support\n");
5062 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5063 glDescription->level,
5064 glDescription->glFormatInternal,
5069 IWineD3DSurface_GetData(pSourceSurface));
5072 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5077 glTexSubImage2D(glDescription->target
5078 ,glDescription->level
5083 ,glDescription->glFormat
5084 ,glDescription->glType
5085 ,IWineD3DSurface_GetData(pSourceSurface)
5089 checkGLcall("glTexSubImage2D");
5093 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags &= ~SFLAG_INSYSMEM;
5094 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_INTEXTURE;
5095 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5100 /* Implementation details at http://developer.nvidia.com/attach/6494
5102 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5103 hmm.. no longer supported use
5104 OpenGL evaluators or tessellate surfaces within your application.
5107 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5108 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5110 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5111 FIXME("(%p) : Stub\n", This);
5116 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5117 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5119 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5120 FIXME("(%p) : Stub\n", This);
5124 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5125 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5126 TRACE("(%p) Handle(%d)\n", This, Handle);
5127 FIXME("(%p) : Stub\n", This);
5131 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5133 IWineD3DSwapChain *swapchain;
5135 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5136 if (SUCCEEDED(hr)) {
5137 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5144 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5145 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5148 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5149 checkGLcall("glGenFramebuffersEXT()");
5151 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5152 checkGLcall("glBindFramebuffer()");
5155 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5156 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5157 GLenum texttarget, target;
5160 texttarget = surface_impl->glDescription.target;
5161 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5162 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5164 IWineD3DSurface_PreLoad(surface);
5166 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5167 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5168 glBindTexture(target, old_binding);
5170 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, surface_impl->glDescription.textureName, 0));
5172 checkGLcall("attach_surface_fbo");
5175 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5176 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5177 IWineD3DSwapChain *swapchain;
5179 swapchain = get_swapchain(surface);
5183 TRACE("Surface %p is onscreen\n", surface);
5185 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5186 buffer = surface_get_gl_buffer(surface, swapchain);
5187 glDrawBuffer(buffer);
5188 checkGLcall("glDrawBuffer()");
5190 TRACE("Surface %p is offscreen\n", surface);
5191 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5192 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5196 glEnable(GL_SCISSOR_TEST);
5198 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5200 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5201 rect->x2 - rect->x1, rect->y2 - rect->y1);
5203 checkGLcall("glScissor");
5205 glDisable(GL_SCISSOR_TEST);
5207 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5209 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5210 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5212 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5213 glClear(GL_COLOR_BUFFER_BIT);
5214 checkGLcall("glClear");
5216 if (This->render_offscreen) {
5217 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5219 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5220 checkGLcall("glBindFramebuffer()");
5223 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5224 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5225 glDrawBuffer(GL_BACK);
5226 checkGLcall("glDrawBuffer()");
5230 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5231 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5232 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5234 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
5236 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5237 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5238 return WINED3DERR_INVALIDCALL;
5241 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5242 color_fill_fbo(iface, pSurface, pRect, color);
5245 /* Just forward this to the DirectDraw blitting engine */
5246 memset(&BltFx, 0, sizeof(BltFx));
5247 BltFx.dwSize = sizeof(BltFx);
5248 BltFx.u5.dwFillColor = color;
5249 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
5253 /* rendertarget and deptth stencil functions */
5254 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5257 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5258 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5259 return WINED3DERR_INVALIDCALL;
5262 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5263 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5264 /* Note inc ref on returned surface */
5265 if(*ppRenderTarget != NULL)
5266 IWineD3DSurface_AddRef(*ppRenderTarget);
5270 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5272 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5273 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5274 IWineD3DSwapChainImpl *Swapchain;
5277 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5279 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5280 if(hr != WINED3D_OK) {
5281 ERR("Can't get the swapchain\n");
5285 /* Make sure to release the swapchain */
5286 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5288 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5289 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5290 return WINED3DERR_INVALIDCALL;
5292 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5293 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5294 return WINED3DERR_INVALIDCALL;
5297 if(Swapchain->frontBuffer != Front) {
5298 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5300 if(Swapchain->frontBuffer)
5301 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5302 Swapchain->frontBuffer = Front;
5304 if(Swapchain->frontBuffer) {
5305 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5309 if(Back && !Swapchain->backBuffer) {
5310 /* We need memory for the back buffer array - only one back buffer this way */
5311 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5312 if(!Swapchain->backBuffer) {
5313 ERR("Out of memory\n");
5314 return E_OUTOFMEMORY;
5318 if(Swapchain->backBuffer[0] != Back) {
5319 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5321 /* What to do about the context here in the case of multithreading? Not sure.
5322 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
5325 if(!Swapchain->backBuffer[0]) {
5326 /* GL was told to draw to the front buffer at creation,
5329 glDrawBuffer(GL_BACK);
5330 checkGLcall("glDrawBuffer(GL_BACK)");
5331 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5332 Swapchain->presentParms.BackBufferCount = 1;
5334 /* That makes problems - disable for now */
5335 /* glDrawBuffer(GL_FRONT); */
5336 checkGLcall("glDrawBuffer(GL_FRONT)");
5337 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5338 Swapchain->presentParms.BackBufferCount = 0;
5342 if(Swapchain->backBuffer[0])
5343 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5344 Swapchain->backBuffer[0] = Back;
5346 if(Swapchain->backBuffer[0]) {
5347 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5349 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5357 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5358 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5359 *ppZStencilSurface = This->depthStencilBuffer;
5360 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5362 if(*ppZStencilSurface != NULL) {
5363 /* Note inc ref on returned surface */
5364 IWineD3DSurface_AddRef(*ppZStencilSurface);
5369 /* TODO: Handle stencil attachments */
5370 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5371 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5372 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5374 TRACE("Set depth stencil to %p\n", depth_stencil);
5376 if (depth_stencil_impl) {
5377 if (depth_stencil_impl->current_renderbuffer) {
5378 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
5379 checkGLcall("glFramebufferRenderbufferEXT()");
5381 GLenum texttarget, target;
5382 GLint old_binding = 0;
5384 texttarget = depth_stencil_impl->glDescription.target;
5385 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5386 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5388 IWineD3DSurface_PreLoad(depth_stencil);
5390 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5391 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5392 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5393 glBindTexture(target, old_binding);
5395 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5396 checkGLcall("glFramebufferTexture2DEXT()");
5399 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5400 checkGLcall("glFramebufferTexture2DEXT()");
5404 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5405 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5406 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5408 TRACE("Set render target %u to %p\n", idx, render_target);
5411 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
5412 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5414 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5415 checkGLcall("glFramebufferTexture2DEXT()");
5417 This->draw_buffers[idx] = GL_NONE;
5421 static void check_fbo_status(IWineD3DDevice *iface) {
5422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5425 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
5426 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
5427 TRACE("FBO complete\n");
5429 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
5431 /* Dump the FBO attachments */
5432 if (status == GL_FRAMEBUFFER_UNSUPPORTED_EXT) {
5433 IWineD3DSurfaceImpl *attachment;
5436 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5437 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
5439 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
5440 attachment->pow2Width, attachment->pow2Height);
5443 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
5445 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
5446 attachment->pow2Width, attachment->pow2Height);
5452 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
5453 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5454 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
5455 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
5457 if (!ds_impl) return FALSE;
5459 if (ds_impl->current_renderbuffer) {
5460 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
5461 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
5464 return (rt_impl->pow2Width != ds_impl->pow2Width ||
5465 rt_impl->pow2Height != ds_impl->pow2Height);
5468 void apply_fbo_state(IWineD3DDevice *iface) {
5469 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5472 if (This->render_offscreen) {
5473 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5475 /* Apply render targets */
5476 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5477 IWineD3DSurface *render_target = This->render_targets[i];
5478 if (This->fbo_color_attachments[i] != render_target) {
5479 set_render_target_fbo(iface, i, render_target);
5480 This->fbo_color_attachments[i] = render_target;
5484 /* Apply depth targets */
5485 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
5486 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
5487 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
5489 if (This->stencilBufferTarget) {
5490 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
5492 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
5493 This->fbo_depth_attachment = This->stencilBufferTarget;
5496 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5497 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5498 checkGLcall("glDrawBuffers()");
5500 glDrawBuffer(This->draw_buffers[0]);
5501 checkGLcall("glDrawBuffer()");
5504 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5507 check_fbo_status(iface);
5510 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5511 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
5512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5513 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5514 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
5517 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5518 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5519 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5520 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5522 glDisable(GL_SCISSOR_TEST);
5523 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5526 case WINED3DTEXF_LINEAR:
5527 gl_filter = GL_LINEAR;
5531 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5532 case WINED3DTEXF_NONE:
5533 case WINED3DTEXF_POINT:
5534 gl_filter = GL_NEAREST;
5538 /* Attach src surface to src fbo */
5539 src_swapchain = get_swapchain(src_surface);
5540 if (src_swapchain) {
5543 TRACE("Source surface %p is onscreen\n", src_surface);
5545 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
5546 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
5547 glReadBuffer(buffer);
5548 checkGLcall("glReadBuffer()");
5550 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5551 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5553 TRACE("Source surface %p is offscreen\n", src_surface);
5554 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
5555 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
5556 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
5557 checkGLcall("glReadBuffer()");
5560 /* Attach dst surface to dst fbo */
5561 dst_swapchain = get_swapchain(dst_surface);
5562 if (dst_swapchain) {
5565 TRACE("Destination surface %p is onscreen\n", dst_surface);
5567 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
5568 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
5569 glDrawBuffer(buffer);
5570 checkGLcall("glDrawBuffer()");
5572 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5573 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5575 TRACE("Destination surface %p is offscreen\n", dst_surface);
5576 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
5577 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
5578 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
5579 checkGLcall("glDrawBuffer()");
5583 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5584 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
5586 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5587 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
5590 if (This->render_offscreen) {
5591 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5593 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5594 checkGLcall("glBindFramebuffer()");
5597 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
5598 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
5599 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
5600 glDrawBuffer(GL_BACK);
5601 checkGLcall("glDrawBuffer()");
5605 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5607 WINED3DVIEWPORT viewport;
5609 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5611 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5612 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5613 return WINED3DERR_INVALIDCALL;
5616 /* MSDN says that null disables the render target
5617 but a device must always be associated with a render target
5618 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5620 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5623 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5624 FIXME("Trying to set render target 0 to NULL\n");
5625 return WINED3DERR_INVALIDCALL;
5627 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5628 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5629 return WINED3DERR_INVALIDCALL;
5632 /* If we are trying to set what we already have, don't bother */
5633 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5634 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5637 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5638 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5639 This->render_targets[RenderTargetIndex] = pRenderTarget;
5641 /* Render target 0 is special */
5642 if(RenderTargetIndex == 0) {
5643 /* Finally, reset the viewport as the MSDN states. */
5644 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5645 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5648 viewport.MaxZ = 1.0f;
5649 viewport.MinZ = 0.0f;
5650 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5651 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
5652 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
5654 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5656 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
5658 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
5659 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
5661 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
5666 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5667 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5668 HRESULT hr = WINED3D_OK;
5669 IWineD3DSurface *tmp;
5671 TRACE("(%p) Swapping z-buffer\n",This);
5673 if (pNewZStencil == This->stencilBufferTarget) {
5674 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5676 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5677 * depending on the renter target implementation being used.
5678 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5679 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5680 * stencil buffer and incure an extra memory overhead
5681 ******************************************************/
5683 tmp = This->stencilBufferTarget;
5684 This->stencilBufferTarget = pNewZStencil;
5685 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5686 /* should we be calling the parent or the wined3d surface? */
5687 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5688 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5691 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
5692 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5693 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
5694 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
5695 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5702 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
5703 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
5704 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5705 /* TODO: the use of Impl is deprecated. */
5706 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
5707 WINED3DLOCKED_RECT lockedRect;
5709 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
5711 /* some basic validation checks */
5712 if(This->cursorTexture) {
5714 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5715 glDeleteTextures(1, &This->cursorTexture);
5717 This->cursorTexture = 0;
5720 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
5721 This->haveHardwareCursor = TRUE;
5723 This->haveHardwareCursor = FALSE;
5726 WINED3DLOCKED_RECT rect;
5728 /* MSDN: Cursor must be A8R8G8B8 */
5729 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
5730 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
5731 return WINED3DERR_INVALIDCALL;
5734 /* MSDN: Cursor must be smaller than the display mode */
5735 if(pSur->currentDesc.Width > This->ddraw_width ||
5736 pSur->currentDesc.Height > This->ddraw_height) {
5737 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
5738 return WINED3DERR_INVALIDCALL;
5741 if (!This->haveHardwareCursor) {
5742 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5744 /* Do not store the surface's pointer because the application may
5745 * release it after setting the cursor image. Windows doesn't
5746 * addref the set surface, so we can't do this either without
5747 * creating circular refcount dependencies. Copy out the gl texture
5750 This->cursorWidth = pSur->currentDesc.Width;
5751 This->cursorHeight = pSur->currentDesc.Height;
5752 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
5754 const PixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8);
5755 char *mem, *bits = (char *)rect.pBits;
5756 GLint intfmt = tableEntry->glInternal;
5757 GLint format = tableEntry->glFormat;
5758 GLint type = tableEntry->glType;
5759 INT height = This->cursorHeight;
5760 INT width = This->cursorWidth;
5761 INT bpp = tableEntry->bpp;
5764 /* Reformat the texture memory (pitch and width can be
5766 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5767 for(i = 0; i < height; i++)
5768 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5769 IWineD3DSurface_UnlockRect(pCursorBitmap);
5772 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5773 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5774 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5777 /* Make sure that a proper texture unit is selected */
5778 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5779 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5780 checkGLcall("glActiveTextureARB");
5782 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5783 /* Create a new cursor texture */
5784 glGenTextures(1, &This->cursorTexture);
5785 checkGLcall("glGenTextures");
5786 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
5787 checkGLcall("glBindTexture");
5788 /* Copy the bitmap memory into the cursor texture */
5789 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
5790 HeapFree(GetProcessHeap(), 0, mem);
5791 checkGLcall("glTexImage2D");
5793 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5794 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5795 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5802 FIXME("A cursor texture was not returned.\n");
5803 This->cursorTexture = 0;
5808 /* Draw a hardware cursor */
5809 ICONINFO cursorInfo;
5811 /* Create and clear maskBits because it is not needed for
5812 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5814 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5815 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
5816 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
5817 WINED3DLOCK_NO_DIRTY_UPDATE |
5818 WINED3DLOCK_READONLY
5820 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
5821 pSur->currentDesc.Height);
5823 cursorInfo.fIcon = FALSE;
5824 cursorInfo.xHotspot = XHotSpot;
5825 cursorInfo.yHotspot = YHotSpot;
5826 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
5827 pSur->currentDesc.Height, 1,
5829 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
5830 pSur->currentDesc.Height, 1,
5831 32, lockedRect.pBits);
5832 IWineD3DSurface_UnlockRect(pCursorBitmap);
5833 /* Create our cursor and clean up. */
5834 cursor = CreateIconIndirect(&cursorInfo);
5836 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5837 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5838 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
5839 This->hardwareCursor = cursor;
5840 HeapFree(GetProcessHeap(), 0, maskBits);
5844 This->xHotSpot = XHotSpot;
5845 This->yHotSpot = YHotSpot;
5849 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
5850 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5851 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
5853 This->xScreenSpace = XScreenSpace;
5854 This->yScreenSpace = YScreenSpace;
5860 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
5861 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5862 BOOL oldVisible = This->bCursorVisible;
5865 TRACE("(%p) : visible(%d)\n", This, bShow);
5868 * When ShowCursor is first called it should make the cursor appear at the OS's last
5869 * known cursor position. Because of this, some applications just repetitively call
5870 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
5873 This->xScreenSpace = pt.x;
5874 This->yScreenSpace = pt.y;
5876 if (This->haveHardwareCursor) {
5877 This->bCursorVisible = bShow;
5879 SetCursor(This->hardwareCursor);
5885 if (This->cursorTexture)
5886 This->bCursorVisible = bShow;
5892 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
5893 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5894 TRACE("(%p) : state (%u)\n", This, This->state);
5895 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
5896 switch (This->state) {
5899 case WINED3DERR_DEVICELOST:
5901 ResourceList *resourceList = This->resources;
5902 while (NULL != resourceList) {
5903 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
5904 return WINED3DERR_DEVICENOTRESET;
5905 resourceList = resourceList->next;
5907 return WINED3DERR_DEVICELOST;
5909 case WINED3DERR_DRIVERINTERNALERROR:
5910 return WINED3DERR_DRIVERINTERNALERROR;
5914 return WINED3DERR_DRIVERINTERNALERROR;
5918 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
5919 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5920 /** FIXME: Resource tracking needs to be done,
5921 * The closes we can do to this is set the priorities of all managed textures low
5922 * and then reset them.
5923 ***********************************************************/
5924 FIXME("(%p) : stub\n", This);
5928 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5929 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
5931 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5932 if(surface->Flags & SFLAG_DIBSECTION) {
5933 /* Release the DC */
5934 SelectObject(surface->hDC, surface->dib.holdbitmap);
5935 DeleteDC(surface->hDC);
5936 /* Release the DIB section */
5937 DeleteObject(surface->dib.DIBsection);
5938 surface->dib.bitmap_data = NULL;
5939 surface->resource.allocatedMemory = NULL;
5940 surface->Flags &= ~SFLAG_DIBSECTION;
5942 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
5943 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
5944 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
5945 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5946 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5948 surface->pow2Width = surface->pow2Height = 1;
5949 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5950 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5952 if(surface->glDescription.textureName) {
5954 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5955 glDeleteTextures(1, &surface->glDescription.textureName);
5957 surface->glDescription.textureName = 0;
5958 surface->Flags &= ~SFLAG_CLIENT;
5960 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
5961 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
5962 surface->Flags |= SFLAG_NONPOW2;
5964 surface->Flags &= ~SFLAG_NONPOW2;
5966 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
5967 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
5970 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5971 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5972 IWineD3DSwapChainImpl *swapchain;
5974 BOOL DisplayModeChanged = FALSE;
5975 WINED3DDISPLAYMODE mode;
5976 TRACE("(%p)\n", This);
5978 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
5980 ERR("Failed to get the first implicit swapchain\n");
5984 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5985 * on an existing gl context, so there's no real need for recreation.
5987 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5989 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5991 TRACE("New params:\n");
5992 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
5993 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
5994 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
5995 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
5996 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
5997 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
5998 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
5999 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6000 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6001 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6002 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6003 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6004 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6006 /* No special treatment of these parameters. Just store them */
6007 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6008 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6009 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6010 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6012 /* What to do about these? */
6013 if(pPresentationParameters->BackBufferCount != 0 &&
6014 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6015 ERR("Cannot change the back buffer count yet\n");
6017 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6018 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6019 ERR("Cannot change the back buffer format yet\n");
6021 if(pPresentationParameters->hDeviceWindow != NULL &&
6022 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6023 ERR("Cannot change the device window yet\n");
6025 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6026 ERR("What do do about a changed auto depth stencil parameter?\n");
6029 if(pPresentationParameters->Windowed) {
6030 mode.Width = swapchain->orig_width;
6031 mode.Height = swapchain->orig_height;
6032 mode.RefreshRate = 0;
6033 mode.Format = swapchain->presentParms.BackBufferFormat;
6035 mode.Width = pPresentationParameters->BackBufferWidth;
6036 mode.Height = pPresentationParameters->BackBufferHeight;
6037 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6038 mode.Format = swapchain->presentParms.BackBufferFormat;
6041 /* Should Width == 800 && Height == 0 set 800x600? */
6042 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6043 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6044 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6051 vp.Width = pPresentationParameters->BackBufferWidth;
6052 vp.Height = pPresentationParameters->BackBufferHeight;
6056 if(!pPresentationParameters->Windowed) {
6057 DisplayModeChanged = TRUE;
6059 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6060 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6062 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6063 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6064 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6067 /* Now set the new viewport */
6068 IWineD3DDevice_SetViewport(iface, &vp);
6071 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6072 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6073 DisplayModeChanged) {
6075 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6076 if(!pPresentationParameters->Windowed) {
6077 IWineD3DDevice_SetFullscreen(iface, TRUE);
6080 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6082 /* Switching out of fullscreen mode? First set the original res, then change the window */
6083 if(pPresentationParameters->Windowed) {
6084 IWineD3DDevice_SetFullscreen(iface, FALSE);
6086 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6089 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6093 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6094 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6095 /** FIXME: always true at the moment **/
6096 if(!bEnableDialogs) {
6097 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6103 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6104 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6105 TRACE("(%p) : pParameters %p\n", This, pParameters);
6107 *pParameters = This->createParms;
6111 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6112 IWineD3DSwapChain *swapchain;
6113 HRESULT hrc = WINED3D_OK;
6115 TRACE("Relaying to swapchain\n");
6117 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6118 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6119 IWineD3DSwapChain_Release(swapchain);
6124 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6125 IWineD3DSwapChain *swapchain;
6126 HRESULT hrc = WINED3D_OK;
6128 TRACE("Relaying to swapchain\n");
6130 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6131 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6132 IWineD3DSwapChain_Release(swapchain);
6138 /** ********************************************************
6139 * Notification functions
6140 ** ********************************************************/
6141 /** This function must be called in the release of a resource when ref == 0,
6142 * the contents of resource must still be correct,
6143 * any handels to other resource held by the caller must be closed
6144 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6145 *****************************************************/
6146 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6147 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6148 ResourceList* resourceList;
6150 TRACE("(%p) : resource %p\n", This, resource);
6151 /* add a new texture to the frot of the linked list */
6152 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6153 resourceList->resource = resource;
6155 /* Get the old head */
6156 resourceList->next = This->resources;
6158 This->resources = resourceList;
6159 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6164 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6166 ResourceList* resourceList = NULL;
6167 ResourceList* previousResourceList = NULL;
6169 TRACE("(%p) : resource %p\n", This, resource);
6171 resourceList = This->resources;
6173 while (resourceList != NULL) {
6174 if(resourceList->resource == resource) break;
6175 previousResourceList = resourceList;
6176 resourceList = resourceList->next;
6179 if (resourceList == NULL) {
6180 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6183 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6185 /* make sure we don't leave a hole in the list */
6186 if (previousResourceList != NULL) {
6187 previousResourceList->next = resourceList->next;
6189 This->resources = resourceList->next;
6196 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6200 TRACE("(%p) : resource %p\n", This, resource);
6201 switch(IWineD3DResource_GetType(resource)){
6202 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6203 case WINED3DRTYPE_SURFACE: {
6206 /* Cleanup any FBO attachments */
6207 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6208 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
6209 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6210 set_render_target_fbo(iface, i, NULL);
6211 This->fbo_color_attachments[i] = NULL;
6214 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
6215 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6216 set_depth_stencil_fbo(iface, NULL);
6217 This->fbo_depth_attachment = NULL;
6223 case WINED3DRTYPE_TEXTURE:
6224 case WINED3DRTYPE_CUBETEXTURE:
6225 case WINED3DRTYPE_VOLUMETEXTURE:
6226 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6227 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6228 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6229 This->stateBlock->textures[counter] = NULL;
6231 if (This->updateStateBlock != This->stateBlock ){
6232 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6233 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6234 This->updateStateBlock->textures[counter] = NULL;
6239 case WINED3DRTYPE_VOLUME:
6240 /* TODO: nothing really? */
6242 case WINED3DRTYPE_VERTEXBUFFER:
6243 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6246 TRACE("Cleaning up stream pointers\n");
6248 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6249 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6250 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6252 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6253 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6254 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6255 This->updateStateBlock->streamSource[streamNumber] = 0;
6256 /* Set changed flag? */
6259 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6260 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6261 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6262 This->stateBlock->streamSource[streamNumber] = 0;
6265 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6266 else { /* This shouldn't happen */
6267 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6274 case WINED3DRTYPE_INDEXBUFFER:
6275 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6276 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6277 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6278 This->updateStateBlock->pIndexData = NULL;
6281 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6282 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6283 This->stateBlock->pIndexData = NULL;
6289 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6294 /* Remove the resoruce from the resourceStore */
6295 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6297 TRACE("Resource released\n");
6301 /**********************************************************
6302 * IWineD3DDevice VTbl follows
6303 **********************************************************/
6305 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6307 /*** IUnknown methods ***/
6308 IWineD3DDeviceImpl_QueryInterface,
6309 IWineD3DDeviceImpl_AddRef,
6310 IWineD3DDeviceImpl_Release,
6311 /*** IWineD3DDevice methods ***/
6312 IWineD3DDeviceImpl_GetParent,
6313 /*** Creation methods**/
6314 IWineD3DDeviceImpl_CreateVertexBuffer,
6315 IWineD3DDeviceImpl_CreateIndexBuffer,
6316 IWineD3DDeviceImpl_CreateStateBlock,
6317 IWineD3DDeviceImpl_CreateSurface,
6318 IWineD3DDeviceImpl_CreateTexture,
6319 IWineD3DDeviceImpl_CreateVolumeTexture,
6320 IWineD3DDeviceImpl_CreateVolume,
6321 IWineD3DDeviceImpl_CreateCubeTexture,
6322 IWineD3DDeviceImpl_CreateQuery,
6323 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6324 IWineD3DDeviceImpl_CreateVertexDeclaration,
6325 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6326 IWineD3DDeviceImpl_CreateVertexShader,
6327 IWineD3DDeviceImpl_CreatePixelShader,
6328 IWineD3DDeviceImpl_CreatePalette,
6329 /*** Odd functions **/
6330 IWineD3DDeviceImpl_Init3D,
6331 IWineD3DDeviceImpl_Uninit3D,
6332 IWineD3DDeviceImpl_SetFullscreen,
6333 IWineD3DDeviceImpl_SetMultithreaded,
6334 IWineD3DDeviceImpl_EvictManagedResources,
6335 IWineD3DDeviceImpl_GetAvailableTextureMem,
6336 IWineD3DDeviceImpl_GetBackBuffer,
6337 IWineD3DDeviceImpl_GetCreationParameters,
6338 IWineD3DDeviceImpl_GetDeviceCaps,
6339 IWineD3DDeviceImpl_GetDirect3D,
6340 IWineD3DDeviceImpl_GetDisplayMode,
6341 IWineD3DDeviceImpl_SetDisplayMode,
6342 IWineD3DDeviceImpl_GetHWND,
6343 IWineD3DDeviceImpl_SetHWND,
6344 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6345 IWineD3DDeviceImpl_GetRasterStatus,
6346 IWineD3DDeviceImpl_GetSwapChain,
6347 IWineD3DDeviceImpl_Reset,
6348 IWineD3DDeviceImpl_SetDialogBoxMode,
6349 IWineD3DDeviceImpl_SetCursorProperties,
6350 IWineD3DDeviceImpl_SetCursorPosition,
6351 IWineD3DDeviceImpl_ShowCursor,
6352 IWineD3DDeviceImpl_TestCooperativeLevel,
6353 /*** Getters and setters **/
6354 IWineD3DDeviceImpl_SetClipPlane,
6355 IWineD3DDeviceImpl_GetClipPlane,
6356 IWineD3DDeviceImpl_SetClipStatus,
6357 IWineD3DDeviceImpl_GetClipStatus,
6358 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6359 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6360 IWineD3DDeviceImpl_SetDepthStencilSurface,
6361 IWineD3DDeviceImpl_GetDepthStencilSurface,
6362 IWineD3DDeviceImpl_SetFVF,
6363 IWineD3DDeviceImpl_GetFVF,
6364 IWineD3DDeviceImpl_SetGammaRamp,
6365 IWineD3DDeviceImpl_GetGammaRamp,
6366 IWineD3DDeviceImpl_SetIndices,
6367 IWineD3DDeviceImpl_GetIndices,
6368 IWineD3DDeviceImpl_SetBasevertexIndex,
6369 IWineD3DDeviceImpl_SetLight,
6370 IWineD3DDeviceImpl_GetLight,
6371 IWineD3DDeviceImpl_SetLightEnable,
6372 IWineD3DDeviceImpl_GetLightEnable,
6373 IWineD3DDeviceImpl_SetMaterial,
6374 IWineD3DDeviceImpl_GetMaterial,
6375 IWineD3DDeviceImpl_SetNPatchMode,
6376 IWineD3DDeviceImpl_GetNPatchMode,
6377 IWineD3DDeviceImpl_SetPaletteEntries,
6378 IWineD3DDeviceImpl_GetPaletteEntries,
6379 IWineD3DDeviceImpl_SetPixelShader,
6380 IWineD3DDeviceImpl_GetPixelShader,
6381 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6382 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6383 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6384 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6385 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6386 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6387 IWineD3DDeviceImpl_SetRenderState,
6388 IWineD3DDeviceImpl_GetRenderState,
6389 IWineD3DDeviceImpl_SetRenderTarget,
6390 IWineD3DDeviceImpl_GetRenderTarget,
6391 IWineD3DDeviceImpl_SetFrontBackBuffers,
6392 IWineD3DDeviceImpl_SetSamplerState,
6393 IWineD3DDeviceImpl_GetSamplerState,
6394 IWineD3DDeviceImpl_SetScissorRect,
6395 IWineD3DDeviceImpl_GetScissorRect,
6396 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6397 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6398 IWineD3DDeviceImpl_SetStreamSource,
6399 IWineD3DDeviceImpl_GetStreamSource,
6400 IWineD3DDeviceImpl_SetStreamSourceFreq,
6401 IWineD3DDeviceImpl_GetStreamSourceFreq,
6402 IWineD3DDeviceImpl_SetTexture,
6403 IWineD3DDeviceImpl_GetTexture,
6404 IWineD3DDeviceImpl_SetTextureStageState,
6405 IWineD3DDeviceImpl_GetTextureStageState,
6406 IWineD3DDeviceImpl_SetTransform,
6407 IWineD3DDeviceImpl_GetTransform,
6408 IWineD3DDeviceImpl_SetVertexDeclaration,
6409 IWineD3DDeviceImpl_GetVertexDeclaration,
6410 IWineD3DDeviceImpl_SetVertexShader,
6411 IWineD3DDeviceImpl_GetVertexShader,
6412 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6413 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6414 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6415 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6416 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6417 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6418 IWineD3DDeviceImpl_SetViewport,
6419 IWineD3DDeviceImpl_GetViewport,
6420 IWineD3DDeviceImpl_MultiplyTransform,
6421 IWineD3DDeviceImpl_ValidateDevice,
6422 IWineD3DDeviceImpl_ProcessVertices,
6423 /*** State block ***/
6424 IWineD3DDeviceImpl_BeginStateBlock,
6425 IWineD3DDeviceImpl_EndStateBlock,
6426 /*** Scene management ***/
6427 IWineD3DDeviceImpl_BeginScene,
6428 IWineD3DDeviceImpl_EndScene,
6429 IWineD3DDeviceImpl_Present,
6430 IWineD3DDeviceImpl_Clear,
6432 IWineD3DDeviceImpl_DrawPrimitive,
6433 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6434 IWineD3DDeviceImpl_DrawPrimitiveUP,
6435 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6436 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6437 IWineD3DDeviceImpl_DrawRectPatch,
6438 IWineD3DDeviceImpl_DrawTriPatch,
6439 IWineD3DDeviceImpl_DeletePatch,
6440 IWineD3DDeviceImpl_ColorFill,
6441 IWineD3DDeviceImpl_UpdateTexture,
6442 IWineD3DDeviceImpl_UpdateSurface,
6443 IWineD3DDeviceImpl_GetFrontBufferData,
6444 /*** object tracking ***/
6445 IWineD3DDeviceImpl_ResourceReleased
6449 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6450 WINED3DRS_ALPHABLENDENABLE ,
6451 WINED3DRS_ALPHAFUNC ,
6452 WINED3DRS_ALPHAREF ,
6453 WINED3DRS_ALPHATESTENABLE ,
6455 WINED3DRS_COLORWRITEENABLE ,
6456 WINED3DRS_DESTBLEND ,
6457 WINED3DRS_DITHERENABLE ,
6458 WINED3DRS_FILLMODE ,
6459 WINED3DRS_FOGDENSITY ,
6461 WINED3DRS_FOGSTART ,
6462 WINED3DRS_LASTPIXEL ,
6463 WINED3DRS_SHADEMODE ,
6464 WINED3DRS_SRCBLEND ,
6465 WINED3DRS_STENCILENABLE ,
6466 WINED3DRS_STENCILFAIL ,
6467 WINED3DRS_STENCILFUNC ,
6468 WINED3DRS_STENCILMASK ,
6469 WINED3DRS_STENCILPASS ,
6470 WINED3DRS_STENCILREF ,
6471 WINED3DRS_STENCILWRITEMASK ,
6472 WINED3DRS_STENCILZFAIL ,
6473 WINED3DRS_TEXTUREFACTOR ,
6484 WINED3DRS_ZWRITEENABLE
6487 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6488 WINED3DTSS_ADDRESSW ,
6489 WINED3DTSS_ALPHAARG0 ,
6490 WINED3DTSS_ALPHAARG1 ,
6491 WINED3DTSS_ALPHAARG2 ,
6492 WINED3DTSS_ALPHAOP ,
6493 WINED3DTSS_BUMPENVLOFFSET ,
6494 WINED3DTSS_BUMPENVLSCALE ,
6495 WINED3DTSS_BUMPENVMAT00 ,
6496 WINED3DTSS_BUMPENVMAT01 ,
6497 WINED3DTSS_BUMPENVMAT10 ,
6498 WINED3DTSS_BUMPENVMAT11 ,
6499 WINED3DTSS_COLORARG0 ,
6500 WINED3DTSS_COLORARG1 ,
6501 WINED3DTSS_COLORARG2 ,
6502 WINED3DTSS_COLOROP ,
6503 WINED3DTSS_RESULTARG ,
6504 WINED3DTSS_TEXCOORDINDEX ,
6505 WINED3DTSS_TEXTURETRANSFORMFLAGS
6508 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6509 WINED3DSAMP_ADDRESSU ,
6510 WINED3DSAMP_ADDRESSV ,
6511 WINED3DSAMP_ADDRESSW ,
6512 WINED3DSAMP_BORDERCOLOR ,
6513 WINED3DSAMP_MAGFILTER ,
6514 WINED3DSAMP_MINFILTER ,
6515 WINED3DSAMP_MIPFILTER ,
6516 WINED3DSAMP_MIPMAPLODBIAS ,
6517 WINED3DSAMP_MAXMIPLEVEL ,
6518 WINED3DSAMP_MAXANISOTROPY ,
6519 WINED3DSAMP_SRGBTEXTURE ,
6520 WINED3DSAMP_ELEMENTINDEX
6523 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6525 WINED3DRS_AMBIENTMATERIALSOURCE ,
6526 WINED3DRS_CLIPPING ,
6527 WINED3DRS_CLIPPLANEENABLE ,
6528 WINED3DRS_COLORVERTEX ,
6529 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6530 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6531 WINED3DRS_FOGDENSITY ,
6533 WINED3DRS_FOGSTART ,
6534 WINED3DRS_FOGTABLEMODE ,
6535 WINED3DRS_FOGVERTEXMODE ,
6536 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6537 WINED3DRS_LIGHTING ,
6538 WINED3DRS_LOCALVIEWER ,
6539 WINED3DRS_MULTISAMPLEANTIALIAS ,
6540 WINED3DRS_MULTISAMPLEMASK ,
6541 WINED3DRS_NORMALIZENORMALS ,
6542 WINED3DRS_PATCHEDGESTYLE ,
6543 WINED3DRS_POINTSCALE_A ,
6544 WINED3DRS_POINTSCALE_B ,
6545 WINED3DRS_POINTSCALE_C ,
6546 WINED3DRS_POINTSCALEENABLE ,
6547 WINED3DRS_POINTSIZE ,
6548 WINED3DRS_POINTSIZE_MAX ,
6549 WINED3DRS_POINTSIZE_MIN ,
6550 WINED3DRS_POINTSPRITEENABLE ,
6551 WINED3DRS_RANGEFOGENABLE ,
6552 WINED3DRS_SPECULARMATERIALSOURCE ,
6553 WINED3DRS_TWEENFACTOR ,
6554 WINED3DRS_VERTEXBLEND
6557 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6558 WINED3DTSS_TEXCOORDINDEX ,
6559 WINED3DTSS_TEXTURETRANSFORMFLAGS
6562 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6563 WINED3DSAMP_DMAPOFFSET
6566 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6567 DWORD rep = StateTable[state].representative;
6571 WineD3DContext *context;
6574 for(i = 0; i < This->numContexts; i++) {
6575 context = This->contexts[i];
6576 if(isStateDirty(context, rep)) continue;
6578 context->dirtyArray[context->numDirtyEntries++] = rep;
6581 context->isStateDirty[idx] |= (1 << shift);