wined3d: Get rid of the WINED3DLIGHTTYPE typedef.
[wine] / dlls / wined3d / device.c
1 /*
2  * Copyright 2002 Lionel Ulmer
3  * Copyright 2002-2005 Jason Edmeades
4  * Copyright 2003-2004 Raphael Junqueira
5  * Copyright 2004 Christian Costa
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2006-2008 Henri Verbeet
9  * Copyright 2007 Andrew Riedi
10  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
38 {
39     WINED3D_LIGHT_DIRECTIONAL,  /* Type */
40     { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43     { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
44     { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
45     0.0f,                       /* Range */
46     0.0f,                       /* Falloff */
47     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
48     0.0f,                       /* Theta */
49     0.0f                        /* Phi */
50 };
51
52 /**********************************************************
53  * Global variable / Constants follow
54  **********************************************************/
55 const float identity[] =
56 {
57     1.0f, 0.0f, 0.0f, 0.0f,
58     0.0f, 1.0f, 0.0f, 0.0f,
59     0.0f, 0.0f, 1.0f, 0.0f,
60     0.0f, 0.0f, 0.0f, 1.0f,
61 };  /* When needed for comparisons */
62
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64  * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
66 {
67     switch(primitive_type)
68     {
69         case WINED3DPT_POINTLIST:
70             return GL_POINTS;
71
72         case WINED3DPT_LINELIST:
73             return GL_LINES;
74
75         case WINED3DPT_LINESTRIP:
76             return GL_LINE_STRIP;
77
78         case WINED3DPT_TRIANGLELIST:
79             return GL_TRIANGLES;
80
81         case WINED3DPT_TRIANGLESTRIP:
82             return GL_TRIANGLE_STRIP;
83
84         case WINED3DPT_TRIANGLEFAN:
85             return GL_TRIANGLE_FAN;
86
87         case WINED3DPT_LINELIST_ADJ:
88             return GL_LINES_ADJACENCY_ARB;
89
90         case WINED3DPT_LINESTRIP_ADJ:
91             return GL_LINE_STRIP_ADJACENCY_ARB;
92
93         case WINED3DPT_TRIANGLELIST_ADJ:
94             return GL_TRIANGLES_ADJACENCY_ARB;
95
96         case WINED3DPT_TRIANGLESTRIP_ADJ:
97             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
98
99         default:
100             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101             return GL_NONE;
102     }
103 }
104
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
106 {
107     switch(primitive_type)
108     {
109         case GL_POINTS:
110             return WINED3DPT_POINTLIST;
111
112         case GL_LINES:
113             return WINED3DPT_LINELIST;
114
115         case GL_LINE_STRIP:
116             return WINED3DPT_LINESTRIP;
117
118         case GL_TRIANGLES:
119             return WINED3DPT_TRIANGLELIST;
120
121         case GL_TRIANGLE_STRIP:
122             return WINED3DPT_TRIANGLESTRIP;
123
124         case GL_TRIANGLE_FAN:
125             return WINED3DPT_TRIANGLEFAN;
126
127         case GL_LINES_ADJACENCY_ARB:
128             return WINED3DPT_LINELIST_ADJ;
129
130         case GL_LINE_STRIP_ADJACENCY_ARB:
131             return WINED3DPT_LINESTRIP_ADJ;
132
133         case GL_TRIANGLES_ADJACENCY_ARB:
134             return WINED3DPT_TRIANGLELIST_ADJ;
135
136         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137             return WINED3DPT_TRIANGLESTRIP_ADJ;
138
139         default:
140             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141             return WINED3DPT_UNDEFINED;
142     }
143 }
144
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
146 {
147     if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148         *regnum = WINED3D_FFP_POSITION;
149     else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150         *regnum = WINED3D_FFP_BLENDWEIGHT;
151     else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152         *regnum = WINED3D_FFP_BLENDINDICES;
153     else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154         *regnum = WINED3D_FFP_NORMAL;
155     else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156         *regnum = WINED3D_FFP_PSIZE;
157     else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158         *regnum = WINED3D_FFP_DIFFUSE;
159     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160         *regnum = WINED3D_FFP_SPECULAR;
161     else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162         *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163     else
164     {
165         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166         *regnum = ~0U;
167         return FALSE;
168     }
169
170     return TRUE;
171 }
172
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175         struct wined3d_stream_info *stream_info, BOOL *fixup)
176 {
177     const struct wined3d_state *state = &device->stateBlock->state;
178     /* We need to deal with frequency data! */
179     struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180     BOOL use_vshader;
181     unsigned int i;
182
183     stream_info->use_map = 0;
184     stream_info->swizzle_map = 0;
185
186     /* Check for transformed vertices, disable vertex shader if present. */
187     stream_info->position_transformed = declaration->position_transformed;
188     use_vshader = state->vertex_shader && !declaration->position_transformed;
189
190     /* Translate the declaration into strided data. */
191     for (i = 0; i < declaration->element_count; ++i)
192     {
193         const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194         const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195         struct wined3d_buffer *buffer = stream->buffer;
196         struct wined3d_bo_address data;
197         BOOL stride_used;
198         unsigned int idx;
199         DWORD stride;
200
201         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202                 element, i + 1, declaration->element_count);
203
204         if (!buffer) continue;
205
206         data.buffer_object = 0;
207         data.addr = NULL;
208
209         stride = stream->stride;
210         if (state->user_stream)
211         {
212             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213             data.buffer_object = 0;
214             data.addr = (BYTE *)buffer;
215         }
216         else
217         {
218             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220
221             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225              * not, drawStridedSlow is needed, including a vertex buffer path. */
226             if (state->load_base_vertex_index < 0)
227             {
228                 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229                         state->load_base_vertex_index);
230                 data.buffer_object = 0;
231                 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232                 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233                 {
234                     FIXME("System memory vertex data load offset is negative!\n");
235                 }
236             }
237
238             if (fixup)
239             {
240                 if (data.buffer_object)
241                     *fixup = TRUE;
242                 else if (*fixup && !use_vshader
243                         && (element->usage == WINED3DDECLUSAGE_COLOR
244                         || element->usage == WINED3DDECLUSAGE_POSITIONT))
245                 {
246                     static BOOL warned = FALSE;
247                     if (!warned)
248                     {
249                         /* This may be bad with the fixed function pipeline. */
250                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251                         warned = TRUE;
252                     }
253                 }
254             }
255         }
256         data.addr += element->offset;
257
258         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
259
260         if (use_vshader)
261         {
262             if (element->output_slot == ~0U)
263             {
264                 /* TODO: Assuming vertexdeclarations are usually used with the
265                  * same or a similar shader, it might be worth it to store the
266                  * last used output slot and try that one first. */
267                 stride_used = vshader_get_input(state->vertex_shader,
268                         element->usage, element->usage_idx, &idx);
269             }
270             else
271             {
272                 idx = element->output_slot;
273                 stride_used = TRUE;
274             }
275         }
276         else
277         {
278             if (!element->ffp_valid)
279             {
280                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282                 stride_used = FALSE;
283             }
284             else
285             {
286                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
287             }
288         }
289
290         if (stride_used)
291         {
292             TRACE("Load %s array %u [usage %s, usage_idx %u, "
293                     "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294                     use_vshader ? "shader": "fixed function", idx,
295                     debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296                     element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
297
298             data.addr += stream->offset;
299
300             stream_info->elements[idx].format = element->format;
301             stream_info->elements[idx].data = data;
302             stream_info->elements[idx].stride = stride;
303             stream_info->elements[idx].stream_idx = element->input_slot;
304
305             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
307             {
308                 stream_info->swizzle_map |= 1 << idx;
309             }
310             stream_info->use_map |= 1 << idx;
311         }
312     }
313
314     device->num_buffer_queries = 0;
315     if (!state->user_stream)
316     {
317         WORD map = stream_info->use_map;
318
319         /* PreLoad all the vertex buffers. */
320         for (i = 0; map; map >>= 1, ++i)
321         {
322             struct wined3d_stream_info_element *element;
323             struct wined3d_buffer *buffer;
324
325             if (!(map & 1)) continue;
326
327             element = &stream_info->elements[i];
328             buffer = state->streams[element->stream_idx].buffer;
329             wined3d_buffer_preload(buffer);
330
331             /* If the preload dropped the buffer object, update the stream info. */
332             if (buffer->buffer_object != element->data.buffer_object)
333             {
334                 element->data.buffer_object = 0;
335                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336                         + (ptrdiff_t)element->data.addr;
337             }
338
339             if (buffer->query)
340                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
341         }
342     }
343 }
344
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346         const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
347 {
348     e->data.addr = strided->data;
349     e->data.buffer_object = 0;
350     e->format = wined3d_get_format(gl_info, strided->format);
351     e->stride = strided->stride;
352     e->stream_idx = 0;
353 }
354
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356         const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
357 {
358     unsigned int i;
359
360     memset(stream_info, 0, sizeof(*stream_info));
361
362     if (strided->position.data)
363         stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364     if (strided->normal.data)
365         stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366     if (strided->diffuse.data)
367         stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368     if (strided->specular.data)
369         stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
370
371     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
372     {
373         if (strided->tex_coords[i].data)
374             stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
375                     &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
376     }
377
378     stream_info->position_transformed = strided->position_transformed;
379
380     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
381     {
382         if (!stream_info->elements[i].format) continue;
383
384         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
386         {
387             stream_info->swizzle_map |= 1 << i;
388         }
389         stream_info->use_map |= 1 << i;
390     }
391 }
392
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
394 {
395     TRACE("Strided Data:\n");
396     TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399     TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400     TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401     TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402     TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
411 }
412
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
415 {
416     struct wined3d_stream_info *stream_info = &device->strided_streams;
417     const struct wined3d_state *state = &device->stateBlock->state;
418     BOOL fixup = FALSE;
419
420     if (device->up_strided)
421     {
422         /* Note: this is a ddraw fixed-function code path. */
423         TRACE("=============================== Strided Input ================================\n");
424         device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425         if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
426     }
427     else
428     {
429         TRACE("============================= Vertex Declaration =============================\n");
430         device_stream_info_from_declaration(device, stream_info, &fixup);
431     }
432
433     if (state->vertex_shader && !stream_info->position_transformed)
434     {
435         if (state->vertex_declaration->half_float_conv_needed && !fixup)
436         {
437             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438             device->useDrawStridedSlow = TRUE;
439         }
440         else
441         {
442             device->useDrawStridedSlow = FALSE;
443         }
444     }
445     else
446     {
447         WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448         slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449                 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
450
451         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
452         {
453             device->useDrawStridedSlow = TRUE;
454         }
455         else
456         {
457             device->useDrawStridedSlow = FALSE;
458         }
459     }
460 }
461
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 {
464     struct wined3d_texture *texture;
465     enum WINED3DSRGB srgb;
466
467     if (!(texture = state->textures[idx])) return;
468     srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469     texture->texture_ops->texture_preload(texture, srgb);
470 }
471
472 void device_preload_textures(const struct wined3d_device *device)
473 {
474     const struct wined3d_state *state = &device->stateBlock->state;
475     unsigned int i;
476
477     if (use_vs(state))
478     {
479         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480         {
481             if (state->vertex_shader->reg_maps.sampler_type[i])
482                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483         }
484     }
485
486     if (use_ps(state))
487     {
488         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489         {
490             if (state->pixel_shader->reg_maps.sampler_type[i])
491                 device_preload_texture(state, i);
492         }
493     }
494     else
495     {
496         WORD ffu_map = device->fixed_function_usage_map;
497
498         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499         {
500             if (ffu_map & 1)
501                 device_preload_texture(state, i);
502         }
503     }
504 }
505
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 {
508     struct wined3d_context **new_array;
509
510     TRACE("Adding context %p.\n", context);
511
512     if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513     else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514             sizeof(*new_array) * (device->context_count + 1));
515
516     if (!new_array)
517     {
518         ERR("Failed to grow the context array.\n");
519         return FALSE;
520     }
521
522     new_array[device->context_count++] = context;
523     device->contexts = new_array;
524     return TRUE;
525 }
526
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 {
529     struct wined3d_context **new_array;
530     BOOL found = FALSE;
531     UINT i;
532
533     TRACE("Removing context %p.\n", context);
534
535     for (i = 0; i < device->context_count; ++i)
536     {
537         if (device->contexts[i] == context)
538         {
539             found = TRUE;
540             break;
541         }
542     }
543
544     if (!found)
545     {
546         ERR("Context %p doesn't exist in context array.\n", context);
547         return;
548     }
549
550     if (!--device->context_count)
551     {
552         HeapFree(GetProcessHeap(), 0, device->contexts);
553         device->contexts = NULL;
554         return;
555     }
556
557     memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558     new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559     if (!new_array)
560     {
561         ERR("Failed to shrink context array. Oh well.\n");
562         return;
563     }
564
565     device->contexts = new_array;
566 }
567
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570         struct wined3d_context *context, struct wined3d_surface *depth_stencil)
571 {
572     if (device->onscreen_depth_stencil)
573     {
574         surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575         surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576                 device->onscreen_depth_stencil->ds_current_size.cx,
577                 device->onscreen_depth_stencil->ds_current_size.cy);
578         wined3d_surface_decref(device->onscreen_depth_stencil);
579     }
580     device->onscreen_depth_stencil = depth_stencil;
581     wined3d_surface_incref(device->onscreen_depth_stencil);
582 }
583
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
585 {
586     /* partial draw rect */
587     if (draw_rect->left || draw_rect->top
588             || draw_rect->right < target->resource.width
589             || draw_rect->bottom < target->resource.height)
590         return FALSE;
591
592     /* partial clear rect */
593     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594             || clear_rect->right < target->resource.width
595             || clear_rect->bottom < target->resource.height))
596         return FALSE;
597
598     return TRUE;
599 }
600
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602         DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
603 {
604     RECT current_rect, r;
605
606     if (ds->flags & location)
607         SetRect(&current_rect, 0, 0,
608                 ds->ds_current_size.cx,
609                 ds->ds_current_size.cy);
610     else
611         SetRectEmpty(&current_rect);
612
613     IntersectRect(&r, draw_rect, &current_rect);
614     if (EqualRect(&r, draw_rect))
615     {
616         /* current_rect âŠ‡ draw_rect, modify only. */
617         surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618         return;
619     }
620
621     if (EqualRect(&r, &current_rect))
622     {
623         /* draw_rect âŠ‡ current_rect, test if we're doing a full clear. */
624
625         if (!clear_rect)
626         {
627             /* Full clear, modify only. */
628             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629             return;
630         }
631
632         IntersectRect(&r, draw_rect, clear_rect);
633         if (EqualRect(&r, draw_rect))
634         {
635             /* clear_rect âŠ‡ draw_rect, modify only. */
636             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637             return;
638         }
639     }
640
641     /* Full load. */
642     surface_load_ds_location(ds, context, location);
643     surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
644 }
645
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648         UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649         float depth, DWORD stencil)
650 {
651     const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652     struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653     UINT drawable_width, drawable_height;
654     struct wined3d_context *context;
655     GLbitfield clear_mask = 0;
656     BOOL render_offscreen;
657     unsigned int i;
658
659     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661      * for the cleared parts, and the untouched parts.
662      *
663      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666      * checking all this if the dest surface is in the drawable anyway. */
667     if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
668     {
669         for (i = 0; i < rt_count; ++i)
670         {
671             struct wined3d_surface *rt = fb->render_targets[i];
672             if (rt)
673                 surface_load_location(rt, rt->draw_binding, NULL);
674         }
675     }
676
677     context = context_acquire(device, target);
678     if (!context->valid)
679     {
680         context_release(context);
681         WARN("Invalid context, skipping clear.\n");
682         return WINED3D_OK;
683     }
684
685     if (target)
686     {
687         render_offscreen = context->render_offscreen;
688         target->get_drawable_size(context, &drawable_width, &drawable_height);
689     }
690     else
691     {
692         render_offscreen = TRUE;
693         drawable_width = fb->depth_stencil->pow2Width;
694         drawable_height = fb->depth_stencil->pow2Height;
695     }
696
697     if (flags & WINED3DCLEAR_ZBUFFER)
698     {
699         DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
700
701         if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702             device_switch_onscreen_ds(device, context, fb->depth_stencil);
703         prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
704     }
705
706     if (!context_apply_clear_state(context, device, rt_count, fb))
707     {
708         context_release(context);
709         WARN("Failed to apply clear state, skipping clear.\n");
710         return WINED3D_OK;
711     }
712
713     ENTER_GL();
714
715     /* Only set the values up once, as they are not changing. */
716     if (flags & WINED3DCLEAR_STENCIL)
717     {
718         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
719         {
720             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721             context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
722         }
723         glStencilMask(~0U);
724         context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725         glClearStencil(stencil);
726         checkGLcall("glClearStencil");
727         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728     }
729
730     if (flags & WINED3DCLEAR_ZBUFFER)
731     {
732         surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
733
734         glDepthMask(GL_TRUE);
735         context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
736         glClearDepth(depth);
737         checkGLcall("glClearDepth");
738         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739     }
740
741     if (flags & WINED3DCLEAR_TARGET)
742     {
743         for (i = 0; i < rt_count; ++i)
744         {
745             struct wined3d_surface *rt = fb->render_targets[i];
746
747             if (rt)
748                 surface_modify_location(rt, rt->draw_binding, TRUE);
749         }
750
751         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756         glClearColor(color->r, color->g, color->b, color->a);
757         checkGLcall("glClearColor");
758         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
759     }
760
761     if (!clear_rect)
762     {
763         if (render_offscreen)
764         {
765             glScissor(draw_rect->left, draw_rect->top,
766                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767         }
768         else
769         {
770             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772         }
773         checkGLcall("glScissor");
774         glClear(clear_mask);
775         checkGLcall("glClear");
776     }
777     else
778     {
779         RECT current_rect;
780
781         /* Now process each rect in turn. */
782         for (i = 0; i < rect_count; ++i)
783         {
784             /* Note that GL uses lower left, width/height. */
785             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
786
787             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788                     wine_dbgstr_rect(&clear_rect[i]),
789                     wine_dbgstr_rect(&current_rect));
790
791             /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792              * The rectangle is not cleared, no error is returned, but further rectangles are
793              * still cleared if they are valid. */
794             if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
795             {
796                 TRACE("Rectangle with negative dimensions, ignoring.\n");
797                 continue;
798             }
799
800             if (render_offscreen)
801             {
802                 glScissor(current_rect.left, current_rect.top,
803                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804             }
805             else
806             {
807                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809             }
810             checkGLcall("glScissor");
811
812             glClear(clear_mask);
813             checkGLcall("glClear");
814         }
815     }
816
817     LEAVE_GL();
818
819     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820             && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821             && target->container.u.swapchain->front_buffer == target))
822         wglFlush(); /* Flush to ensure ordering across contexts. */
823
824     context_release(context);
825
826     return WINED3D_OK;
827 }
828
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
830 {
831     ULONG refcount = InterlockedIncrement(&device->ref);
832
833     TRACE("%p increasing refcount to %u.\n", device, refcount);
834
835     return refcount;
836 }
837
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
839 {
840     ULONG refcount = InterlockedDecrement(&device->ref);
841
842     TRACE("%p decreasing refcount to %u.\n", device, refcount);
843
844     if (!refcount)
845     {
846         struct wined3d_stateblock *stateblock;
847         UINT i;
848
849         if (wined3d_stateblock_decref(device->updateStateBlock)
850                 && device->updateStateBlock != device->stateBlock)
851             FIXME("Something's still holding the update stateblock.\n");
852         device->updateStateBlock = NULL;
853
854         stateblock = device->stateBlock;
855         device->stateBlock = NULL;
856         if (wined3d_stateblock_decref(stateblock))
857             FIXME("Something's still holding the stateblock.\n");
858
859         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
860         {
861             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
862             device->multistate_funcs[i] = NULL;
863         }
864
865         if (!list_empty(&device->resources))
866         {
867             struct wined3d_resource *resource;
868
869             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
870
871             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
872             {
873                 FIXME("Leftover resource %p with type %s (%#x).\n",
874                         resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
875             }
876         }
877
878         if (device->contexts)
879             ERR("Context array not freed!\n");
880         if (device->hardwareCursor)
881             DestroyCursor(device->hardwareCursor);
882         device->hardwareCursor = 0;
883
884         wined3d_decref(device->wined3d);
885         device->wined3d = NULL;
886         HeapFree(GetProcessHeap(), 0, device);
887         TRACE("Freed device %p.\n", device);
888     }
889
890     return refcount;
891 }
892
893 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
894 {
895     TRACE("device %p.\n", device);
896
897     return device->swapchain_count;
898 }
899
900 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
901         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
902 {
903     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
904             device, swapchain_idx, swapchain);
905
906     if (swapchain_idx >= device->swapchain_count)
907     {
908         WARN("swapchain_idx %u >= swapchain_count %u.\n",
909                 swapchain_idx, device->swapchain_count);
910         *swapchain = NULL;
911
912         return WINED3DERR_INVALIDCALL;
913     }
914
915     *swapchain = device->swapchains[swapchain_idx];
916     wined3d_swapchain_incref(*swapchain);
917     TRACE("Returning %p.\n", *swapchain);
918
919     return WINED3D_OK;
920 }
921
922 static void device_load_logo(struct wined3d_device *device, const char *filename)
923 {
924     struct wined3d_color_key color_key;
925     HBITMAP hbm;
926     BITMAP bm;
927     HRESULT hr;
928     HDC dcb = NULL, dcs = NULL;
929
930     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
931     if(hbm)
932     {
933         GetObjectA(hbm, sizeof(BITMAP), &bm);
934         dcb = CreateCompatibleDC(NULL);
935         if(!dcb) goto out;
936         SelectObject(dcb, hbm);
937     }
938     else
939     {
940         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941          * couldn't be loaded
942          */
943         memset(&bm, 0, sizeof(bm));
944         bm.bmWidth = 32;
945         bm.bmHeight = 32;
946     }
947
948     hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
949             WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, WINED3D_SURFACE_MAPPABLE,
950             NULL, &wined3d_null_parent_ops, &device->logo_surface);
951     if (FAILED(hr))
952     {
953         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
954         goto out;
955     }
956
957     if (dcb)
958     {
959         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
960             goto out;
961         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
962         wined3d_surface_releasedc(device->logo_surface, dcs);
963
964         color_key.color_space_low_value = 0;
965         color_key.color_space_high_value = 0;
966         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
967     }
968     else
969     {
970         const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
971         /* Fill the surface with a white color to show that wined3d is there */
972         wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
973     }
974
975 out:
976     if (dcb) DeleteDC(dcb);
977     if (hbm) DeleteObject(hbm);
978 }
979
980 /* Context activation is done by the caller. */
981 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
982 {
983     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
984     unsigned int i, j, count;
985     /* Under DirectX you can sample even if no texture is bound, whereas
986      * OpenGL will only allow that when a valid texture is bound.
987      * We emulate this by creating dummy textures and binding them
988      * to each texture stage when the currently set D3D texture is NULL. */
989     ENTER_GL();
990
991     if (gl_info->supported[APPLE_CLIENT_STORAGE])
992     {
993         /* The dummy texture does not have client storage backing */
994         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
995         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996     }
997
998     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
999     for (i = 0; i < count; ++i)
1000     {
1001         DWORD color = 0x000000ff;
1002
1003         /* Make appropriate texture active */
1004         context_active_texture(context, gl_info, i);
1005
1006         glGenTextures(1, &device->dummy_texture_2d[i]);
1007         checkGLcall("glGenTextures");
1008         TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1009
1010         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1011         checkGLcall("glBindTexture");
1012
1013         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1014         checkGLcall("glTexImage2D");
1015
1016         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1017         {
1018             glGenTextures(1, &device->dummy_texture_rect[i]);
1019             checkGLcall("glGenTextures");
1020             TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1021
1022             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1023             checkGLcall("glBindTexture");
1024
1025             glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1026             checkGLcall("glTexImage2D");
1027         }
1028
1029         if (gl_info->supported[EXT_TEXTURE3D])
1030         {
1031             glGenTextures(1, &device->dummy_texture_3d[i]);
1032             checkGLcall("glGenTextures");
1033             TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1034
1035             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1036             checkGLcall("glBindTexture");
1037
1038             GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1039             checkGLcall("glTexImage3D");
1040         }
1041
1042         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1043         {
1044             glGenTextures(1, &device->dummy_texture_cube[i]);
1045             checkGLcall("glGenTextures");
1046             TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1047
1048             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1049             checkGLcall("glBindTexture");
1050
1051             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1052             {
1053                 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1054                 checkGLcall("glTexImage2D");
1055             }
1056         }
1057     }
1058
1059     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1060     {
1061         /* Reenable because if supported it is enabled by default */
1062         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1063         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1064     }
1065
1066     LEAVE_GL();
1067 }
1068
1069 /* Context activation is done by the caller. */
1070 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1071 {
1072     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1073
1074     ENTER_GL();
1075     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1076     {
1077         glDeleteTextures(count, device->dummy_texture_cube);
1078         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079     }
1080
1081     if (gl_info->supported[EXT_TEXTURE3D])
1082     {
1083         glDeleteTextures(count, device->dummy_texture_3d);
1084         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085     }
1086
1087     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1088     {
1089         glDeleteTextures(count, device->dummy_texture_rect);
1090         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091     }
1092
1093     glDeleteTextures(count, device->dummy_texture_2d);
1094     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095     LEAVE_GL();
1096
1097     memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1098     memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1099     memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1100     memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1101 }
1102
1103 static LONG fullscreen_style(LONG style)
1104 {
1105     /* Make sure the window is managed, otherwise we won't get keyboard input. */
1106     style |= WS_POPUP | WS_SYSMENU;
1107     style &= ~(WS_CAPTION | WS_THICKFRAME);
1108
1109     return style;
1110 }
1111
1112 static LONG fullscreen_exstyle(LONG exstyle)
1113 {
1114     /* Filter out window decorations. */
1115     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1116
1117     return exstyle;
1118 }
1119
1120 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1121 {
1122     BOOL filter_messages;
1123     LONG style, exstyle;
1124
1125     TRACE("Setting up window %p for fullscreen mode.\n", window);
1126
1127     if (device->style || device->exStyle)
1128     {
1129         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1130                 window, device->style, device->exStyle);
1131     }
1132
1133     device->style = GetWindowLongW(window, GWL_STYLE);
1134     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1135
1136     style = fullscreen_style(device->style);
1137     exstyle = fullscreen_exstyle(device->exStyle);
1138
1139     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1140             device->style, device->exStyle, style, exstyle);
1141
1142     filter_messages = device->filter_messages;
1143     device->filter_messages = TRUE;
1144
1145     SetWindowLongW(window, GWL_STYLE, style);
1146     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1147     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1148
1149     device->filter_messages = filter_messages;
1150 }
1151
1152 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1153 {
1154     BOOL filter_messages;
1155     LONG style, exstyle;
1156
1157     if (!device->style && !device->exStyle) return;
1158
1159     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1160             window, device->style, device->exStyle);
1161
1162     style = GetWindowLongW(window, GWL_STYLE);
1163     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1164
1165     filter_messages = device->filter_messages;
1166     device->filter_messages = TRUE;
1167
1168     /* Only restore the style if the application didn't modify it during the
1169      * fullscreen phase. Some applications change it before calling Reset()
1170      * when switching between windowed and fullscreen modes (HL2), some
1171      * depend on the original style (Eve Online). */
1172     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1173     {
1174         SetWindowLongW(window, GWL_STYLE, device->style);
1175         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1176     }
1177     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1178
1179     device->filter_messages = filter_messages;
1180
1181     /* Delete the old values. */
1182     device->style = 0;
1183     device->exStyle = 0;
1184 }
1185
1186 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1187 {
1188     TRACE("device %p, window %p.\n", device, window);
1189
1190     if (!wined3d_register_window(window, device))
1191     {
1192         ERR("Failed to register window %p.\n", window);
1193         return E_FAIL;
1194     }
1195
1196     device->focus_window = window;
1197     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1198
1199     return WINED3D_OK;
1200 }
1201
1202 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1203 {
1204     TRACE("device %p.\n", device);
1205
1206     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1207     device->focus_window = NULL;
1208 }
1209
1210 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1211         struct wined3d_swapchain_desc *swapchain_desc)
1212 {
1213     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1214     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1215     struct wined3d_swapchain *swapchain = NULL;
1216     struct wined3d_context *context;
1217     HRESULT hr;
1218     DWORD state;
1219     unsigned int i;
1220
1221     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1222
1223     if (device->d3d_initialized)
1224         return WINED3DERR_INVALIDCALL;
1225     if (!device->adapter->opengl)
1226         return WINED3DERR_INVALIDCALL;
1227
1228     device->valid_rt_mask = 0;
1229     for (i = 0; i < gl_info->limits.buffers; ++i)
1230         device->valid_rt_mask |= (1 << i);
1231     device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1232             sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1233
1234     /* Initialize the texture unit mapping to a 1:1 mapping */
1235     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1236     {
1237         if (state < gl_info->limits.fragment_samplers)
1238         {
1239             device->texUnitMap[state] = state;
1240             device->rev_tex_unit_map[state] = state;
1241         }
1242         else
1243         {
1244             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1245             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1246         }
1247     }
1248
1249     /* Setup the implicit swapchain. This also initializes a context. */
1250     TRACE("Creating implicit swapchain\n");
1251     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1252             swapchain_desc, &swapchain);
1253     if (FAILED(hr))
1254     {
1255         WARN("Failed to create implicit swapchain\n");
1256         goto err_out;
1257     }
1258
1259     device->swapchain_count = 1;
1260     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1261     if (!device->swapchains)
1262     {
1263         ERR("Out of memory!\n");
1264         goto err_out;
1265     }
1266     device->swapchains[0] = swapchain;
1267
1268     if (swapchain->back_buffers && swapchain->back_buffers[0])
1269     {
1270         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1271         device->fb.render_targets[0] = swapchain->back_buffers[0];
1272     }
1273     else
1274     {
1275         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1276         device->fb.render_targets[0] = swapchain->front_buffer;
1277     }
1278     wined3d_surface_incref(device->fb.render_targets[0]);
1279
1280     /* Depth Stencil support */
1281     device->fb.depth_stencil = device->auto_depth_stencil;
1282     if (device->fb.depth_stencil)
1283         wined3d_surface_incref(device->fb.depth_stencil);
1284
1285     hr = device->shader_backend->shader_alloc_private(device);
1286     if (FAILED(hr))
1287     {
1288         TRACE("Shader private data couldn't be allocated\n");
1289         goto err_out;
1290     }
1291     hr = device->frag_pipe->alloc_private(device);
1292     if (FAILED(hr))
1293     {
1294         TRACE("Fragment pipeline private data couldn't be allocated\n");
1295         goto err_out;
1296     }
1297     hr = device->blitter->alloc_private(device);
1298     if (FAILED(hr))
1299     {
1300         TRACE("Blitter private data couldn't be allocated\n");
1301         goto err_out;
1302     }
1303
1304     /* Set up some starting GL setup */
1305
1306     /* Setup all the devices defaults */
1307     stateblock_init_default_state(device->stateBlock);
1308
1309     context = context_acquire(device, swapchain->front_buffer);
1310
1311     create_dummy_textures(device, context);
1312
1313     ENTER_GL();
1314
1315     /* Initialize the current view state */
1316     device->view_ident = 1;
1317     device->contexts[0]->last_was_rhw = 0;
1318
1319     switch (wined3d_settings.offscreen_rendering_mode)
1320     {
1321         case ORM_FBO:
1322             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323             break;
1324
1325         case ORM_BACKBUFFER:
1326         {
1327             if (context_get_current()->aux_buffers > 0)
1328             {
1329                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1330                 device->offscreenBuffer = GL_AUX0;
1331             }
1332             else
1333             {
1334                 TRACE("Using back buffer for offscreen rendering\n");
1335                 device->offscreenBuffer = GL_BACK;
1336             }
1337         }
1338     }
1339
1340     TRACE("All defaults now set up, leaving 3D init.\n");
1341     LEAVE_GL();
1342
1343     context_release(context);
1344
1345     /* Clear the screen */
1346     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1347             | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1348             &black, 1.0f, 0);
1349
1350     device->d3d_initialized = TRUE;
1351
1352     if (wined3d_settings.logo)
1353         device_load_logo(device, wined3d_settings.logo);
1354     return WINED3D_OK;
1355
1356 err_out:
1357     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1358     HeapFree(GetProcessHeap(), 0, device->swapchains);
1359     device->swapchain_count = 0;
1360     if (swapchain)
1361         wined3d_swapchain_decref(swapchain);
1362     if (device->blit_priv)
1363         device->blitter->free_private(device);
1364     if (device->fragment_priv)
1365         device->frag_pipe->free_private(device);
1366     if (device->shader_priv)
1367         device->shader_backend->shader_free_private(device);
1368
1369     return hr;
1370 }
1371
1372 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1373         struct wined3d_swapchain_desc *swapchain_desc)
1374 {
1375     struct wined3d_swapchain *swapchain = NULL;
1376     HRESULT hr;
1377
1378     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1379
1380     /* Setup the implicit swapchain */
1381     TRACE("Creating implicit swapchain\n");
1382     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1383             swapchain_desc, &swapchain);
1384     if (FAILED(hr))
1385     {
1386         WARN("Failed to create implicit swapchain\n");
1387         goto err_out;
1388     }
1389
1390     device->swapchain_count = 1;
1391     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1392     if (!device->swapchains)
1393     {
1394         ERR("Out of memory!\n");
1395         goto err_out;
1396     }
1397     device->swapchains[0] = swapchain;
1398     return WINED3D_OK;
1399
1400 err_out:
1401     wined3d_swapchain_decref(swapchain);
1402     return hr;
1403 }
1404
1405 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1406 {
1407     struct wined3d_resource *resource, *cursor;
1408     const struct wined3d_gl_info *gl_info;
1409     struct wined3d_context *context;
1410     struct wined3d_surface *surface;
1411     UINT i;
1412
1413     TRACE("device %p.\n", device);
1414
1415     if (!device->d3d_initialized)
1416         return WINED3DERR_INVALIDCALL;
1417
1418     /* Force making the context current again, to verify it is still valid
1419      * (workaround for broken drivers) */
1420     context_set_current(NULL);
1421     /* I don't think that the interface guarantees that the device is destroyed from the same thread
1422      * it was created. Thus make sure a context is active for the glDelete* calls
1423      */
1424     context = context_acquire(device, NULL);
1425     gl_info = context->gl_info;
1426
1427     if (device->logo_surface)
1428         wined3d_surface_decref(device->logo_surface);
1429
1430     stateblock_unbind_resources(device->stateBlock);
1431
1432     /* Unload resources */
1433     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1434     {
1435         TRACE("Unloading resource %p.\n", resource);
1436
1437         resource->resource_ops->resource_unload(resource);
1438     }
1439
1440     TRACE("Deleting high order patches\n");
1441     for(i = 0; i < PATCHMAP_SIZE; i++) {
1442         struct list *e1, *e2;
1443         struct WineD3DRectPatch *patch;
1444         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1445         {
1446             patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1447             wined3d_device_delete_patch(device, patch->Handle);
1448         }
1449     }
1450
1451     /* Delete the mouse cursor texture */
1452     if (device->cursorTexture)
1453     {
1454         ENTER_GL();
1455         glDeleteTextures(1, &device->cursorTexture);
1456         LEAVE_GL();
1457         device->cursorTexture = 0;
1458     }
1459
1460     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461      * private data, it might contain opengl pointers
1462      */
1463     if (device->depth_blt_texture)
1464     {
1465         ENTER_GL();
1466         glDeleteTextures(1, &device->depth_blt_texture);
1467         LEAVE_GL();
1468         device->depth_blt_texture = 0;
1469     }
1470
1471     /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472     device->blitter->free_private(device);
1473     device->frag_pipe->free_private(device);
1474     device->shader_backend->shader_free_private(device);
1475
1476     /* Release the buffers (with sanity checks)*/
1477     if (device->onscreen_depth_stencil)
1478     {
1479         surface = device->onscreen_depth_stencil;
1480         device->onscreen_depth_stencil = NULL;
1481         wined3d_surface_decref(surface);
1482     }
1483
1484     if (device->fb.depth_stencil)
1485     {
1486         surface = device->fb.depth_stencil;
1487
1488         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1489
1490         device->fb.depth_stencil = NULL;
1491         if (wined3d_surface_decref(surface)
1492                 && surface != device->auto_depth_stencil)
1493             ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1494     }
1495
1496     if (device->auto_depth_stencil)
1497     {
1498         surface = device->auto_depth_stencil;
1499         device->auto_depth_stencil = NULL;
1500         if (wined3d_surface_decref(surface))
1501             FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1502     }
1503
1504     for (i = 1; i < gl_info->limits.buffers; ++i)
1505     {
1506         wined3d_device_set_render_target(device, i, NULL, FALSE);
1507     }
1508
1509     surface = device->fb.render_targets[0];
1510     TRACE("Setting rendertarget 0 to NULL\n");
1511     device->fb.render_targets[0] = NULL;
1512     TRACE("Releasing the render target at %p\n", surface);
1513     wined3d_surface_decref(surface);
1514
1515     context_release(context);
1516
1517     for (i = 0; i < device->swapchain_count; ++i)
1518     {
1519         TRACE("Releasing the implicit swapchain %u.\n", i);
1520         if (wined3d_swapchain_decref(device->swapchains[i]))
1521             FIXME("Something's still holding the implicit swapchain.\n");
1522     }
1523
1524     HeapFree(GetProcessHeap(), 0, device->swapchains);
1525     device->swapchains = NULL;
1526     device->swapchain_count = 0;
1527
1528     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1529     device->fb.render_targets = NULL;
1530
1531     device->d3d_initialized = FALSE;
1532
1533     return WINED3D_OK;
1534 }
1535
1536 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1537 {
1538     unsigned int i;
1539
1540     for (i = 0; i < device->swapchain_count; ++i)
1541     {
1542         TRACE("Releasing the implicit swapchain %u.\n", i);
1543         if (wined3d_swapchain_decref(device->swapchains[i]))
1544             FIXME("Something's still holding the implicit swapchain.\n");
1545     }
1546
1547     HeapFree(GetProcessHeap(), 0, device->swapchains);
1548     device->swapchains = NULL;
1549     device->swapchain_count = 0;
1550     return WINED3D_OK;
1551 }
1552
1553 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1554  * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1555  * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1556  *
1557  * There is no way to deactivate thread safety once it is enabled.
1558  */
1559 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1560 {
1561     TRACE("device %p.\n", device);
1562
1563     /* For now just store the flag (needed in case of ddraw). */
1564     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1565 }
1566
1567 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1568         UINT swapchain_idx, const struct wined3d_display_mode *mode)
1569 {
1570     struct wined3d_adapter *adapter = device->adapter;
1571     const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1572     DEVMODEW devmode;
1573     LONG ret;
1574     RECT clip_rc;
1575
1576     TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1577             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1578
1579     /* Resize the screen even without a window:
1580      * The app could have unset it with SetCooperativeLevel, but not called
1581      * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1582      * but we don't have any hwnd
1583      */
1584
1585     memset(&devmode, 0, sizeof(devmode));
1586     devmode.dmSize = sizeof(devmode);
1587     devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1588     devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1589     devmode.dmPelsWidth = mode->width;
1590     devmode.dmPelsHeight = mode->height;
1591
1592     devmode.dmDisplayFrequency = mode->refresh_rate;
1593     if (mode->refresh_rate)
1594         devmode.dmFields |= DM_DISPLAYFREQUENCY;
1595
1596     /* Only change the mode if necessary */
1597     if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1598             && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1599         return WINED3D_OK;
1600
1601     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1602     if (ret != DISP_CHANGE_SUCCESSFUL)
1603     {
1604         if (devmode.dmDisplayFrequency)
1605         {
1606             WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1607             devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1608             devmode.dmDisplayFrequency = 0;
1609             ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1610         }
1611         if(ret != DISP_CHANGE_SUCCESSFUL) {
1612             return WINED3DERR_NOTAVAILABLE;
1613         }
1614     }
1615
1616     /* Store the new values */
1617     adapter->screen_size.cx = mode->width;
1618     adapter->screen_size.cy = mode->height;
1619     adapter->screen_format = mode->format_id;
1620
1621     /* And finally clip mouse to our screen */
1622     SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1623     ClipCursor(&clip_rc);
1624
1625     return WINED3D_OK;
1626 }
1627
1628 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1629 {
1630     TRACE("device %p, wined3d %p.\n", device, wined3d);
1631
1632     *wined3d = device->wined3d;
1633     wined3d_incref(*wined3d);
1634
1635     TRACE("Returning %p.\n", *wined3d);
1636
1637     return WINED3D_OK;
1638 }
1639
1640 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1641 {
1642     TRACE("device %p.\n", device);
1643
1644     TRACE("Emulating %d MB, returning %d MB left.\n",
1645             device->adapter->TextureRam / (1024 * 1024),
1646             (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1647
1648     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1649 }
1650
1651 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1652         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1653 {
1654     struct wined3d_stream_state *stream;
1655     struct wined3d_buffer *prev_buffer;
1656
1657     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1658             device, stream_idx, buffer, offset, stride);
1659
1660     if (stream_idx >= MAX_STREAMS)
1661     {
1662         WARN("Stream index %u out of range.\n", stream_idx);
1663         return WINED3DERR_INVALIDCALL;
1664     }
1665     else if (offset & 0x3)
1666     {
1667         WARN("Offset %u is not 4 byte aligned.\n", offset);
1668         return WINED3DERR_INVALIDCALL;
1669     }
1670
1671     stream = &device->updateStateBlock->state.streams[stream_idx];
1672     prev_buffer = stream->buffer;
1673
1674     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1675
1676     if (prev_buffer == buffer
1677             && stream->stride == stride
1678             && stream->offset == offset)
1679     {
1680        TRACE("Application is setting the old values over, nothing to do.\n");
1681        return WINED3D_OK;
1682     }
1683
1684     stream->buffer = buffer;
1685     if (buffer)
1686     {
1687         stream->stride = stride;
1688         stream->offset = offset;
1689     }
1690
1691     /* Handle recording of state blocks. */
1692     if (device->isRecordingState)
1693     {
1694         TRACE("Recording... not performing anything.\n");
1695         if (buffer)
1696             wined3d_buffer_incref(buffer);
1697         if (prev_buffer)
1698             wined3d_buffer_decref(prev_buffer);
1699         return WINED3D_OK;
1700     }
1701
1702     if (buffer)
1703     {
1704         InterlockedIncrement(&buffer->bind_count);
1705         wined3d_buffer_incref(buffer);
1706     }
1707     if (prev_buffer)
1708     {
1709         InterlockedDecrement(&prev_buffer->bind_count);
1710         wined3d_buffer_decref(prev_buffer);
1711     }
1712
1713     device_invalidate_state(device, STATE_STREAMSRC);
1714
1715     return WINED3D_OK;
1716 }
1717
1718 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1719         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1720 {
1721     struct wined3d_stream_state *stream;
1722
1723     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1724             device, stream_idx, buffer, offset, stride);
1725
1726     if (stream_idx >= MAX_STREAMS)
1727     {
1728         WARN("Stream index %u out of range.\n", stream_idx);
1729         return WINED3DERR_INVALIDCALL;
1730     }
1731
1732     stream = &device->stateBlock->state.streams[stream_idx];
1733     *buffer = stream->buffer;
1734     if (*buffer)
1735         wined3d_buffer_incref(*buffer);
1736     if (offset)
1737         *offset = stream->offset;
1738     *stride = stream->stride;
1739
1740     return WINED3D_OK;
1741 }
1742
1743 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1744 {
1745     struct wined3d_stream_state *stream;
1746     UINT old_flags, old_freq;
1747
1748     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1749
1750     /* Verify input. At least in d3d9 this is invalid. */
1751     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1752     {
1753         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1754         return WINED3DERR_INVALIDCALL;
1755     }
1756     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1757     {
1758         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1759         return WINED3DERR_INVALIDCALL;
1760     }
1761     if (!divider)
1762     {
1763         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1764         return WINED3DERR_INVALIDCALL;
1765     }
1766
1767     stream = &device->updateStateBlock->state.streams[stream_idx];
1768     old_flags = stream->flags;
1769     old_freq = stream->frequency;
1770
1771     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1772     stream->frequency = divider & 0x7fffff;
1773
1774     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1775
1776     if (stream->frequency != old_freq || stream->flags != old_flags)
1777         device_invalidate_state(device, STATE_STREAMSRC);
1778
1779     return WINED3D_OK;
1780 }
1781
1782 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1783         UINT stream_idx, UINT *divider)
1784 {
1785     struct wined3d_stream_state *stream;
1786
1787     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1788
1789     stream = &device->updateStateBlock->state.streams[stream_idx];
1790     *divider = stream->flags | stream->frequency;
1791
1792     TRACE("Returning %#x.\n", *divider);
1793
1794     return WINED3D_OK;
1795 }
1796
1797 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1798         WINED3DTRANSFORMSTATETYPE d3dts, const struct wined3d_matrix *matrix)
1799 {
1800     TRACE("device %p, state %s, matrix %p.\n",
1801             device, debug_d3dtstype(d3dts), matrix);
1802
1803     /* Handle recording of state blocks. */
1804     if (device->isRecordingState)
1805     {
1806         TRACE("Recording... not performing anything.\n");
1807         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1808         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1809         return WINED3D_OK;
1810     }
1811
1812     /* If the new matrix is the same as the current one,
1813      * we cut off any further processing. this seems to be a reasonable
1814      * optimization because as was noticed, some apps (warcraft3 for example)
1815      * tend towards setting the same matrix repeatedly for some reason.
1816      *
1817      * From here on we assume that the new matrix is different, wherever it matters. */
1818     if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1819     {
1820         TRACE("The application is setting the same matrix over again.\n");
1821         return WINED3D_OK;
1822     }
1823
1824     conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1825
1826     /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1827      * where ViewMat = Camera space, WorldMat = world space.
1828      *
1829      * In OpenGL, camera and world space is combined into GL_MODELVIEW
1830      * matrix.  The Projection matrix stay projection matrix. */
1831
1832     if (d3dts == WINED3DTS_VIEW)
1833         device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1834
1835     if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1836         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1837
1838     return WINED3D_OK;
1839
1840 }
1841
1842 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1843         WINED3DTRANSFORMSTATETYPE state, struct wined3d_matrix *matrix)
1844 {
1845     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1846
1847     *matrix = device->stateBlock->state.transforms[state];
1848
1849     return WINED3D_OK;
1850 }
1851
1852 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1853         WINED3DTRANSFORMSTATETYPE state, const struct wined3d_matrix *matrix)
1854 {
1855     const struct wined3d_matrix *mat = NULL;
1856     struct wined3d_matrix temp;
1857
1858     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1859
1860     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1861      * below means it will be recorded in a state block change, but it
1862      * works regardless where it is recorded.
1863      * If this is found to be wrong, change to StateBlock. */
1864     if (state > HIGHEST_TRANSFORMSTATE)
1865     {
1866         WARN("Unhandled transform state %#x.\n", state);
1867         return WINED3D_OK;
1868     }
1869
1870     mat = &device->updateStateBlock->state.transforms[state];
1871     multiply_matrix(&temp, mat, matrix);
1872
1873     /* Apply change via set transform - will reapply to eg. lights this way. */
1874     return wined3d_device_set_transform(device, state, &temp);
1875 }
1876
1877 /* Note lights are real special cases. Although the device caps state only
1878  * e.g. 8 are supported, you can reference any indexes you want as long as
1879  * that number max are enabled at any one point in time. Therefore since the
1880  * indices can be anything, we need a hashmap of them. However, this causes
1881  * stateblock problems. When capturing the state block, I duplicate the
1882  * hashmap, but when recording, just build a chain pretty much of commands to
1883  * be replayed. */
1884 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1885         UINT light_idx, const struct wined3d_light *light)
1886 {
1887     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1888     struct wined3d_light_info *object = NULL;
1889     struct list *e;
1890     float rho;
1891
1892     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1893
1894     /* Check the parameter range. Need for speed most wanted sets junk lights
1895      * which confuse the GL driver. */
1896     if (!light)
1897         return WINED3DERR_INVALIDCALL;
1898
1899     switch (light->type)
1900     {
1901         case WINED3D_LIGHT_POINT:
1902         case WINED3D_LIGHT_SPOT:
1903         case WINED3D_LIGHT_PARALLELPOINT:
1904         case WINED3D_LIGHT_GLSPOT:
1905             /* Incorrect attenuation values can cause the gl driver to crash.
1906              * Happens with Need for speed most wanted. */
1907             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1908             {
1909                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1910                 return WINED3DERR_INVALIDCALL;
1911             }
1912             break;
1913
1914         case WINED3D_LIGHT_DIRECTIONAL:
1915             /* Ignores attenuation */
1916             break;
1917
1918         default:
1919         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1920         return WINED3DERR_INVALIDCALL;
1921     }
1922
1923     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1924     {
1925         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1926         if (object->OriginalIndex == light_idx)
1927             break;
1928         object = NULL;
1929     }
1930
1931     if (!object)
1932     {
1933         TRACE("Adding new light\n");
1934         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1935         if (!object)
1936         {
1937             ERR("Out of memory error when allocating a light\n");
1938             return E_OUTOFMEMORY;
1939         }
1940         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1941         object->glIndex = -1;
1942         object->OriginalIndex = light_idx;
1943     }
1944
1945     /* Initialize the object. */
1946     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1947             light_idx, light->type,
1948             light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1949             light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1950             light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1951     TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1952             light->direction.x, light->direction.y, light->direction.z);
1953     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1954             light->range, light->falloff, light->theta, light->phi);
1955
1956     /* Save away the information. */
1957     object->OriginalParms = *light;
1958
1959     switch (light->type)
1960     {
1961         case WINED3D_LIGHT_POINT:
1962             /* Position */
1963             object->lightPosn[0] = light->position.x;
1964             object->lightPosn[1] = light->position.y;
1965             object->lightPosn[2] = light->position.z;
1966             object->lightPosn[3] = 1.0f;
1967             object->cutoff = 180.0f;
1968             /* FIXME: Range */
1969             break;
1970
1971         case WINED3D_LIGHT_DIRECTIONAL:
1972             /* Direction */
1973             object->lightPosn[0] = -light->direction.x;
1974             object->lightPosn[1] = -light->direction.y;
1975             object->lightPosn[2] = -light->direction.z;
1976             object->lightPosn[3] = 0.0f;
1977             object->exponent = 0.0f;
1978             object->cutoff = 180.0f;
1979             break;
1980
1981         case WINED3D_LIGHT_SPOT:
1982             /* Position */
1983             object->lightPosn[0] = light->position.x;
1984             object->lightPosn[1] = light->position.y;
1985             object->lightPosn[2] = light->position.z;
1986             object->lightPosn[3] = 1.0f;
1987
1988             /* Direction */
1989             object->lightDirn[0] = light->direction.x;
1990             object->lightDirn[1] = light->direction.y;
1991             object->lightDirn[2] = light->direction.z;
1992             object->lightDirn[3] = 1.0f;
1993
1994             /* opengl-ish and d3d-ish spot lights use too different models
1995              * for the light "intensity" as a function of the angle towards
1996              * the main light direction, so we only can approximate very
1997              * roughly. However, spot lights are rather rarely used in games
1998              * (if ever used at all). Furthermore if still used, probably
1999              * nobody pays attention to such details. */
2000             if (!light->falloff)
2001             {
2002                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2003                  * equations have the falloff resp. exponent parameter as an
2004                  * exponent, so the spot light lighting will always be 1.0 for
2005                  * both of them, and we don't have to care for the rest of the
2006                  * rather complex calculation. */
2007                 object->exponent = 0.0f;
2008             }
2009             else
2010             {
2011                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2012                 if (rho < 0.0001f)
2013                     rho = 0.0001f;
2014                 object->exponent = -0.3f / logf(cosf(rho / 2));
2015             }
2016
2017             if (object->exponent > 128.0f)
2018                 object->exponent = 128.0f;
2019
2020             object->cutoff = (float)(light->phi * 90 / M_PI);
2021             /* FIXME: Range */
2022             break;
2023
2024         default:
2025             FIXME("Unrecognized light type %#x.\n", light->type);
2026     }
2027
2028     /* Update the live definitions if the light is currently assigned a glIndex. */
2029     if (object->glIndex != -1 && !device->isRecordingState)
2030         device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2031
2032     return WINED3D_OK;
2033 }
2034
2035 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2036         UINT light_idx, struct wined3d_light *light)
2037 {
2038     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2039     struct wined3d_light_info *light_info = NULL;
2040     struct list *e;
2041
2042     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2043
2044     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2045     {
2046         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2047         if (light_info->OriginalIndex == light_idx)
2048             break;
2049         light_info = NULL;
2050     }
2051
2052     if (!light_info)
2053     {
2054         TRACE("Light information requested but light not defined\n");
2055         return WINED3DERR_INVALIDCALL;
2056     }
2057
2058     *light = light_info->OriginalParms;
2059     return WINED3D_OK;
2060 }
2061
2062 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2063 {
2064     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2065     struct wined3d_light_info *light_info = NULL;
2066     struct list *e;
2067
2068     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2069
2070     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2071     {
2072         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2073         if (light_info->OriginalIndex == light_idx)
2074             break;
2075         light_info = NULL;
2076     }
2077     TRACE("Found light %p.\n", light_info);
2078
2079     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2080     if (!light_info)
2081     {
2082         TRACE("Light enabled requested but light not defined, so defining one!\n");
2083         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2084
2085         /* Search for it again! Should be fairly quick as near head of list. */
2086         LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2087         {
2088             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2089             if (light_info->OriginalIndex == light_idx)
2090                 break;
2091             light_info = NULL;
2092         }
2093         if (!light_info)
2094         {
2095             FIXME("Adding default lights has failed dismally\n");
2096             return WINED3DERR_INVALIDCALL;
2097         }
2098     }
2099
2100     if (!enable)
2101     {
2102         if (light_info->glIndex != -1)
2103         {
2104             if (!device->isRecordingState)
2105                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2106
2107             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2108             light_info->glIndex = -1;
2109         }
2110         else
2111         {
2112             TRACE("Light already disabled, nothing to do\n");
2113         }
2114         light_info->enabled = FALSE;
2115     }
2116     else
2117     {
2118         light_info->enabled = TRUE;
2119         if (light_info->glIndex != -1)
2120         {
2121             TRACE("Nothing to do as light was enabled\n");
2122         }
2123         else
2124         {
2125             unsigned int i;
2126             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2127             /* Find a free GL light. */
2128             for (i = 0; i < gl_info->limits.lights; ++i)
2129             {
2130                 if (!device->updateStateBlock->state.lights[i])
2131                 {
2132                     device->updateStateBlock->state.lights[i] = light_info;
2133                     light_info->glIndex = i;
2134                     break;
2135                 }
2136             }
2137             if (light_info->glIndex == -1)
2138             {
2139                 /* Our tests show that Windows returns D3D_OK in this situation, even with
2140                  * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2141                  * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2142                  * as well for those lights.
2143                  *
2144                  * TODO: Test how this affects rendering. */
2145                 WARN("Too many concurrently active lights\n");
2146                 return WINED3D_OK;
2147             }
2148
2149             /* i == light_info->glIndex */
2150             if (!device->isRecordingState)
2151                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2152         }
2153     }
2154
2155     return WINED3D_OK;
2156 }
2157
2158 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2159 {
2160     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2161     struct wined3d_light_info *light_info = NULL;
2162     struct list *e;
2163
2164     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2165
2166     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2167     {
2168         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2169         if (light_info->OriginalIndex == light_idx)
2170             break;
2171         light_info = NULL;
2172     }
2173
2174     if (!light_info)
2175     {
2176         TRACE("Light enabled state requested but light not defined.\n");
2177         return WINED3DERR_INVALIDCALL;
2178     }
2179     /* true is 128 according to SetLightEnable */
2180     *enable = light_info->enabled ? 128 : 0;
2181     return WINED3D_OK;
2182 }
2183
2184 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2185 {
2186     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2187
2188     /* Validate plane_idx. */
2189     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2190     {
2191         TRACE("Application has requested clipplane this device doesn't support.\n");
2192         return WINED3DERR_INVALIDCALL;
2193     }
2194
2195     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2196
2197     if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2198             && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2199             && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2200             && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2201     {
2202         TRACE("Application is setting old values over, nothing to do.\n");
2203         return WINED3D_OK;
2204     }
2205
2206     device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2207     device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2208     device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2209     device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2210
2211     /* Handle recording of state blocks. */
2212     if (device->isRecordingState)
2213     {
2214         TRACE("Recording... not performing anything.\n");
2215         return WINED3D_OK;
2216     }
2217
2218     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2219
2220     return WINED3D_OK;
2221 }
2222
2223 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2224 {
2225     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2226
2227     /* Validate plane_idx. */
2228     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2229     {
2230         TRACE("Application has requested clipplane this device doesn't support.\n");
2231         return WINED3DERR_INVALIDCALL;
2232     }
2233
2234     plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2235     plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2236     plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2237     plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2238
2239     return WINED3D_OK;
2240 }
2241
2242 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2243         const struct wined3d_clip_status *clip_status)
2244 {
2245     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2246
2247     if (!clip_status)
2248         return WINED3DERR_INVALIDCALL;
2249
2250     return WINED3D_OK;
2251 }
2252
2253 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2254         struct wined3d_clip_status *clip_status)
2255 {
2256     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2257
2258     if (!clip_status)
2259         return WINED3DERR_INVALIDCALL;
2260
2261     return WINED3D_OK;
2262 }
2263
2264 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2265 {
2266     TRACE("device %p, material %p.\n", device, material);
2267
2268     device->updateStateBlock->changed.material = TRUE;
2269     device->updateStateBlock->state.material = *material;
2270
2271     /* Handle recording of state blocks */
2272     if (device->isRecordingState)
2273     {
2274         TRACE("Recording... not performing anything.\n");
2275         return WINED3D_OK;
2276     }
2277
2278     device_invalidate_state(device, STATE_MATERIAL);
2279
2280     return WINED3D_OK;
2281 }
2282
2283 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2284 {
2285     TRACE("device %p, material %p.\n", device, material);
2286
2287     *material = device->updateStateBlock->state.material;
2288
2289     TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2290             material->diffuse.r, material->diffuse.g,
2291             material->diffuse.b, material->diffuse.a);
2292     TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2293             material->ambient.r, material->ambient.g,
2294             material->ambient.b, material->ambient.a);
2295     TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2296             material->specular.r, material->specular.g,
2297             material->specular.b, material->specular.a);
2298     TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2299             material->emissive.r, material->emissive.g,
2300             material->emissive.b, material->emissive.a);
2301     TRACE("power %.8e.\n", material->power);
2302
2303     return WINED3D_OK;
2304 }
2305
2306 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2307         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2308 {
2309     struct wined3d_buffer *prev_buffer;
2310
2311     TRACE("device %p, buffer %p, format %s.\n",
2312             device, buffer, debug_d3dformat(format_id));
2313
2314     prev_buffer = device->updateStateBlock->state.index_buffer;
2315
2316     device->updateStateBlock->changed.indices = TRUE;
2317     device->updateStateBlock->state.index_buffer = buffer;
2318     device->updateStateBlock->state.index_format = format_id;
2319
2320     /* Handle recording of state blocks. */
2321     if (device->isRecordingState)
2322     {
2323         TRACE("Recording... not performing anything.\n");
2324         if (buffer)
2325             wined3d_buffer_incref(buffer);
2326         if (prev_buffer)
2327             wined3d_buffer_decref(prev_buffer);
2328         return WINED3D_OK;
2329     }
2330
2331     if (prev_buffer != buffer)
2332     {
2333         device_invalidate_state(device, STATE_INDEXBUFFER);
2334         if (buffer)
2335         {
2336             InterlockedIncrement(&buffer->bind_count);
2337             wined3d_buffer_incref(buffer);
2338         }
2339         if (prev_buffer)
2340         {
2341             InterlockedDecrement(&prev_buffer->bind_count);
2342             wined3d_buffer_decref(prev_buffer);
2343         }
2344     }
2345
2346     return WINED3D_OK;
2347 }
2348
2349 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2350 {
2351     TRACE("device %p, buffer %p.\n", device, buffer);
2352
2353     *buffer = device->stateBlock->state.index_buffer;
2354
2355     if (*buffer)
2356         wined3d_buffer_incref(*buffer);
2357
2358     TRACE("Returning %p.\n", *buffer);
2359
2360     return WINED3D_OK;
2361 }
2362
2363 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2364 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2365 {
2366     TRACE("device %p, base_index %d.\n", device, base_index);
2367
2368     if (device->updateStateBlock->state.base_vertex_index == base_index)
2369     {
2370         TRACE("Application is setting the old value over, nothing to do\n");
2371         return WINED3D_OK;
2372     }
2373
2374     device->updateStateBlock->state.base_vertex_index = base_index;
2375
2376     if (device->isRecordingState)
2377     {
2378         TRACE("Recording... not performing anything\n");
2379         return WINED3D_OK;
2380     }
2381     return WINED3D_OK;
2382 }
2383
2384 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2385 {
2386     TRACE("device %p.\n", device);
2387
2388     return device->stateBlock->state.base_vertex_index;
2389 }
2390
2391 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2392 {
2393     TRACE("device %p, viewport %p.\n", device, viewport);
2394     TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2395           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2396
2397     device->updateStateBlock->changed.viewport = TRUE;
2398     device->updateStateBlock->state.viewport = *viewport;
2399
2400     /* Handle recording of state blocks */
2401     if (device->isRecordingState)
2402     {
2403         TRACE("Recording... not performing anything\n");
2404         return WINED3D_OK;
2405     }
2406
2407     device_invalidate_state(device, STATE_VIEWPORT);
2408
2409     return WINED3D_OK;
2410 }
2411
2412 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2413 {
2414     TRACE("device %p, viewport %p.\n", device, viewport);
2415
2416     *viewport = device->stateBlock->state.viewport;
2417
2418     return WINED3D_OK;
2419 }
2420
2421 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2422         WINED3DRENDERSTATETYPE state, DWORD value)
2423 {
2424     DWORD old_value = device->stateBlock->state.render_states[state];
2425
2426     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2427
2428     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2429     device->updateStateBlock->state.render_states[state] = value;
2430
2431     /* Handle recording of state blocks. */
2432     if (device->isRecordingState)
2433     {
2434         TRACE("Recording... not performing anything.\n");
2435         return WINED3D_OK;
2436     }
2437
2438     /* Compared here and not before the assignment to allow proper stateblock recording. */
2439     if (value == old_value)
2440         TRACE("Application is setting the old value over, nothing to do.\n");
2441     else
2442         device_invalidate_state(device, STATE_RENDER(state));
2443
2444     return WINED3D_OK;
2445 }
2446
2447 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2448         WINED3DRENDERSTATETYPE state, DWORD *value)
2449 {
2450     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2451
2452     *value = device->stateBlock->state.render_states[state];
2453
2454     return WINED3D_OK;
2455 }
2456
2457 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2458         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2459 {
2460     DWORD old_value;
2461
2462     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2463             device, sampler_idx, debug_d3dsamplerstate(state), value);
2464
2465     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2466         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2467
2468     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2469             / sizeof(*device->stateBlock->state.sampler_states))
2470     {
2471         WARN("Invalid sampler %u.\n", sampler_idx);
2472         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2473     }
2474
2475     old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2476     device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2477     device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2478
2479     /* Handle recording of state blocks. */
2480     if (device->isRecordingState)
2481     {
2482         TRACE("Recording... not performing anything.\n");
2483         return WINED3D_OK;
2484     }
2485
2486     if (old_value == value)
2487     {
2488         TRACE("Application is setting the old value over, nothing to do.\n");
2489         return WINED3D_OK;
2490     }
2491
2492     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2493
2494     return WINED3D_OK;
2495 }
2496
2497 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2498         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2499 {
2500     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2501             device, sampler_idx, debug_d3dsamplerstate(state), value);
2502
2503     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2504         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2505
2506     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2507             / sizeof(*device->stateBlock->state.sampler_states))
2508     {
2509         WARN("Invalid sampler %u.\n", sampler_idx);
2510         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2511     }
2512
2513     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2514     TRACE("Returning %#x.\n", *value);
2515
2516     return WINED3D_OK;
2517 }
2518
2519 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2520 {
2521     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2522
2523     device->updateStateBlock->changed.scissorRect = TRUE;
2524     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2525     {
2526         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2527         return WINED3D_OK;
2528     }
2529     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2530
2531     if (device->isRecordingState)
2532     {
2533         TRACE("Recording... not performing anything.\n");
2534         return WINED3D_OK;
2535     }
2536
2537     device_invalidate_state(device, STATE_SCISSORRECT);
2538
2539     return WINED3D_OK;
2540 }
2541
2542 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2543 {
2544     TRACE("device %p, rect %p.\n", device, rect);
2545
2546     *rect = device->updateStateBlock->state.scissor_rect;
2547     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2548
2549     return WINED3D_OK;
2550 }
2551
2552 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2553         struct wined3d_vertex_declaration *declaration)
2554 {
2555     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2556
2557     TRACE("device %p, declaration %p.\n", device, declaration);
2558
2559     if (declaration)
2560         wined3d_vertex_declaration_incref(declaration);
2561     if (prev)
2562         wined3d_vertex_declaration_decref(prev);
2563
2564     device->updateStateBlock->state.vertex_declaration = declaration;
2565     device->updateStateBlock->changed.vertexDecl = TRUE;
2566
2567     if (device->isRecordingState)
2568     {
2569         TRACE("Recording... not performing anything.\n");
2570         return WINED3D_OK;
2571     }
2572     else if (declaration == prev)
2573     {
2574         /* Checked after the assignment to allow proper stateblock recording. */
2575         TRACE("Application is setting the old declaration over, nothing to do.\n");
2576         return WINED3D_OK;
2577     }
2578
2579     device_invalidate_state(device, STATE_VDECL);
2580     return WINED3D_OK;
2581 }
2582
2583 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2584         struct wined3d_vertex_declaration **declaration)
2585 {
2586     TRACE("device %p, declaration %p.\n", device, declaration);
2587
2588     *declaration = device->stateBlock->state.vertex_declaration;
2589     if (*declaration)
2590         wined3d_vertex_declaration_incref(*declaration);
2591
2592     return WINED3D_OK;
2593 }
2594
2595 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2596 {
2597     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2598
2599     TRACE("device %p, shader %p.\n", device, shader);
2600
2601     device->updateStateBlock->state.vertex_shader = shader;
2602     device->updateStateBlock->changed.vertexShader = TRUE;
2603
2604     if (device->isRecordingState)
2605     {
2606         if (shader)
2607             wined3d_shader_incref(shader);
2608         if (prev)
2609             wined3d_shader_decref(prev);
2610         TRACE("Recording... not performing anything.\n");
2611         return WINED3D_OK;
2612     }
2613
2614     if (shader == prev)
2615     {
2616         TRACE("Application is setting the old shader over, nothing to do.\n");
2617         return WINED3D_OK;
2618     }
2619
2620     if (shader)
2621         wined3d_shader_incref(shader);
2622     if (prev)
2623         wined3d_shader_decref(prev);
2624
2625     device_invalidate_state(device, STATE_VSHADER);
2626
2627     return WINED3D_OK;
2628 }
2629
2630 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2631 {
2632     struct wined3d_shader *shader;
2633
2634     TRACE("device %p.\n", device);
2635
2636     shader = device->stateBlock->state.vertex_shader;
2637     if (shader)
2638         wined3d_shader_incref(shader);
2639
2640     TRACE("Returning %p.\n", shader);
2641     return shader;
2642 }
2643
2644 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2645         UINT start_register, const BOOL *constants, UINT bool_count)
2646 {
2647     UINT count = min(bool_count, MAX_CONST_B - start_register);
2648     UINT i;
2649
2650     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2651             device, start_register, constants, bool_count);
2652
2653     if (!constants || start_register >= MAX_CONST_B)
2654         return WINED3DERR_INVALIDCALL;
2655
2656     memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2657     for (i = 0; i < count; ++i)
2658         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2659
2660     for (i = start_register; i < count + start_register; ++i)
2661         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2662
2663     if (!device->isRecordingState)
2664         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2665
2666     return WINED3D_OK;
2667 }
2668
2669 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2670         UINT start_register, BOOL *constants, UINT bool_count)
2671 {
2672     UINT count = min(bool_count, MAX_CONST_B - start_register);
2673
2674     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2675             device, start_register, constants, bool_count);
2676
2677     if (!constants || start_register >= MAX_CONST_B)
2678         return WINED3DERR_INVALIDCALL;
2679
2680     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2681
2682     return WINED3D_OK;
2683 }
2684
2685 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2686         UINT start_register, const int *constants, UINT vector4i_count)
2687 {
2688     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2689     UINT i;
2690
2691     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2692             device, start_register, constants, vector4i_count);
2693
2694     if (!constants || start_register >= MAX_CONST_I)
2695         return WINED3DERR_INVALIDCALL;
2696
2697     memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2698     for (i = 0; i < count; ++i)
2699         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2700                 constants[i * 4], constants[i * 4 + 1],
2701                 constants[i * 4 + 2], constants[i * 4 + 3]);
2702
2703     for (i = start_register; i < count + start_register; ++i)
2704         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2705
2706     if (!device->isRecordingState)
2707         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2708
2709     return WINED3D_OK;
2710 }
2711
2712 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2713         UINT start_register, int *constants, UINT vector4i_count)
2714 {
2715     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2716
2717     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2718             device, start_register, constants, vector4i_count);
2719
2720     if (!constants || start_register >= MAX_CONST_I)
2721         return WINED3DERR_INVALIDCALL;
2722
2723     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2724     return WINED3D_OK;
2725 }
2726
2727 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2728         UINT start_register, const float *constants, UINT vector4f_count)
2729 {
2730     UINT i;
2731
2732     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2733             device, start_register, constants, vector4f_count);
2734
2735     /* Specifically test start_register > limit to catch MAX_UINT overflows
2736      * when adding start_register + vector4f_count. */
2737     if (!constants
2738             || start_register + vector4f_count > device->d3d_vshader_constantF
2739             || start_register > device->d3d_vshader_constantF)
2740         return WINED3DERR_INVALIDCALL;
2741
2742     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2743             constants, vector4f_count * sizeof(float) * 4);
2744     if (TRACE_ON(d3d))
2745     {
2746         for (i = 0; i < vector4f_count; ++i)
2747             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2748                     constants[i * 4], constants[i * 4 + 1],
2749                     constants[i * 4 + 2], constants[i * 4 + 3]);
2750     }
2751
2752     if (!device->isRecordingState)
2753     {
2754         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2755         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2756     }
2757
2758     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2759             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2760
2761     return WINED3D_OK;
2762 }
2763
2764 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2765         UINT start_register, float *constants, UINT vector4f_count)
2766 {
2767     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2768
2769     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2770             device, start_register, constants, vector4f_count);
2771
2772     if (!constants || count < 0)
2773         return WINED3DERR_INVALIDCALL;
2774
2775     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2776
2777     return WINED3D_OK;
2778 }
2779
2780 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2781 {
2782     DWORD i;
2783
2784     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2785     {
2786         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2787     }
2788 }
2789
2790 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2791 {
2792     DWORD i = device->rev_tex_unit_map[unit];
2793     DWORD j = device->texUnitMap[stage];
2794
2795     device->texUnitMap[stage] = unit;
2796     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2797         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2798
2799     device->rev_tex_unit_map[unit] = stage;
2800     if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2801         device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2802 }
2803
2804 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2805 {
2806     UINT i;
2807
2808     device->fixed_function_usage_map = 0;
2809     for (i = 0; i < MAX_TEXTURES; ++i)
2810     {
2811         const struct wined3d_state *state = &device->stateBlock->state;
2812         WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2813         WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2814         DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2815         DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2816         DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2817         DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2818         DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2819         DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2820
2821         if (color_op == WINED3DTOP_DISABLE) {
2822             /* Not used, and disable higher stages */
2823             break;
2824         }
2825
2826         if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2827                 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2828                 || ((color_arg3 == WINED3DTA_TEXTURE)
2829                     && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2830                 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2831                 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2832                 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2833                     && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2834             device->fixed_function_usage_map |= (1 << i);
2835
2836         if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2837             device->fixed_function_usage_map |= (1 << (i + 1));
2838     }
2839 }
2840
2841 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2842 {
2843     unsigned int i, tex;
2844     WORD ffu_map;
2845
2846     device_update_fixed_function_usage_map(device);
2847     ffu_map = device->fixed_function_usage_map;
2848
2849     if (device->max_ffp_textures == gl_info->limits.texture_stages
2850             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2851     {
2852         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2853         {
2854             if (!(ffu_map & 1)) continue;
2855
2856             if (device->texUnitMap[i] != i)
2857             {
2858                 device_map_stage(device, i, i);
2859                 device_invalidate_state(device, STATE_SAMPLER(i));
2860                 device_invalidate_texture_stage(device, i);
2861             }
2862         }
2863         return;
2864     }
2865
2866     /* Now work out the mapping */
2867     tex = 0;
2868     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2869     {
2870         if (!(ffu_map & 1)) continue;
2871
2872         if (device->texUnitMap[i] != tex)
2873         {
2874             device_map_stage(device, i, tex);
2875             device_invalidate_state(device, STATE_SAMPLER(i));
2876             device_invalidate_texture_stage(device, i);
2877         }
2878
2879         ++tex;
2880     }
2881 }
2882
2883 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2884 {
2885     const enum wined3d_sampler_texture_type *sampler_type =
2886             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2887     unsigned int i;
2888
2889     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2890     {
2891         if (sampler_type[i] && device->texUnitMap[i] != i)
2892         {
2893             device_map_stage(device, i, i);
2894             device_invalidate_state(device, STATE_SAMPLER(i));
2895             if (i < gl_info->limits.texture_stages)
2896                 device_invalidate_texture_stage(device, i);
2897         }
2898     }
2899 }
2900
2901 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2902         const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2903         const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2904 {
2905     DWORD current_mapping = device->rev_tex_unit_map[unit];
2906
2907     /* Not currently used */
2908     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2909
2910     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2911         /* Used by a fragment sampler */
2912
2913         if (!pshader_sampler_tokens) {
2914             /* No pixel shader, check fixed function */
2915             return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2916         }
2917
2918         /* Pixel shader, check the shader's sampler map */
2919         return !pshader_sampler_tokens[current_mapping];
2920     }
2921
2922     /* Used by a vertex sampler */
2923     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2924 }
2925
2926 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2927 {
2928     const enum wined3d_sampler_texture_type *vshader_sampler_type =
2929             device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2930     const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2931     int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2932     int i;
2933
2934     if (ps)
2935     {
2936         /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2937          * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2938         pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2939     }
2940
2941     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2942         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2943         if (vshader_sampler_type[i])
2944         {
2945             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2946             {
2947                 /* Already mapped somewhere */
2948                 continue;
2949             }
2950
2951             while (start >= 0)
2952             {
2953                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2954                 {
2955                     device_map_stage(device, vsampler_idx, start);
2956                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2957
2958                     --start;
2959                     break;
2960                 }
2961
2962                 --start;
2963             }
2964         }
2965     }
2966 }
2967
2968 void device_update_tex_unit_map(struct wined3d_device *device)
2969 {
2970     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2971     const struct wined3d_state *state = &device->stateBlock->state;
2972     BOOL vs = use_vs(state);
2973     BOOL ps = use_ps(state);
2974     /*
2975      * Rules are:
2976      * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2977      * that would be really messy and require shader recompilation
2978      * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2979      * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2980      */
2981     if (ps)
2982         device_map_psamplers(device, gl_info);
2983     else
2984         device_map_fixed_function_samplers(device, gl_info);
2985
2986     if (vs)
2987         device_map_vsamplers(device, ps, gl_info);
2988 }
2989
2990 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2991 {
2992     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2993
2994     TRACE("device %p, shader %p.\n", device, shader);
2995
2996     device->updateStateBlock->state.pixel_shader = shader;
2997     device->updateStateBlock->changed.pixelShader = TRUE;
2998
2999     if (device->isRecordingState)
3000     {
3001         if (shader)
3002             wined3d_shader_incref(shader);
3003         if (prev)
3004             wined3d_shader_decref(prev);
3005         TRACE("Recording... not performing anything.\n");
3006         return WINED3D_OK;
3007     }
3008
3009     if (shader == prev)
3010     {
3011         TRACE("Application is setting the old shader over, nothing to do.\n");
3012         return WINED3D_OK;
3013     }
3014
3015     if (shader)
3016         wined3d_shader_incref(shader);
3017     if (prev)
3018         wined3d_shader_decref(prev);
3019
3020     device_invalidate_state(device, STATE_PIXELSHADER);
3021
3022     return WINED3D_OK;
3023 }
3024
3025 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3026 {
3027     struct wined3d_shader *shader;
3028
3029     TRACE("device %p.\n", device);
3030
3031     shader = device->stateBlock->state.pixel_shader;
3032     if (shader)
3033         wined3d_shader_incref(shader);
3034
3035     TRACE("Returning %p.\n", shader);
3036     return shader;
3037 }
3038
3039 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3040         UINT start_register, const BOOL *constants, UINT bool_count)
3041 {
3042     UINT count = min(bool_count, MAX_CONST_B - start_register);
3043     UINT i;
3044
3045     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3046             device, start_register, constants, bool_count);
3047
3048     if (!constants || start_register >= MAX_CONST_B)
3049         return WINED3DERR_INVALIDCALL;
3050
3051     memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3052     for (i = 0; i < count; ++i)
3053         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3054
3055     for (i = start_register; i < count + start_register; ++i)
3056         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3057
3058     if (!device->isRecordingState)
3059         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3060
3061     return WINED3D_OK;
3062 }
3063
3064 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3065         UINT start_register, BOOL *constants, UINT bool_count)
3066 {
3067     UINT count = min(bool_count, MAX_CONST_B - start_register);
3068
3069     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3070             device, start_register, constants, bool_count);
3071
3072     if (!constants || start_register >= MAX_CONST_B)
3073         return WINED3DERR_INVALIDCALL;
3074
3075     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3076
3077     return WINED3D_OK;
3078 }
3079
3080 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3081         UINT start_register, const int *constants, UINT vector4i_count)
3082 {
3083     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3084     UINT i;
3085
3086     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3087             device, start_register, constants, vector4i_count);
3088
3089     if (!constants || start_register >= MAX_CONST_I)
3090         return WINED3DERR_INVALIDCALL;
3091
3092     memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3093     for (i = 0; i < count; ++i)
3094         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3095                 constants[i * 4], constants[i * 4 + 1],
3096                 constants[i * 4 + 2], constants[i * 4 + 3]);
3097
3098     for (i = start_register; i < count + start_register; ++i)
3099         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3100
3101     if (!device->isRecordingState)
3102         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3103
3104     return WINED3D_OK;
3105 }
3106
3107 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3108         UINT start_register, int *constants, UINT vector4i_count)
3109 {
3110     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3111
3112     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3113             device, start_register, constants, vector4i_count);
3114
3115     if (!constants || start_register >= MAX_CONST_I)
3116         return WINED3DERR_INVALIDCALL;
3117
3118     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3119
3120     return WINED3D_OK;
3121 }
3122
3123 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3124         UINT start_register, const float *constants, UINT vector4f_count)
3125 {
3126     UINT i;
3127
3128     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3129             device, start_register, constants, vector4f_count);
3130
3131     /* Specifically test start_register > limit to catch MAX_UINT overflows
3132      * when adding start_register + vector4f_count. */
3133     if (!constants
3134             || start_register + vector4f_count > device->d3d_pshader_constantF
3135             || start_register > device->d3d_pshader_constantF)
3136         return WINED3DERR_INVALIDCALL;
3137
3138     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3139             constants, vector4f_count * sizeof(float) * 4);
3140     if (TRACE_ON(d3d))
3141     {
3142         for (i = 0; i < vector4f_count; ++i)
3143             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3144                     constants[i * 4], constants[i * 4 + 1],
3145                     constants[i * 4 + 2], constants[i * 4 + 3]);
3146     }
3147
3148     if (!device->isRecordingState)
3149     {
3150         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3151         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3152     }
3153
3154     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3155             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3156
3157     return WINED3D_OK;
3158 }
3159
3160 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3161         UINT start_register, float *constants, UINT vector4f_count)
3162 {
3163     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3164
3165     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3166             device, start_register, constants, vector4f_count);
3167
3168     if (!constants || count < 0)
3169         return WINED3DERR_INVALIDCALL;
3170
3171     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3172
3173     return WINED3D_OK;
3174 }
3175
3176 /* Context activation is done by the caller. */
3177 /* Do not call while under the GL lock. */
3178 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3179 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3180         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3181         DWORD DestFVF)
3182 {
3183     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3184     char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3185     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3186     struct wined3d_viewport vp;
3187     unsigned int i;
3188     BOOL doClip;
3189     DWORD numTextures;
3190
3191     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3192     {
3193         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3194     }
3195
3196     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3197     {
3198         ERR("Source has no position mask\n");
3199         return WINED3DERR_INVALIDCALL;
3200     }
3201
3202     if (!dest->resource.allocatedMemory)
3203         buffer_get_sysmem(dest, gl_info);
3204
3205     /* Get a pointer into the destination vbo(create one if none exists) and
3206      * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3207      */
3208     if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3209     {
3210         dest->flags |= WINED3D_BUFFER_CREATEBO;
3211         wined3d_buffer_preload(dest);
3212     }
3213
3214     if (dest->buffer_object)
3215     {
3216         unsigned char extrabytes = 0;
3217         /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3218          * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3219          * this may write 4 extra bytes beyond the area that should be written
3220          */
3221         if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3222         dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3223         if(!dest_conv_addr) {
3224             ERR("Out of memory\n");
3225             /* Continue without storing converted vertices */
3226         }
3227         dest_conv = dest_conv_addr;
3228     }
3229
3230     if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3231     {
3232         static BOOL warned = FALSE;
3233         /*
3234          * The clipping code is not quite correct. Some things need
3235          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3236          * so disable clipping for now.
3237          * (The graphics in Half-Life are broken, and my processvertices
3238          *  test crashes with IDirect3DDevice3)
3239         doClip = TRUE;
3240          */
3241         doClip = FALSE;
3242         if(!warned) {
3243            warned = TRUE;
3244            FIXME("Clipping is broken and disabled for now\n");
3245         }
3246     } else doClip = FALSE;
3247     dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3248
3249     wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3250     wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3251     wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3252
3253     TRACE("View mat:\n");
3254     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);
3255     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);
3256     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);
3257     TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3258
3259     TRACE("Proj mat:\n");
3260     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);
3261     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);
3262     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);
3263     TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3264
3265     TRACE("World mat:\n");
3266     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);
3267     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);
3268     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);
3269     TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3270
3271     /* Get the viewport */
3272     wined3d_device_get_viewport(device, &vp);
3273     TRACE("viewport  x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3274           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3275
3276     multiply_matrix(&mat,&view_mat,&world_mat);
3277     multiply_matrix(&mat,&proj_mat,&mat);
3278
3279     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3280
3281     for (i = 0; i < dwCount; i+= 1) {
3282         unsigned int tex_index;
3283
3284         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3285              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3286             /* The position first */
3287             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3288             const float *p = (const float *)(element->data.addr + i * element->stride);
3289             float x, y, z, rhw;
3290             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3291
3292             /* Multiplication with world, view and projection matrix */
3293             x =   (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3294             y =   (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3295             z =   (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3296             rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3297
3298             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3299
3300             /* WARNING: The following things are taken from d3d7 and were not yet checked
3301              * against d3d8 or d3d9!
3302              */
3303
3304             /* Clipping conditions: From msdn
3305              *
3306              * A vertex is clipped if it does not match the following requirements
3307              * -rhw < x <= rhw
3308              * -rhw < y <= rhw
3309              *    0 < z <= rhw
3310              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3311              *
3312              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3313              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3314              *
3315              */
3316
3317             if( !doClip ||
3318                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3319                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3320                   ( rhw > eps ) ) ) {
3321
3322                 /* "Normal" viewport transformation (not clipped)
3323                  * 1) The values are divided by rhw
3324                  * 2) The y axis is negative, so multiply it with -1
3325                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3326                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3327                  * 4) Multiply x with Width/2 and add Width/2
3328                  * 5) The same for the height
3329                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3330                  *    The minimum Z value to z
3331                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3332                  *
3333                  * Well, basically it's simply a linear transformation into viewport
3334                  * coordinates
3335                  */
3336
3337                 x /= rhw;
3338                 y /= rhw;
3339                 z /= rhw;
3340
3341                 y *= -1;
3342
3343                 x *= vp.width / 2;
3344                 y *= vp.height / 2;
3345                 z *= vp.max_z - vp.min_z;
3346
3347                 x += vp.width / 2 + vp.x;
3348                 y += vp.height / 2 + vp.y;
3349                 z += vp.min_z;
3350
3351                 rhw = 1 / rhw;
3352             } else {
3353                 /* That vertex got clipped
3354                  * Contrary to OpenGL it is not dropped completely, it just
3355                  * undergoes a different calculation.
3356                  */
3357                 TRACE("Vertex got clipped\n");
3358                 x += rhw;
3359                 y += rhw;
3360
3361                 x  /= 2;
3362                 y  /= 2;
3363
3364                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3365                  * outside of the main vertex buffer memory. That needs some more
3366                  * investigation...
3367                  */
3368             }
3369
3370             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3371
3372
3373             ( (float *) dest_ptr)[0] = x;
3374             ( (float *) dest_ptr)[1] = y;
3375             ( (float *) dest_ptr)[2] = z;
3376             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3377
3378             dest_ptr += 3 * sizeof(float);
3379
3380             if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3381                 dest_ptr += sizeof(float);
3382             }
3383
3384             if(dest_conv) {
3385                 float w = 1 / rhw;
3386                 ( (float *) dest_conv)[0] = x * w;
3387                 ( (float *) dest_conv)[1] = y * w;
3388                 ( (float *) dest_conv)[2] = z * w;
3389                 ( (float *) dest_conv)[3] = w;
3390
3391                 dest_conv += 3 * sizeof(float);
3392
3393                 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3394                     dest_conv += sizeof(float);
3395                 }
3396             }
3397         }
3398         if (DestFVF & WINED3DFVF_PSIZE) {
3399             dest_ptr += sizeof(DWORD);
3400             if(dest_conv) dest_conv += sizeof(DWORD);
3401         }
3402         if (DestFVF & WINED3DFVF_NORMAL)
3403         {
3404             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3405             const float *normal = (const float *)(element->data.addr + i * element->stride);
3406             /* AFAIK this should go into the lighting information */
3407             FIXME("Didn't expect the destination to have a normal\n");
3408             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3409             if(dest_conv) {
3410                 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3411             }
3412         }
3413
3414         if (DestFVF & WINED3DFVF_DIFFUSE)
3415         {
3416             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3417             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3418             if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3419             {
3420                 static BOOL warned = FALSE;
3421
3422                 if(!warned) {
3423                     ERR("No diffuse color in source, but destination has one\n");
3424                     warned = TRUE;
3425                 }
3426
3427                 *( (DWORD *) dest_ptr) = 0xffffffff;
3428                 dest_ptr += sizeof(DWORD);
3429
3430                 if(dest_conv) {
3431                     *( (DWORD *) dest_conv) = 0xffffffff;
3432                     dest_conv += sizeof(DWORD);
3433                 }
3434             }
3435             else {
3436                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3437                 if(dest_conv) {
3438                     *( (DWORD *) dest_conv)  = (*color_d & 0xff00ff00)      ; /* Alpha + green */
3439                     *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3440                     *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3441                     dest_conv += sizeof(DWORD);
3442                 }
3443             }
3444         }
3445
3446         if (DestFVF & WINED3DFVF_SPECULAR)
3447         {
3448             /* What's the color value in the feedback buffer? */
3449             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3450             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3451             if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3452             {
3453                 static BOOL warned = FALSE;
3454
3455                 if(!warned) {
3456                     ERR("No specular color in source, but destination has one\n");
3457                     warned = TRUE;
3458                 }
3459
3460                 *( (DWORD *) dest_ptr) = 0xFF000000;
3461                 dest_ptr += sizeof(DWORD);
3462
3463                 if(dest_conv) {
3464                     *( (DWORD *) dest_conv) = 0xFF000000;
3465                     dest_conv += sizeof(DWORD);
3466                 }
3467             }
3468             else {
3469                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3470                 if(dest_conv) {
3471                     *( (DWORD *) dest_conv)  = (*color_s & 0xff00ff00)      ; /* Alpha + green */
3472                     *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3473                     *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3474                     dest_conv += sizeof(DWORD);
3475                 }
3476             }
3477         }
3478
3479         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3480         {
3481             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3482             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3483             if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3484             {
3485                 ERR("No source texture, but destination requests one\n");
3486                 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3487                 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3488             }
3489             else {
3490                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3491                 if(dest_conv) {
3492                     copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3493                 }
3494             }
3495         }
3496     }
3497
3498     if (dest_conv)
3499     {
3500         ENTER_GL();
3501
3502         GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3503         checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3504         GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3505                                       dwCount * get_flexible_vertex_size(DestFVF),
3506                                       dest_conv_addr));
3507         checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3508
3509         LEAVE_GL();
3510
3511         HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3512     }
3513
3514     return WINED3D_OK;
3515 }
3516 #undef copy_and_next
3517
3518 /* Do not call while under the GL lock. */
3519 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3520         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3521         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3522 {
3523     struct wined3d_state *state = &device->stateBlock->state;
3524     BOOL vbo = FALSE, streamWasUP = state->user_stream;
3525     struct wined3d_stream_info stream_info;
3526     const struct wined3d_gl_info *gl_info;
3527     struct wined3d_context *context;
3528     struct wined3d_shader *vs;
3529     HRESULT hr;
3530
3531     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3532             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3533             device, src_start_idx, dst_idx, vertex_count,
3534             dst_buffer, declaration, flags, dst_fvf);
3535
3536     if (declaration)
3537         FIXME("Output vertex declaration not implemented yet.\n");
3538
3539     /* Need any context to write to the vbo. */
3540     context = context_acquire(device, NULL);
3541     gl_info = context->gl_info;
3542
3543     /* ProcessVertices reads from vertex buffers, which have to be assigned.
3544      * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3545      * restore it afterwards. */
3546     vs = state->vertex_shader;
3547     state->vertex_shader = NULL;
3548     state->user_stream = FALSE;
3549     device_stream_info_from_declaration(device, &stream_info, &vbo);
3550     state->user_stream = streamWasUP;
3551     state->vertex_shader = vs;
3552
3553     if (vbo || src_start_idx)
3554     {
3555         unsigned int i;
3556         /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3557          * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3558          *
3559          * Also get the start index in, but only loop over all elements if there's something to add at all.
3560          */
3561         for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3562         {
3563             struct wined3d_stream_info_element *e;
3564
3565             if (!(stream_info.use_map & (1 << i))) continue;
3566
3567             e = &stream_info.elements[i];
3568             if (e->data.buffer_object)
3569             {
3570                 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3571                 e->data.buffer_object = 0;
3572                 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3573                 ENTER_GL();
3574                 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3575                 vb->buffer_object = 0;
3576                 LEAVE_GL();
3577             }
3578             if (e->data.addr)
3579                 e->data.addr += e->stride * src_start_idx;
3580         }
3581     }
3582
3583     hr = process_vertices_strided(device, dst_idx, vertex_count,
3584             &stream_info, dst_buffer, flags, dst_fvf);
3585
3586     context_release(context);
3587
3588     return hr;
3589 }
3590
3591 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3592         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3593 {
3594     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3595     DWORD old_value;
3596
3597     TRACE("device %p, stage %u, state %s, value %#x.\n",
3598             device, stage, debug_d3dtexturestate(state), value);
3599
3600     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3601     {
3602         WARN("Invalid state %#x passed.\n", state);
3603         return WINED3D_OK;
3604     }
3605
3606     if (stage >= gl_info->limits.texture_stages)
3607     {
3608         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3609                 stage, gl_info->limits.texture_stages - 1);
3610         return WINED3D_OK;
3611     }
3612
3613     old_value = device->updateStateBlock->state.texture_states[stage][state];
3614     device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3615     device->updateStateBlock->state.texture_states[stage][state] = value;
3616
3617     if (device->isRecordingState)
3618     {
3619         TRACE("Recording... not performing anything.\n");
3620         return WINED3D_OK;
3621     }
3622
3623     /* Checked after the assignments to allow proper stateblock recording. */
3624     if (old_value == value)
3625     {
3626         TRACE("Application is setting the old value over, nothing to do.\n");
3627         return WINED3D_OK;
3628     }
3629
3630     if (stage > device->stateBlock->state.lowest_disabled_stage
3631             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3632             == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3633     {
3634         /* Colorop change above lowest disabled stage? That won't change
3635          * anything in the GL setup. Changes in other states are important on
3636          * disabled stages too. */
3637         return WINED3D_OK;
3638     }
3639
3640     if (state == WINED3DTSS_COLOROP)
3641     {
3642         unsigned int i;
3643
3644         if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3645         {
3646             /* Previously enabled stage disabled now. Make sure to dirtify
3647              * all enabled stages above stage, they have to be disabled.
3648              *
3649              * The current stage is dirtified below. */
3650             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3651             {
3652                 TRACE("Additionally dirtifying stage %u.\n", i);
3653                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3654             }
3655             device->stateBlock->state.lowest_disabled_stage = stage;
3656             TRACE("New lowest disabled: %u.\n", stage);
3657         }
3658         else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3659         {
3660             /* Previously disabled stage enabled. Stages above it may need
3661              * enabling. Stage must be lowest_disabled_stage here, if it's
3662              * bigger success is returned above, and stages below the lowest
3663              * disabled stage can't be enabled (because they are enabled
3664              * already).
3665              *
3666              * Again stage stage doesn't need to be dirtified here, it is
3667              * handled below. */
3668             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3669             {
3670                 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3671                     break;
3672                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3673                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3674             }
3675             device->stateBlock->state.lowest_disabled_stage = i;
3676             TRACE("New lowest disabled: %u.\n", i);
3677         }
3678     }
3679
3680     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3681
3682     return WINED3D_OK;
3683 }
3684
3685 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3686         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3687 {
3688     TRACE("device %p, stage %u, state %s, value %p.\n",
3689             device, stage, debug_d3dtexturestate(state), value);
3690
3691     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3692     {
3693         WARN("Invalid state %#x passed.\n", state);
3694         return WINED3D_OK;
3695     }
3696
3697     *value = device->updateStateBlock->state.texture_states[stage][state];
3698     TRACE("Returning %#x.\n", *value);
3699
3700     return WINED3D_OK;
3701 }
3702
3703 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3704         UINT stage, struct wined3d_texture *texture)
3705 {
3706     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3707     struct wined3d_texture *prev;
3708
3709     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3710
3711     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3712         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3713
3714     /* Windows accepts overflowing this array... we do not. */
3715     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3716     {
3717         WARN("Ignoring invalid stage %u.\n", stage);
3718         return WINED3D_OK;
3719     }
3720
3721     /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3722     if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3723     {
3724         WARN("Rejecting attempt to set scratch texture.\n");
3725         return WINED3DERR_INVALIDCALL;
3726     }
3727
3728     device->updateStateBlock->changed.textures |= 1 << stage;
3729
3730     prev = device->updateStateBlock->state.textures[stage];
3731     TRACE("Previous texture %p.\n", prev);
3732
3733     if (texture == prev)
3734     {
3735         TRACE("App is setting the same texture again, nothing to do.\n");
3736         return WINED3D_OK;
3737     }
3738
3739     TRACE("Setting new texture to %p.\n", texture);
3740     device->updateStateBlock->state.textures[stage] = texture;
3741
3742     if (device->isRecordingState)
3743     {
3744         TRACE("Recording... not performing anything\n");
3745
3746         if (texture) wined3d_texture_incref(texture);
3747         if (prev) wined3d_texture_decref(prev);
3748
3749         return WINED3D_OK;
3750     }
3751
3752     if (texture)
3753     {
3754         LONG bind_count = InterlockedIncrement(&texture->bind_count);
3755
3756         wined3d_texture_incref(texture);
3757
3758         if (!prev || texture->target != prev->target)
3759             device_invalidate_state(device, STATE_PIXELSHADER);
3760
3761         if (!prev && stage < gl_info->limits.texture_stages)
3762         {
3763             /* The source arguments for color and alpha ops have different
3764              * meanings when a NULL texture is bound, so the COLOROP and
3765              * ALPHAOP have to be dirtified. */
3766             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3767             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3768         }
3769
3770         if (bind_count == 1)
3771             texture->sampler = stage;
3772     }
3773
3774     if (prev)
3775     {
3776         LONG bind_count = InterlockedDecrement(&prev->bind_count);
3777
3778         wined3d_texture_decref(prev);
3779
3780         if (!texture && stage < gl_info->limits.texture_stages)
3781         {
3782             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3783             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3784         }
3785
3786         if (bind_count && prev->sampler == stage)
3787         {
3788             unsigned int i;
3789
3790             /* Search for other stages the texture is bound to. Shouldn't
3791              * happen if applications bind textures to a single stage only. */
3792             TRACE("Searching for other stages the texture is bound to.\n");
3793             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3794             {
3795                 if (device->updateStateBlock->state.textures[i] == prev)
3796                 {
3797                     TRACE("Texture is also bound to stage %u.\n", i);
3798                     prev->sampler = i;
3799                     break;
3800                 }
3801             }
3802         }
3803     }
3804
3805     device_invalidate_state(device, STATE_SAMPLER(stage));
3806
3807     return WINED3D_OK;
3808 }
3809
3810 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3811         UINT stage, struct wined3d_texture **texture)
3812 {
3813     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3814
3815     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3816         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3817
3818     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3819     {
3820         WARN("Ignoring invalid stage %u.\n", stage);
3821         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3822     }
3823
3824     *texture = device->stateBlock->state.textures[stage];
3825     if (*texture)
3826         wined3d_texture_incref(*texture);
3827
3828     TRACE("Returning %p.\n", *texture);
3829
3830     return WINED3D_OK;
3831 }
3832
3833 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3834         UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3835 {
3836     struct wined3d_swapchain *swapchain;
3837     HRESULT hr;
3838
3839     TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3840             device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3841
3842     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3843     if (FAILED(hr))
3844     {
3845         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3846         return hr;
3847     }
3848
3849     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3850     wined3d_swapchain_decref(swapchain);
3851     if (FAILED(hr))
3852     {
3853         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3854         return hr;
3855     }
3856
3857     return WINED3D_OK;
3858 }
3859
3860 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3861 {
3862     TRACE("device %p, caps %p.\n", device, caps);
3863
3864     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3865             device->create_parms.device_type, caps);
3866 }
3867
3868 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3869         UINT swapchain_idx, struct wined3d_display_mode *mode)
3870 {
3871     struct wined3d_swapchain *swapchain;
3872     HRESULT hr;
3873
3874     TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3875
3876     if (swapchain_idx)
3877     {
3878         hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3879         if (SUCCEEDED(hr))
3880         {
3881             hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3882             wined3d_swapchain_decref(swapchain);
3883         }
3884     }
3885     else
3886     {
3887         const struct wined3d_adapter *adapter = device->adapter;
3888
3889         /* Don't read the real display mode, but return the stored mode
3890          * instead. X11 can't change the color depth, and some apps are
3891          * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3892          * that GetDisplayMode still returns 24 bpp.
3893          *
3894          * Also don't relay to the swapchain because with ddraw it's possible
3895          * that there isn't a swapchain at all. */
3896         mode->width = adapter->screen_size.cx;
3897         mode->height = adapter->screen_size.cy;
3898         mode->format_id = adapter->screen_format;
3899         mode->refresh_rate = 0;
3900         hr = WINED3D_OK;
3901     }
3902
3903     return hr;
3904 }
3905
3906 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3907 {
3908     struct wined3d_stateblock *stateblock;
3909     HRESULT hr;
3910
3911     TRACE("device %p.\n", device);
3912
3913     if (device->isRecordingState)
3914         return WINED3DERR_INVALIDCALL;
3915
3916     hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3917     if (FAILED(hr))
3918         return hr;
3919
3920     wined3d_stateblock_decref(device->updateStateBlock);
3921     device->updateStateBlock = stateblock;
3922     device->isRecordingState = TRUE;
3923
3924     TRACE("Recording stateblock %p.\n", stateblock);
3925
3926     return WINED3D_OK;
3927 }
3928
3929 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3930         struct wined3d_stateblock **stateblock)
3931 {
3932     struct wined3d_stateblock *object = device->updateStateBlock;
3933
3934     TRACE("device %p, stateblock %p.\n", device, stateblock);
3935
3936     if (!device->isRecordingState)
3937     {
3938         WARN("Not recording.\n");
3939         *stateblock = NULL;
3940         return WINED3DERR_INVALIDCALL;
3941     }
3942
3943     stateblock_init_contained_states(object);
3944
3945     *stateblock = object;
3946     device->isRecordingState = FALSE;
3947     device->updateStateBlock = device->stateBlock;
3948     wined3d_stateblock_incref(device->updateStateBlock);
3949
3950     TRACE("Returning stateblock %p.\n", *stateblock);
3951
3952     return WINED3D_OK;
3953 }
3954
3955 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3956 {
3957     /* At the moment we have no need for any functionality at the beginning
3958      * of a scene. */
3959     TRACE("device %p.\n", device);
3960
3961     if (device->inScene)
3962     {
3963         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3964         return WINED3DERR_INVALIDCALL;
3965     }
3966     device->inScene = TRUE;
3967     return WINED3D_OK;
3968 }
3969
3970 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3971 {
3972     struct wined3d_context *context;
3973
3974     TRACE("device %p.\n", device);
3975
3976     if (!device->inScene)
3977     {
3978         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3979         return WINED3DERR_INVALIDCALL;
3980     }
3981
3982     context = context_acquire(device, NULL);
3983     /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3984     wglFlush();
3985     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3986      * fails. */
3987     context_release(context);
3988
3989     device->inScene = FALSE;
3990     return WINED3D_OK;
3991 }
3992
3993 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3994         const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3995 {
3996     UINT i;
3997
3998     TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3999             device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4000             dst_window_override, dirty_region);
4001
4002     for (i = 0; i < device->swapchain_count; ++i)
4003     {
4004         wined3d_swapchain_present(device->swapchains[i], src_rect,
4005                 dst_rect, dst_window_override, dirty_region, 0);
4006     }
4007
4008     return WINED3D_OK;
4009 }
4010
4011 /* Do not call while under the GL lock. */
4012 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4013         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4014 {
4015     RECT draw_rect;
4016
4017     TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4018             device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4019
4020     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4021     {
4022         struct wined3d_surface *ds = device->fb.depth_stencil;
4023         if (!ds)
4024         {
4025             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4026             /* TODO: What about depth stencil buffers without stencil bits? */
4027             return WINED3DERR_INVALIDCALL;
4028         }
4029         else if (flags & WINED3DCLEAR_TARGET)
4030         {
4031             if (ds->resource.width < device->fb.render_targets[0]->resource.width
4032                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
4033             {
4034                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4035                 return WINED3D_OK;
4036             }
4037         }
4038     }
4039
4040     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4041
4042     return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4043             &device->fb, rect_count, rects,
4044             &draw_rect, flags, color, depth, stencil);
4045 }
4046
4047 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4048         WINED3DPRIMITIVETYPE primitive_type)
4049 {
4050     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4051
4052     device->updateStateBlock->changed.primitive_type = TRUE;
4053     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4054 }
4055
4056 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4057         WINED3DPRIMITIVETYPE *primitive_type)
4058 {
4059     TRACE("device %p, primitive_type %p\n", device, primitive_type);
4060
4061     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4062
4063     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4064 }
4065
4066 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4067 {
4068     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4069
4070     if (!device->stateBlock->state.vertex_declaration)
4071     {
4072         WARN("Called without a valid vertex declaration set.\n");
4073         return WINED3DERR_INVALIDCALL;
4074     }
4075
4076     /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4077     if (device->stateBlock->state.user_stream)
4078     {
4079         device_invalidate_state(device, STATE_INDEXBUFFER);
4080         device->stateBlock->state.user_stream = FALSE;
4081     }
4082
4083     if (device->stateBlock->state.load_base_vertex_index)
4084     {
4085         device->stateBlock->state.load_base_vertex_index = 0;
4086         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4087     }
4088
4089     /* Account for the loading offset due to index buffers. Instead of
4090      * reloading all sources correct it with the startvertex parameter. */
4091     drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4092     return WINED3D_OK;
4093 }
4094
4095 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4096 {
4097     struct wined3d_buffer *index_buffer;
4098     UINT index_size = 2;
4099     GLuint vbo;
4100     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4101
4102     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4103
4104     index_buffer = device->stateBlock->state.index_buffer;
4105     if (!index_buffer)
4106     {
4107         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4108          * without an index buffer set. (The first time at least...)
4109          * D3D8 simply dies, but I doubt it can do much harm to return
4110          * D3DERR_INVALIDCALL there as well. */
4111         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4112         return WINED3DERR_INVALIDCALL;
4113     }
4114
4115     if (!device->stateBlock->state.vertex_declaration)
4116     {
4117         WARN("Called without a valid vertex declaration set.\n");
4118         return WINED3DERR_INVALIDCALL;
4119     }
4120
4121     if (device->stateBlock->state.user_stream)
4122     {
4123         device_invalidate_state(device, STATE_INDEXBUFFER);
4124         device->stateBlock->state.user_stream = FALSE;
4125     }
4126     vbo = index_buffer->buffer_object;
4127
4128     if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4129         index_size = 2;
4130     else
4131         index_size = 4;
4132
4133     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4134         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4135     {
4136         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4137         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4138     }
4139
4140     drawPrimitive(device, index_count, start_idx, index_size,
4141             vbo ? NULL : index_buffer->resource.allocatedMemory);
4142
4143     return WINED3D_OK;
4144 }
4145
4146 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4147         const void *stream_data, UINT stream_stride)
4148 {
4149     struct wined3d_stream_state *stream;
4150     struct wined3d_buffer *vb;
4151
4152     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4153             device, vertex_count, stream_data, stream_stride);
4154
4155     if (!device->stateBlock->state.vertex_declaration)
4156     {
4157         WARN("Called without a valid vertex declaration set.\n");
4158         return WINED3DERR_INVALIDCALL;
4159     }
4160
4161     /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4162     stream = &device->stateBlock->state.streams[0];
4163     vb = stream->buffer;
4164     stream->buffer = (struct wined3d_buffer *)stream_data;
4165     if (vb)
4166         wined3d_buffer_decref(vb);
4167     stream->offset = 0;
4168     stream->stride = stream_stride;
4169     device->stateBlock->state.user_stream = TRUE;
4170     if (device->stateBlock->state.load_base_vertex_index)
4171     {
4172         device->stateBlock->state.load_base_vertex_index = 0;
4173         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4174     }
4175
4176     /* TODO: Only mark dirty if drawing from a different UP address */
4177     device_invalidate_state(device, STATE_STREAMSRC);
4178
4179     drawPrimitive(device, vertex_count, 0, 0, NULL);
4180
4181     /* MSDN specifies stream zero settings must be set to NULL */
4182     stream->buffer = NULL;
4183     stream->stride = 0;
4184
4185     /* stream zero settings set to null at end, as per the msdn. No need to
4186      * mark dirty here, the app has to set the new stream sources or use UP
4187      * drawing again. */
4188     return WINED3D_OK;
4189 }
4190
4191 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4192         UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4193         const void *stream_data, UINT stream_stride)
4194 {
4195     struct wined3d_stream_state *stream;
4196     struct wined3d_buffer *vb, *ib;
4197     UINT index_size;
4198
4199     TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4200             device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4201
4202     if (!device->stateBlock->state.vertex_declaration)
4203     {
4204         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4205         return WINED3DERR_INVALIDCALL;
4206     }
4207
4208     if (index_data_format_id == WINED3DFMT_R16_UINT)
4209         index_size = 2;
4210     else
4211         index_size = 4;
4212
4213     stream = &device->stateBlock->state.streams[0];
4214     vb = stream->buffer;
4215     stream->buffer = (struct wined3d_buffer *)stream_data;
4216     if (vb)
4217         wined3d_buffer_decref(vb);
4218     stream->offset = 0;
4219     stream->stride = stream_stride;
4220     device->stateBlock->state.user_stream = TRUE;
4221
4222     /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4223     device->stateBlock->state.base_vertex_index = 0;
4224     if (device->stateBlock->state.load_base_vertex_index)
4225     {
4226         device->stateBlock->state.load_base_vertex_index = 0;
4227         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4228     }
4229     /* Invalidate the state until we have nicer tracking of the stream source pointers */
4230     device_invalidate_state(device, STATE_STREAMSRC);
4231     device_invalidate_state(device, STATE_INDEXBUFFER);
4232
4233     drawPrimitive(device, index_count, 0, index_size, index_data);
4234
4235     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4236     stream->buffer = NULL;
4237     stream->stride = 0;
4238     ib = device->stateBlock->state.index_buffer;
4239     if (ib)
4240     {
4241         wined3d_buffer_decref(ib);
4242         device->stateBlock->state.index_buffer = NULL;
4243     }
4244     /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4245      * SetStreamSource to specify a vertex buffer
4246      */
4247
4248     return WINED3D_OK;
4249 }
4250
4251 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4252         UINT vertex_count, const struct wined3d_strided_data *strided_data)
4253 {
4254     /* Mark the state dirty until we have nicer tracking. It's fine to change
4255      * baseVertexIndex because that call is only called by ddraw which does
4256      * not need that value. */
4257     device_invalidate_state(device, STATE_VDECL);
4258     device_invalidate_state(device, STATE_STREAMSRC);
4259     device_invalidate_state(device, STATE_INDEXBUFFER);
4260
4261     device->stateBlock->state.base_vertex_index = 0;
4262     device->up_strided = strided_data;
4263     drawPrimitive(device, vertex_count, 0, 0, NULL);
4264     device->up_strided = NULL;
4265
4266     /* Invalidate the states again to make sure the values from the stateblock
4267      * are properly applied in the next regular draw. Note that the application-
4268      * provided strided data has ovwritten pretty much the entire vertex and
4269      * and index stream related states */
4270     device_invalidate_state(device, STATE_VDECL);
4271     device_invalidate_state(device, STATE_STREAMSRC);
4272     device_invalidate_state(device, STATE_INDEXBUFFER);
4273     return WINED3D_OK;
4274 }
4275
4276 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4277         UINT index_count, const struct wined3d_strided_data *strided_data,
4278         UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4279 {
4280     UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4281
4282     /* Mark the state dirty until we have nicer tracking
4283      * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4284      * that value.
4285      */
4286     device_invalidate_state(device, STATE_VDECL);
4287     device_invalidate_state(device, STATE_STREAMSRC);
4288     device_invalidate_state(device, STATE_INDEXBUFFER);
4289
4290     device->stateBlock->state.user_stream = TRUE;
4291     device->stateBlock->state.base_vertex_index = 0;
4292     device->up_strided = strided_data;
4293     drawPrimitive(device, index_count, 0, index_size, index_data);
4294     device->up_strided = NULL;
4295
4296     device_invalidate_state(device, STATE_VDECL);
4297     device_invalidate_state(device, STATE_STREAMSRC);
4298     device_invalidate_state(device, STATE_INDEXBUFFER);
4299     return WINED3D_OK;
4300 }
4301
4302 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4303 static HRESULT device_update_volume(struct wined3d_device *device,
4304         struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4305 {
4306     struct wined3d_mapped_box src;
4307     struct wined3d_mapped_box dst;
4308     HRESULT hr;
4309
4310     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4311             device, src_volume, dst_volume);
4312
4313     /* TODO: Implement direct loading into the gl volume instead of using
4314      * memcpy and dirtification to improve loading performance. */
4315     hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4316     if (FAILED(hr)) return hr;
4317     hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4318     if (FAILED(hr))
4319     {
4320         wined3d_volume_unmap(src_volume);
4321         return hr;
4322     }
4323
4324     memcpy(dst.data, src.data, dst_volume->resource.size);
4325
4326     hr = wined3d_volume_unmap(dst_volume);
4327     if (FAILED(hr))
4328         wined3d_volume_unmap(src_volume);
4329     else
4330         hr = wined3d_volume_unmap(src_volume);
4331
4332     return hr;
4333 }
4334
4335 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4336         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4337 {
4338     unsigned int level_count, i;
4339     WINED3DRESOURCETYPE type;
4340     HRESULT hr;
4341
4342     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4343
4344     /* Verify that the source and destination textures are non-NULL. */
4345     if (!src_texture || !dst_texture)
4346     {
4347         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4348         return WINED3DERR_INVALIDCALL;
4349     }
4350
4351     if (src_texture == dst_texture)
4352     {
4353         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4354         return WINED3DERR_INVALIDCALL;
4355     }
4356
4357     /* Verify that the source and destination textures are the same type. */
4358     type = src_texture->resource.resourceType;
4359     if (dst_texture->resource.resourceType != type)
4360     {
4361         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4362         return WINED3DERR_INVALIDCALL;
4363     }
4364
4365     /* Check that both textures have the identical numbers of levels. */
4366     level_count = wined3d_texture_get_level_count(src_texture);
4367     if (wined3d_texture_get_level_count(dst_texture) != level_count)
4368     {
4369         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4370         return WINED3DERR_INVALIDCALL;
4371     }
4372
4373     /* Make sure that the destination texture is loaded. */
4374     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4375
4376     /* Update every surface level of the texture. */
4377     switch (type)
4378     {
4379         case WINED3DRTYPE_TEXTURE:
4380         {
4381             struct wined3d_surface *src_surface;
4382             struct wined3d_surface *dst_surface;
4383
4384             for (i = 0; i < level_count; ++i)
4385             {
4386                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4387                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4388                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4389                 if (FAILED(hr))
4390                 {
4391                     WARN("Failed to update surface, hr %#x.\n", hr);
4392                     return hr;
4393                 }
4394             }
4395             break;
4396         }
4397
4398         case WINED3DRTYPE_CUBETEXTURE:
4399         {
4400             struct wined3d_surface *src_surface;
4401             struct wined3d_surface *dst_surface;
4402
4403             for (i = 0; i < level_count * 6; ++i)
4404             {
4405                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4406                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4407                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4408                 if (FAILED(hr))
4409                 {
4410                     WARN("Failed to update surface, hr %#x.\n", hr);
4411                     return hr;
4412                 }
4413             }
4414             break;
4415         }
4416
4417         case WINED3DRTYPE_VOLUMETEXTURE:
4418         {
4419             for (i = 0; i < level_count; ++i)
4420             {
4421                 hr = device_update_volume(device,
4422                         volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4423                         volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4424                 if (FAILED(hr))
4425                 {
4426                     WARN("Failed to update volume, hr %#x.\n", hr);
4427                     return hr;
4428                 }
4429             }
4430             break;
4431         }
4432
4433         default:
4434             FIXME("Unsupported texture type %#x.\n", type);
4435             return WINED3DERR_INVALIDCALL;
4436     }
4437
4438     return WINED3D_OK;
4439 }
4440
4441 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4442         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4443 {
4444     struct wined3d_swapchain *swapchain;
4445     HRESULT hr;
4446
4447     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4448
4449     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4450     if (FAILED(hr)) return hr;
4451
4452     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4453     wined3d_swapchain_decref(swapchain);
4454
4455     return hr;
4456 }
4457
4458 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4459 {
4460     const struct wined3d_state *state = &device->stateBlock->state;
4461     struct wined3d_texture *texture;
4462     DWORD i;
4463
4464     TRACE("device %p, num_passes %p.\n", device, num_passes);
4465
4466     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4467     {
4468         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4469         {
4470             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4471             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4472         }
4473         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4474         {
4475             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4476             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4477         }
4478
4479         texture = state->textures[i];
4480         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4481
4482         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4483         {
4484             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4485             return E_FAIL;
4486         }
4487         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4488         {
4489             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4490             return E_FAIL;
4491         }
4492         if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4493                 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4494         {
4495             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4496             return E_FAIL;
4497         }
4498     }
4499
4500     if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4501         state->render_states[WINED3DRS_STENCILENABLE])
4502     {
4503         struct wined3d_surface *ds = device->fb.depth_stencil;
4504         struct wined3d_surface *target = device->fb.render_targets[0];
4505
4506         if(ds && target
4507                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4508         {
4509             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4510             return WINED3DERR_CONFLICTINGRENDERSTATE;
4511         }
4512     }
4513
4514     /* return a sensible default */
4515     *num_passes = 1;
4516
4517     TRACE("returning D3D_OK\n");
4518     return WINED3D_OK;
4519 }
4520
4521 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4522 {
4523     static BOOL warned;
4524
4525     TRACE("device %p, software %#x.\n", device, software);
4526
4527     if (!warned)
4528     {
4529         FIXME("device %p, software %#x stub!\n", device, software);
4530         warned = TRUE;
4531     }
4532
4533     device->softwareVertexProcessing = software;
4534
4535     return WINED3D_OK;
4536 }
4537
4538 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4539 {
4540     static BOOL warned;
4541
4542     TRACE("device %p.\n", device);
4543
4544     if (!warned)
4545     {
4546         TRACE("device %p stub!\n", device);
4547         warned = TRUE;
4548     }
4549
4550     return device->softwareVertexProcessing;
4551 }
4552
4553 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4554         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4555 {
4556     struct wined3d_swapchain *swapchain;
4557     HRESULT hr;
4558
4559     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4560             device, swapchain_idx, raster_status);
4561
4562     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4563     if (FAILED(hr))
4564     {
4565         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4566         return hr;
4567     }
4568
4569     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4570     wined3d_swapchain_decref(swapchain);
4571     if (FAILED(hr))
4572     {
4573         WARN("Failed to get raster status, hr %#x.\n", hr);
4574         return hr;
4575     }
4576
4577     return WINED3D_OK;
4578 }
4579
4580 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4581 {
4582     static BOOL warned;
4583
4584     TRACE("device %p, segments %.8e.\n", device, segments);
4585
4586     if (segments != 0.0f)
4587     {
4588         if (!warned)
4589         {
4590             FIXME("device %p, segments %.8e stub!\n", device, segments);
4591             warned = TRUE;
4592         }
4593     }
4594
4595     return WINED3D_OK;
4596 }
4597
4598 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4599 {
4600     static BOOL warned;
4601
4602     TRACE("device %p.\n", device);
4603
4604     if (!warned)
4605     {
4606         FIXME("device %p stub!\n", device);
4607         warned = TRUE;
4608     }
4609
4610     return 0.0f;
4611 }
4612
4613 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4614         struct wined3d_surface *src_surface, const RECT *src_rect,
4615         struct wined3d_surface *dst_surface, const POINT *dst_point)
4616 {
4617     TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4618             device, src_surface, wine_dbgstr_rect(src_rect),
4619             dst_surface, wine_dbgstr_point(dst_point));
4620
4621     if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4622     {
4623         WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4624                 src_surface, dst_surface);
4625         return WINED3DERR_INVALIDCALL;
4626     }
4627
4628     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4629 }
4630
4631 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4632         const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4633 {
4634     struct WineD3DRectPatch *patch;
4635     GLenum old_primitive_type;
4636     unsigned int i;
4637     struct list *e;
4638     BOOL found;
4639
4640     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4641             device, handle, num_segs, rect_patch_info);
4642
4643     if (!(handle || rect_patch_info))
4644     {
4645         /* TODO: Write a test for the return value, thus the FIXME */
4646         FIXME("Both handle and rect_patch_info are NULL.\n");
4647         return WINED3DERR_INVALIDCALL;
4648     }
4649
4650     if (handle)
4651     {
4652         i = PATCHMAP_HASHFUNC(handle);
4653         found = FALSE;
4654         LIST_FOR_EACH(e, &device->patches[i])
4655         {
4656             patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4657             if (patch->Handle == handle)
4658             {
4659                 found = TRUE;
4660                 break;
4661             }
4662         }
4663
4664         if (!found)
4665         {
4666             TRACE("Patch does not exist. Creating a new one\n");
4667             patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4668             patch->Handle = handle;
4669             list_add_head(&device->patches[i], &patch->entry);
4670         } else {
4671             TRACE("Found existing patch %p\n", patch);
4672         }
4673     }
4674     else
4675     {
4676         /* Since opengl does not load tesselated vertex attributes into numbered vertex
4677          * attributes we have to tesselate, read back, and draw. This needs a patch
4678          * management structure instance. Create one.
4679          *
4680          * A possible improvement is to check if a vertex shader is used, and if not directly
4681          * draw the patch.
4682          */
4683         FIXME("Drawing an uncached patch. This is slow\n");
4684         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4685     }
4686
4687     if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4688             || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4689             || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4690     {
4691         HRESULT hr;
4692         TRACE("Tesselation density or patch info changed, retesselating\n");
4693
4694         if (rect_patch_info)
4695             patch->rect_patch_info = *rect_patch_info;
4696
4697         patch->numSegs[0] = num_segs[0];
4698         patch->numSegs[1] = num_segs[1];
4699         patch->numSegs[2] = num_segs[2];
4700         patch->numSegs[3] = num_segs[3];
4701
4702         hr = tesselate_rectpatch(device, patch);
4703         if (FAILED(hr))
4704         {
4705             WARN("Patch tesselation failed.\n");
4706
4707             /* Do not release the handle to store the params of the patch */
4708             if (!handle)
4709                 HeapFree(GetProcessHeap(), 0, patch);
4710
4711             return hr;
4712         }
4713     }
4714
4715     old_primitive_type = device->stateBlock->state.gl_primitive_type;
4716     device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4717     wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4718     device->stateBlock->state.gl_primitive_type = old_primitive_type;
4719
4720     /* Destroy uncached patches */
4721     if (!handle)
4722     {
4723         HeapFree(GetProcessHeap(), 0, patch->mem);
4724         HeapFree(GetProcessHeap(), 0, patch);
4725     }
4726     return WINED3D_OK;
4727 }
4728
4729 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4730         const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4731 {
4732     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4733             device, handle, segment_count, patch_info);
4734
4735     return WINED3D_OK;
4736 }
4737
4738 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4739 {
4740     struct WineD3DRectPatch *patch;
4741     struct list *e;
4742     int i;
4743
4744     TRACE("device %p, handle %#x.\n", device, handle);
4745
4746     i = PATCHMAP_HASHFUNC(handle);
4747     LIST_FOR_EACH(e, &device->patches[i])
4748     {
4749         patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4750         if (patch->Handle == handle)
4751         {
4752             TRACE("Deleting patch %p\n", patch);
4753             list_remove(&patch->entry);
4754             HeapFree(GetProcessHeap(), 0, patch->mem);
4755             HeapFree(GetProcessHeap(), 0, patch);
4756             return WINED3D_OK;
4757         }
4758     }
4759
4760     /* TODO: Write a test for the return value */
4761     FIXME("Attempt to destroy nonexistent patch\n");
4762     return WINED3DERR_INVALIDCALL;
4763 }
4764
4765 /* Do not call while under the GL lock. */
4766 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4767         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4768 {
4769     RECT r;
4770
4771     TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4772             device, surface, wine_dbgstr_rect(rect),
4773             color->r, color->g, color->b, color->a);
4774
4775     if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4776     {
4777         FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4778         return WINED3DERR_INVALIDCALL;
4779     }
4780
4781     if (!rect)
4782     {
4783         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4784         rect = &r;
4785     }
4786
4787     return surface_color_fill(surface, rect, color);
4788 }
4789
4790 /* Do not call while under the GL lock. */
4791 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4792         struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4793 {
4794     struct wined3d_resource *resource;
4795     HRESULT hr;
4796     RECT rect;
4797
4798     resource = rendertarget_view->resource;
4799     if (resource->resourceType != WINED3DRTYPE_SURFACE)
4800     {
4801         FIXME("Only supported on surface resources\n");
4802         return;
4803     }
4804
4805     SetRect(&rect, 0, 0, resource->width, resource->height);
4806     hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4807     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4808 }
4809
4810 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4811         UINT render_target_idx, struct wined3d_surface **render_target)
4812 {
4813     TRACE("device %p, render_target_idx %u, render_target %p.\n",
4814             device, render_target_idx, render_target);
4815
4816     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4817     {
4818         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4819         return WINED3DERR_INVALIDCALL;
4820     }
4821
4822     *render_target = device->fb.render_targets[render_target_idx];
4823     TRACE("Returning render target %p.\n", *render_target);
4824
4825     if (!*render_target)
4826         return WINED3DERR_NOTFOUND;
4827
4828     wined3d_surface_incref(*render_target);
4829
4830     return WINED3D_OK;
4831 }
4832
4833 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4834         struct wined3d_surface **depth_stencil)
4835 {
4836     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4837
4838     *depth_stencil = device->fb.depth_stencil;
4839     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4840
4841     if (!*depth_stencil)
4842         return WINED3DERR_NOTFOUND;
4843
4844     wined3d_surface_incref(*depth_stencil);
4845
4846     return WINED3D_OK;
4847 }
4848
4849 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4850         UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4851 {
4852     struct wined3d_surface *prev;
4853
4854     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4855             device, render_target_idx, render_target, set_viewport);
4856
4857     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4858     {
4859         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4860         return WINED3DERR_INVALIDCALL;
4861     }
4862
4863     prev = device->fb.render_targets[render_target_idx];
4864     if (render_target == prev)
4865     {
4866         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4867         return WINED3D_OK;
4868     }
4869
4870     /* Render target 0 can't be set to NULL. */
4871     if (!render_target && !render_target_idx)
4872     {
4873         WARN("Trying to set render target 0 to NULL.\n");
4874         return WINED3DERR_INVALIDCALL;
4875     }
4876
4877     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4878     {
4879         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4880         return WINED3DERR_INVALIDCALL;
4881     }
4882
4883     if (render_target)
4884         wined3d_surface_incref(render_target);
4885     device->fb.render_targets[render_target_idx] = render_target;
4886     /* Release after the assignment, to prevent device_resource_released()
4887      * from seeing the surface as still in use. */
4888     if (prev)
4889         wined3d_surface_decref(prev);
4890
4891     /* Render target 0 is special. */
4892     if (!render_target_idx && set_viewport)
4893     {
4894         /* Set the viewport and scissor rectangles, if requested. Tests show
4895          * that stateblock recording is ignored, the change goes directly
4896          * into the primary stateblock. */
4897         device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4898         device->stateBlock->state.viewport.width  = device->fb.render_targets[0]->resource.width;
4899         device->stateBlock->state.viewport.x      = 0;
4900         device->stateBlock->state.viewport.y      = 0;
4901         device->stateBlock->state.viewport.max_z  = 1.0f;
4902         device->stateBlock->state.viewport.min_z  = 0.0f;
4903         device_invalidate_state(device, STATE_VIEWPORT);
4904
4905         device->stateBlock->state.scissor_rect.top = 0;
4906         device->stateBlock->state.scissor_rect.left = 0;
4907         device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4908         device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4909         device_invalidate_state(device, STATE_SCISSORRECT);
4910     }
4911
4912     device_invalidate_state(device, STATE_FRAMEBUFFER);
4913
4914     return WINED3D_OK;
4915 }
4916
4917 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4918 {
4919     struct wined3d_surface *prev = device->fb.depth_stencil;
4920
4921     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4922             device, depth_stencil, prev);
4923
4924     if (prev == depth_stencil)
4925     {
4926         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4927         return WINED3D_OK;
4928     }
4929
4930     if (prev)
4931     {
4932         if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4933                 || prev->flags & SFLAG_DISCARD)
4934         {
4935             surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
4936                     prev->resource.width, prev->resource.height);
4937             if (prev == device->onscreen_depth_stencil)
4938             {
4939                 wined3d_surface_decref(device->onscreen_depth_stencil);
4940                 device->onscreen_depth_stencil = NULL;
4941             }
4942         }
4943     }
4944
4945     device->fb.depth_stencil = depth_stencil;
4946     if (depth_stencil)
4947         wined3d_surface_incref(depth_stencil);
4948
4949     if (!prev != !depth_stencil)
4950     {
4951         /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4952         device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
4953         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
4954         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
4955         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4956     }
4957     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4958     {
4959         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4960     }
4961     if (prev)
4962         wined3d_surface_decref(prev);
4963
4964     device_invalidate_state(device, STATE_FRAMEBUFFER);
4965
4966     return WINED3D_OK;
4967 }
4968
4969 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4970         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4971 {
4972     struct wined3d_mapped_rect mapped_rect;
4973
4974     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4975             device, x_hotspot, y_hotspot, cursor_image);
4976
4977     /* some basic validation checks */
4978     if (device->cursorTexture)
4979     {
4980         struct wined3d_context *context = context_acquire(device, NULL);
4981         ENTER_GL();
4982         glDeleteTextures(1, &device->cursorTexture);
4983         LEAVE_GL();
4984         context_release(context);
4985         device->cursorTexture = 0;
4986     }
4987
4988     if (cursor_image)
4989     {
4990         struct wined3d_mapped_rect rect;
4991
4992         /* MSDN: Cursor must be A8R8G8B8 */
4993         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4994         {
4995             WARN("surface %p has an invalid format.\n", cursor_image);
4996             return WINED3DERR_INVALIDCALL;
4997         }
4998
4999         /* MSDN: Cursor must be smaller than the display mode */
5000         if (cursor_image->resource.width > device->adapter->screen_size.cx
5001                 || cursor_image->resource.height > device->adapter->screen_size.cy)
5002         {
5003             WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5004                     cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5005                     device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5006             return WINED3DERR_INVALIDCALL;
5007         }
5008
5009         /* TODO: MSDN: Cursor sizes must be a power of 2 */
5010
5011         /* Do not store the surface's pointer because the application may
5012          * release it after setting the cursor image. Windows doesn't
5013          * addref the set surface, so we can't do this either without
5014          * creating circular refcount dependencies. Copy out the gl texture
5015          * instead. */
5016         device->cursorWidth = cursor_image->resource.width;
5017         device->cursorHeight = cursor_image->resource.height;
5018         if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5019         {
5020             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5021             const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5022             struct wined3d_context *context;
5023             char *mem, *bits = rect.data;
5024             GLint intfmt = format->glInternal;
5025             GLint gl_format = format->glFormat;
5026             GLint type = format->glType;
5027             INT height = device->cursorHeight;
5028             INT width = device->cursorWidth;
5029             INT bpp = format->byte_count;
5030             INT i;
5031
5032             /* Reformat the texture memory (pitch and width can be
5033              * different) */
5034             mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5035             for(i = 0; i < height; i++)
5036                 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
5037             wined3d_surface_unmap(cursor_image);
5038
5039             context = context_acquire(device, NULL);
5040
5041             ENTER_GL();
5042
5043             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5044             {
5045                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5046                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5047             }
5048
5049             invalidate_active_texture(device, context);
5050             /* Create a new cursor texture */
5051             glGenTextures(1, &device->cursorTexture);
5052             checkGLcall("glGenTextures");
5053             context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5054             /* Copy the bitmap memory into the cursor texture */
5055             glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5056             checkGLcall("glTexImage2D");
5057             HeapFree(GetProcessHeap(), 0, mem);
5058
5059             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5060             {
5061                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5062                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5063             }
5064
5065             LEAVE_GL();
5066
5067             context_release(context);
5068         }
5069         else
5070         {
5071             FIXME("A cursor texture was not returned.\n");
5072             device->cursorTexture = 0;
5073         }
5074
5075         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5076         {
5077             /* Draw a hardware cursor */
5078             ICONINFO cursorInfo;
5079             HCURSOR cursor;
5080             /* Create and clear maskBits because it is not needed for
5081              * 32-bit cursors.  32x32 bits split into 32-bit chunks == 32
5082              * chunks. */
5083             DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5084                     (cursor_image->resource.width * cursor_image->resource.height / 8));
5085             wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5086                     WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5087             TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5088
5089             cursorInfo.fIcon = FALSE;
5090             cursorInfo.xHotspot = x_hotspot;
5091             cursorInfo.yHotspot = y_hotspot;
5092             cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5093                     1, 1, maskBits);
5094             cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5095                     1, 32, mapped_rect.data);
5096             wined3d_surface_unmap(cursor_image);
5097             /* Create our cursor and clean up. */
5098             cursor = CreateIconIndirect(&cursorInfo);
5099             if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5100             if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5101             if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5102             device->hardwareCursor = cursor;
5103             if (device->bCursorVisible) SetCursor( cursor );
5104             HeapFree(GetProcessHeap(), 0, maskBits);
5105         }
5106     }
5107
5108     device->xHotSpot = x_hotspot;
5109     device->yHotSpot = y_hotspot;
5110     return WINED3D_OK;
5111 }
5112
5113 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5114         int x_screen_space, int y_screen_space, DWORD flags)
5115 {
5116     TRACE("device %p, x %d, y %d, flags %#x.\n",
5117             device, x_screen_space, y_screen_space, flags);
5118
5119     device->xScreenSpace = x_screen_space;
5120     device->yScreenSpace = y_screen_space;
5121
5122     if (device->hardwareCursor)
5123     {
5124         POINT pt;
5125
5126         GetCursorPos( &pt );
5127         if (x_screen_space == pt.x && y_screen_space == pt.y)
5128             return;
5129         SetCursorPos( x_screen_space, y_screen_space );
5130
5131         /* Switch to the software cursor if position diverges from the hardware one. */
5132         GetCursorPos( &pt );
5133         if (x_screen_space != pt.x || y_screen_space != pt.y)
5134         {
5135             if (device->bCursorVisible) SetCursor( NULL );
5136             DestroyCursor( device->hardwareCursor );
5137             device->hardwareCursor = 0;
5138         }
5139     }
5140 }
5141
5142 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5143 {
5144     BOOL oldVisible = device->bCursorVisible;
5145
5146     TRACE("device %p, show %#x.\n", device, show);
5147
5148     /*
5149      * When ShowCursor is first called it should make the cursor appear at the OS's last
5150      * known cursor position.
5151      */
5152     if (show && !oldVisible)
5153     {
5154         POINT pt;
5155         GetCursorPos(&pt);
5156         device->xScreenSpace = pt.x;
5157         device->yScreenSpace = pt.y;
5158     }
5159
5160     if (device->hardwareCursor)
5161     {
5162         device->bCursorVisible = show;
5163         if (show)
5164             SetCursor(device->hardwareCursor);
5165         else
5166             SetCursor(NULL);
5167     }
5168     else
5169     {
5170         if (device->cursorTexture)
5171             device->bCursorVisible = show;
5172     }
5173
5174     return oldVisible;
5175 }
5176
5177 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5178 {
5179     struct wined3d_resource *resource, *cursor;
5180
5181     TRACE("device %p.\n", device);
5182
5183     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5184     {
5185         TRACE("Checking resource %p for eviction.\n", resource);
5186
5187         if (resource->pool == WINED3DPOOL_MANAGED)
5188         {
5189             TRACE("Evicting %p.\n", resource);
5190             resource->resource_ops->resource_unload(resource);
5191         }
5192     }
5193
5194     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5195     device_invalidate_state(device, STATE_STREAMSRC);
5196 }
5197
5198 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5199         const struct wined3d_swapchain_desc *swapchain_desc)
5200 {
5201     struct wined3d_device *device = surface->resource.device;
5202     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5203
5204     /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5205     if (surface->flags & SFLAG_DIBSECTION)
5206     {
5207         DeleteDC(surface->hDC);
5208         DeleteObject(surface->dib.DIBsection);
5209         surface->dib.bitmap_data = NULL;
5210         surface->resource.allocatedMemory = NULL;
5211         surface->flags &= ~SFLAG_DIBSECTION;
5212     }
5213     surface->resource.width = swapchain_desc->backbuffer_width;
5214     surface->resource.height = swapchain_desc->backbuffer_height;
5215     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5216             || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5217     {
5218         surface->pow2Width = swapchain_desc->backbuffer_width;
5219         surface->pow2Height = swapchain_desc->backbuffer_height;
5220     }
5221     else
5222     {
5223         surface->pow2Width = surface->pow2Height = 1;
5224         while (surface->pow2Width < swapchain_desc->backbuffer_width)
5225             surface->pow2Width <<= 1;
5226         while (surface->pow2Height < swapchain_desc->backbuffer_height)
5227             surface->pow2Height <<= 1;
5228     }
5229
5230     if (!(surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
5231         surface->resource.format = wined3d_get_format(gl_info, swapchain_desc->backbuffer_format);
5232     surface->resource.multisample_type = swapchain_desc->multisample_type;
5233     surface->resource.multisample_quality = swapchain_desc->multisample_quality;
5234
5235     if (device->d3d_initialized)
5236         surface->resource.resource_ops->resource_unload(&surface->resource);
5237
5238     if (surface->pow2Width != swapchain_desc->backbuffer_width
5239             || surface->pow2Height != swapchain_desc->backbuffer_height)
5240     {
5241         surface->flags |= SFLAG_NONPOW2;
5242     }
5243     else
5244     {
5245         surface->flags &= ~SFLAG_NONPOW2;
5246     }
5247     HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5248     surface->resource.allocatedMemory = NULL;
5249     surface->resource.heapMemory = NULL;
5250     surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5251
5252     /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5253      * to a FBO */
5254     if (!surface_init_sysmem(surface))
5255     {
5256         return E_OUTOFMEMORY;
5257     }
5258     return WINED3D_OK;
5259 }
5260
5261 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5262         const struct wined3d_swapchain_desc *swapchain_desc)
5263 {
5264     struct wined3d_display_mode m;
5265     UINT i, count;
5266     HRESULT hr;
5267
5268     /* All Windowed modes are supported, as is leaving the current mode */
5269     if (swapchain_desc->windowed)
5270         return TRUE;
5271     if (!swapchain_desc->backbuffer_width)
5272         return TRUE;
5273     if (!swapchain_desc->backbuffer_height)
5274         return TRUE;
5275
5276     count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5277     for (i = 0; i < count; ++i)
5278     {
5279         memset(&m, 0, sizeof(m));
5280         hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5281         if (FAILED(hr))
5282             ERR("Failed to enumerate adapter mode.\n");
5283         if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5284             /* Mode found, it is supported. */
5285             return TRUE;
5286     }
5287     /* Mode not found -> not supported */
5288     return FALSE;
5289 }
5290
5291 /* Do not call while under the GL lock. */
5292 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5293 {
5294     struct wined3d_resource *resource, *cursor;
5295     const struct wined3d_gl_info *gl_info;
5296     struct wined3d_context *context;
5297     struct wined3d_shader *shader;
5298
5299     context = context_acquire(device, NULL);
5300     gl_info = context->gl_info;
5301
5302     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5303     {
5304         TRACE("Unloading resource %p.\n", resource);
5305
5306         resource->resource_ops->resource_unload(resource);
5307     }
5308
5309     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5310     {
5311         device->shader_backend->shader_destroy(shader);
5312     }
5313
5314     ENTER_GL();
5315     if (device->depth_blt_texture)
5316     {
5317         glDeleteTextures(1, &device->depth_blt_texture);
5318         device->depth_blt_texture = 0;
5319     }
5320     if (device->cursorTexture)
5321     {
5322         glDeleteTextures(1, &device->cursorTexture);
5323         device->cursorTexture = 0;
5324     }
5325     LEAVE_GL();
5326
5327     device->blitter->free_private(device);
5328     device->frag_pipe->free_private(device);
5329     device->shader_backend->shader_free_private(device);
5330     destroy_dummy_textures(device, gl_info);
5331
5332     context_release(context);
5333
5334     while (device->context_count)
5335     {
5336         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5337     }
5338
5339     HeapFree(GetProcessHeap(), 0, swapchain->context);
5340     swapchain->context = NULL;
5341 }
5342
5343 /* Do not call while under the GL lock. */
5344 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5345 {
5346     struct wined3d_context *context;
5347     struct wined3d_surface *target;
5348     HRESULT hr;
5349
5350     /* Recreate the primary swapchain's context */
5351     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5352     if (!swapchain->context)
5353     {
5354         ERR("Failed to allocate memory for swapchain context array.\n");
5355         return E_OUTOFMEMORY;
5356     }
5357
5358     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5359     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5360     {
5361         WARN("Failed to create context.\n");
5362         HeapFree(GetProcessHeap(), 0, swapchain->context);
5363         return E_FAIL;
5364     }
5365
5366     swapchain->context[0] = context;
5367     swapchain->num_contexts = 1;
5368     create_dummy_textures(device, context);
5369     context_release(context);
5370
5371     hr = device->shader_backend->shader_alloc_private(device);
5372     if (FAILED(hr))
5373     {
5374         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5375         goto err;
5376     }
5377
5378     hr = device->frag_pipe->alloc_private(device);
5379     if (FAILED(hr))
5380     {
5381         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5382         device->shader_backend->shader_free_private(device);
5383         goto err;
5384     }
5385
5386     hr = device->blitter->alloc_private(device);
5387     if (FAILED(hr))
5388     {
5389         ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5390         device->frag_pipe->free_private(device);
5391         device->shader_backend->shader_free_private(device);
5392         goto err;
5393     }
5394
5395     return WINED3D_OK;
5396
5397 err:
5398     context_acquire(device, NULL);
5399     destroy_dummy_textures(device, context->gl_info);
5400     context_release(context);
5401     context_destroy(device, context);
5402     HeapFree(GetProcessHeap(), 0, swapchain->context);
5403     swapchain->num_contexts = 0;
5404     return hr;
5405 }
5406
5407 /* Do not call while under the GL lock. */
5408 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5409         const struct wined3d_swapchain_desc *swapchain_desc,
5410         wined3d_device_reset_cb callback)
5411 {
5412     struct wined3d_resource *resource, *cursor;
5413     struct wined3d_swapchain *swapchain;
5414     struct wined3d_display_mode mode;
5415     BOOL DisplayModeChanged = FALSE;
5416     BOOL update_desc = FALSE;
5417     HRESULT hr;
5418
5419     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5420
5421     stateblock_unbind_resources(device->stateBlock);
5422
5423     if (device->onscreen_depth_stencil)
5424     {
5425         wined3d_surface_decref(device->onscreen_depth_stencil);
5426         device->onscreen_depth_stencil = NULL;
5427     }
5428
5429     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5430     {
5431         TRACE("Enumerating resource %p.\n", resource);
5432         if (FAILED(hr = callback(resource)))
5433             return hr;
5434     }
5435
5436     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5437     if (FAILED(hr))
5438     {
5439         ERR("Failed to get the first implicit swapchain\n");
5440         return hr;
5441     }
5442
5443     if (!is_display_mode_supported(device, swapchain_desc))
5444     {
5445         WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5446         WARN("Requested mode: %ux%u.\n",
5447                 swapchain_desc->backbuffer_width,
5448                 swapchain_desc->backbuffer_height);
5449         wined3d_swapchain_decref(swapchain);
5450         return WINED3DERR_INVALIDCALL;
5451     }
5452
5453     /* Is it necessary to recreate the gl context? Actually every setting can be changed
5454      * on an existing gl context, so there's no real need for recreation.
5455      *
5456      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5457      *
5458      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5459      */
5460     TRACE("New params:\n");
5461     TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5462     TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5463     TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5464     TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5465     TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5466     TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5467     TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5468     TRACE("device_window %p\n", swapchain_desc->device_window);
5469     TRACE("windowed %#x\n", swapchain_desc->windowed);
5470     TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5471     if (swapchain_desc->enable_auto_depth_stencil)
5472         TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5473     TRACE("flags %#x\n", swapchain_desc->flags);
5474     TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5475     TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5476     TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5477
5478     /* No special treatment of these parameters. Just store them */
5479     swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5480     swapchain->desc.flags = swapchain_desc->flags;
5481     swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5482     swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5483
5484     /* What to do about these? */
5485     if (swapchain_desc->backbuffer_count
5486             && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5487         FIXME("Cannot change the back buffer count yet.\n");
5488
5489     if (swapchain_desc->device_window
5490             && swapchain_desc->device_window != swapchain->desc.device_window)
5491         FIXME("Cannot change the device window yet.\n");
5492
5493     if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5494     {
5495         HRESULT hrc;
5496
5497         TRACE("Creating the depth stencil buffer\n");
5498
5499         hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5500                 swapchain_desc->backbuffer_width,
5501                 swapchain_desc->backbuffer_height,
5502                 swapchain_desc->auto_depth_stencil_format,
5503                 swapchain_desc->multisample_type,
5504                 swapchain_desc->multisample_quality,
5505                 FALSE,
5506                 &device->auto_depth_stencil);
5507         if (FAILED(hrc))
5508         {
5509             ERR("Failed to create the depth stencil buffer.\n");
5510             wined3d_swapchain_decref(swapchain);
5511             return WINED3DERR_INVALIDCALL;
5512         }
5513     }
5514
5515     if (device->onscreen_depth_stencil)
5516     {
5517         wined3d_surface_decref(device->onscreen_depth_stencil);
5518         device->onscreen_depth_stencil = NULL;
5519     }
5520
5521     /* Reset the depth stencil */
5522     if (swapchain_desc->enable_auto_depth_stencil)
5523         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5524     else
5525         wined3d_device_set_depth_stencil(device, NULL);
5526
5527     TRACE("Resetting stateblock\n");
5528     wined3d_stateblock_decref(device->updateStateBlock);
5529     wined3d_stateblock_decref(device->stateBlock);
5530
5531     if (swapchain_desc->windowed)
5532     {
5533         mode.width = swapchain->orig_width;
5534         mode.height = swapchain->orig_height;
5535         mode.refresh_rate = 0;
5536         mode.format_id = swapchain->desc.backbuffer_format;
5537     }
5538     else
5539     {
5540         mode.width = swapchain_desc->backbuffer_width;
5541         mode.height = swapchain_desc->backbuffer_height;
5542         mode.refresh_rate = swapchain_desc->refresh_rate;
5543         mode.format_id = swapchain_desc->backbuffer_format;
5544     }
5545
5546     /* Should Width == 800 && Height == 0 set 800x600? */
5547     if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5548             && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5549             || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5550     {
5551         if (!swapchain_desc->windowed)
5552             DisplayModeChanged = TRUE;
5553
5554         swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5555         swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5556         update_desc = TRUE;
5557     }
5558
5559     if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5560             && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5561     {
5562         swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5563         update_desc = TRUE;
5564     }
5565
5566     if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5567             || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5568     {
5569         swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5570         swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5571         update_desc = TRUE;
5572     }
5573
5574     if (update_desc)
5575     {
5576         UINT i;
5577
5578         hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->desc);
5579         if (FAILED(hr))
5580         {
5581             wined3d_swapchain_decref(swapchain);
5582             return hr;
5583         }
5584
5585         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5586         {
5587             hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->desc);
5588             if (FAILED(hr))
5589             {
5590                 wined3d_swapchain_decref(swapchain);
5591                 return hr;
5592             }
5593         }
5594         if (device->auto_depth_stencil)
5595         {
5596             hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->desc);
5597             if (FAILED(hr))
5598             {
5599                 wined3d_swapchain_decref(swapchain);
5600                 return hr;
5601             }
5602         }
5603     }
5604
5605     if (device->d3d_initialized)
5606         delete_opengl_contexts(device, swapchain);
5607
5608     if (!swapchain_desc->windowed != !swapchain->desc.windowed
5609             || DisplayModeChanged)
5610     {
5611         wined3d_device_set_display_mode(device, 0, &mode);
5612
5613         if (!swapchain_desc->windowed)
5614         {
5615             if (swapchain->desc.windowed)
5616             {
5617                 HWND focus_window = device->create_parms.focus_window;
5618                 if (!focus_window)
5619                     focus_window = swapchain_desc->device_window;
5620                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5621                 {
5622                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5623                     wined3d_swapchain_decref(swapchain);
5624                     return hr;
5625                 }
5626
5627                 /* switch from windowed to fs */
5628                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5629                         swapchain_desc->backbuffer_width,
5630                         swapchain_desc->backbuffer_height);
5631             }
5632             else
5633             {
5634                 /* Fullscreen -> fullscreen mode change */
5635                 MoveWindow(swapchain->device_window, 0, 0,
5636                         swapchain_desc->backbuffer_width,
5637                         swapchain_desc->backbuffer_height,
5638                         TRUE);
5639             }
5640         }
5641         else if (!swapchain->desc.windowed)
5642         {
5643             /* Fullscreen -> windowed switch */
5644             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5645             wined3d_device_release_focus_window(device);
5646         }
5647         swapchain->desc.windowed = swapchain_desc->windowed;
5648     }
5649     else if (!swapchain_desc->windowed)
5650     {
5651         DWORD style = device->style;
5652         DWORD exStyle = device->exStyle;
5653         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5654          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5655          * Reset to clear up their mess. Guild Wars also loses the device during that.
5656          */
5657         device->style = 0;
5658         device->exStyle = 0;
5659         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5660                 swapchain_desc->backbuffer_width,
5661                 swapchain_desc->backbuffer_height);
5662         device->style = style;
5663         device->exStyle = exStyle;
5664     }
5665
5666     /* Note: No parent needed for initial internal stateblock */
5667     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5668     if (FAILED(hr))
5669         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5670     else
5671         TRACE("Created stateblock %p.\n", device->stateBlock);
5672     device->updateStateBlock = device->stateBlock;
5673     wined3d_stateblock_incref(device->updateStateBlock);
5674
5675     stateblock_init_default_state(device->stateBlock);
5676
5677     swapchain_update_render_to_fbo(swapchain);
5678     swapchain_update_draw_bindings(swapchain);
5679
5680     if (device->d3d_initialized)
5681         hr = create_primary_opengl_context(device, swapchain);
5682     wined3d_swapchain_decref(swapchain);
5683
5684     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5685      * first use
5686      */
5687     return hr;
5688 }
5689
5690 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5691 {
5692     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5693
5694     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5695
5696     return WINED3D_OK;
5697 }
5698
5699
5700 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5701         struct wined3d_device_creation_parameters *parameters)
5702 {
5703     TRACE("device %p, parameters %p.\n", device, parameters);
5704
5705     *parameters = device->create_parms;
5706     return WINED3D_OK;
5707 }
5708
5709 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5710         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5711 {
5712     struct wined3d_swapchain *swapchain;
5713
5714     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5715             device, swapchain_idx, flags, ramp);
5716
5717     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5718     {
5719         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5720         wined3d_swapchain_decref(swapchain);
5721     }
5722 }
5723
5724 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5725         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5726 {
5727     struct wined3d_swapchain *swapchain;
5728
5729     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5730             device, swapchain_idx, ramp);
5731
5732     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5733     {
5734         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5735         wined3d_swapchain_decref(swapchain);
5736     }
5737 }
5738
5739 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5740 {
5741     TRACE("device %p, resource %p.\n", device, resource);
5742
5743     list_add_head(&device->resources, &resource->resource_list_entry);
5744 }
5745
5746 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5747 {
5748     TRACE("device %p, resource %p.\n", device, resource);
5749
5750     list_remove(&resource->resource_list_entry);
5751 }
5752
5753 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5754 {
5755     WINED3DRESOURCETYPE type = resource->resourceType;
5756     unsigned int i;
5757
5758     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5759
5760     context_resource_released(device, resource, type);
5761
5762     switch (type)
5763     {
5764         case WINED3DRTYPE_SURFACE:
5765             {
5766                 struct wined3d_surface *surface = surface_from_resource(resource);
5767
5768                 if (!device->d3d_initialized) break;
5769
5770                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5771                 {
5772                     if (device->fb.render_targets[i] == surface)
5773                     {
5774                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5775                         device->fb.render_targets[i] = NULL;
5776                     }
5777                 }
5778
5779                 if (device->fb.depth_stencil == surface)
5780                 {
5781                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5782                     device->fb.depth_stencil = NULL;
5783                 }
5784             }
5785             break;
5786
5787         case WINED3DRTYPE_TEXTURE:
5788         case WINED3DRTYPE_CUBETEXTURE:
5789         case WINED3DRTYPE_VOLUMETEXTURE:
5790             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5791             {
5792                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5793
5794                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5795                 {
5796                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5797                             texture, device->stateBlock, i);
5798                     device->stateBlock->state.textures[i] = NULL;
5799                 }
5800
5801                 if (device->updateStateBlock != device->stateBlock
5802                         && device->updateStateBlock->state.textures[i] == texture)
5803                 {
5804                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5805                             texture, device->updateStateBlock, i);
5806                     device->updateStateBlock->state.textures[i] = NULL;
5807                 }
5808             }
5809             break;
5810
5811         case WINED3DRTYPE_BUFFER:
5812             {
5813                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5814
5815                 for (i = 0; i < MAX_STREAMS; ++i)
5816                 {
5817                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5818                     {
5819                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5820                                 buffer, device->stateBlock, i);
5821                         device->stateBlock->state.streams[i].buffer = NULL;
5822                     }
5823
5824                     if (device->updateStateBlock != device->stateBlock
5825                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5826                     {
5827                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5828                                 buffer, device->updateStateBlock, i);
5829                         device->updateStateBlock->state.streams[i].buffer = NULL;
5830                     }
5831
5832                 }
5833
5834                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5835                 {
5836                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5837                             buffer, device->stateBlock);
5838                     device->stateBlock->state.index_buffer =  NULL;
5839                 }
5840
5841                 if (device->updateStateBlock != device->stateBlock
5842                         && device->updateStateBlock->state.index_buffer == buffer)
5843                 {
5844                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5845                             buffer, device->updateStateBlock);
5846                     device->updateStateBlock->state.index_buffer =  NULL;
5847                 }
5848             }
5849             break;
5850
5851         default:
5852             break;
5853     }
5854
5855     /* Remove the resource from the resourceStore */
5856     device_resource_remove(device, resource);
5857
5858     TRACE("Resource released.\n");
5859 }
5860
5861 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5862         HDC dc, struct wined3d_surface **surface)
5863 {
5864     struct wined3d_resource *resource;
5865
5866     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5867
5868     if (!dc)
5869         return WINED3DERR_INVALIDCALL;
5870
5871     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5872     {
5873         if (resource->resourceType == WINED3DRTYPE_SURFACE)
5874         {
5875             struct wined3d_surface *s = surface_from_resource(resource);
5876
5877             if (s->hDC == dc)
5878             {
5879                 TRACE("Found surface %p for dc %p.\n", s, dc);
5880                 *surface = s;
5881                 return WINED3D_OK;
5882             }
5883         }
5884     }
5885
5886     return WINED3DERR_INVALIDCALL;
5887 }
5888
5889 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5890         UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
5891         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5892 {
5893     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5894     const struct fragment_pipeline *fragment_pipeline;
5895     struct wined3d_display_mode mode;
5896     struct shader_caps shader_caps;
5897     struct fragment_caps ffp_caps;
5898     unsigned int i;
5899     HRESULT hr;
5900
5901     device->ref = 1;
5902     device->wined3d = wined3d;
5903     wined3d_incref(device->wined3d);
5904     device->adapter = wined3d->adapter_count ? adapter : NULL;
5905     device->device_parent = device_parent;
5906     list_init(&device->resources);
5907     list_init(&device->shaders);
5908     device->surface_alignment = surface_alignment;
5909
5910     /* Get the initial screen setup for ddraw. */
5911     hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5912     if (FAILED(hr))
5913     {
5914         ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5915         wined3d_decref(device->wined3d);
5916         return hr;
5917     }
5918     adapter->screen_size.cx = mode.width;
5919     adapter->screen_size.cy = mode.height;
5920     adapter->screen_format = mode.format_id;
5921
5922     /* Save the creation parameters. */
5923     device->create_parms.adapter_idx = adapter_idx;
5924     device->create_parms.device_type = device_type;
5925     device->create_parms.focus_window = focus_window;
5926     device->create_parms.flags = flags;
5927
5928     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5929
5930     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5931     device->shader_backend = adapter->shader_backend;
5932
5933     if (device->shader_backend)
5934     {
5935         device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5936         device->vshader_version = shader_caps.VertexShaderVersion;
5937         device->pshader_version = shader_caps.PixelShaderVersion;
5938         device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5939         device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5940         device->vs_clipping = shader_caps.VSClipping;
5941     }
5942     fragment_pipeline = adapter->fragment_pipe;
5943     device->frag_pipe = fragment_pipeline;
5944     if (fragment_pipeline)
5945     {
5946         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5947         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5948
5949         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5950                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5951         if (FAILED(hr))
5952         {
5953             ERR("Failed to compile state table, hr %#x.\n", hr);
5954             wined3d_decref(device->wined3d);
5955             return hr;
5956         }
5957     }
5958     device->blitter = adapter->blitter;
5959
5960     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5961     if (FAILED(hr))
5962     {
5963         WARN("Failed to create stateblock.\n");
5964         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5965         {
5966             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5967         }
5968         wined3d_decref(device->wined3d);
5969         return hr;
5970     }
5971
5972     TRACE("Created stateblock %p.\n", device->stateBlock);
5973     device->updateStateBlock = device->stateBlock;
5974     wined3d_stateblock_incref(device->updateStateBlock);
5975
5976     return WINED3D_OK;
5977 }
5978
5979
5980 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5981 {
5982     DWORD rep = device->StateTable[state].representative;
5983     struct wined3d_context *context;
5984     DWORD idx;
5985     BYTE shift;
5986     UINT i;
5987
5988     for (i = 0; i < device->context_count; ++i)
5989     {
5990         context = device->contexts[i];
5991         if(isStateDirty(context, rep)) continue;
5992
5993         context->dirtyArray[context->numDirtyEntries++] = rep;
5994         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5995         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5996         context->isStateDirty[idx] |= (1 << shift);
5997     }
5998 }
5999
6000 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6001 {
6002     /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6003     *width = context->current_rt->pow2Width;
6004     *height = context->current_rt->pow2Height;
6005 }
6006
6007 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6008 {
6009     const struct wined3d_swapchain *swapchain = context->swapchain;
6010     /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6011      * current context's drawable, which is the size of the back buffer of the swapchain
6012      * the active context belongs to. */
6013     *width = swapchain->desc.backbuffer_width;
6014     *height = swapchain->desc.backbuffer_height;
6015 }
6016
6017 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6018         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6019 {
6020     if (device->filter_messages)
6021     {
6022         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6023                 window, message, wparam, lparam);
6024         if (unicode)
6025             return DefWindowProcW(window, message, wparam, lparam);
6026         else
6027             return DefWindowProcA(window, message, wparam, lparam);
6028     }
6029
6030     if (message == WM_DESTROY)
6031     {
6032         TRACE("unregister window %p.\n", window);
6033         wined3d_unregister_window(window);
6034
6035         if (device->focus_window == window) device->focus_window = NULL;
6036         else ERR("Window %p is not the focus window for device %p.\n", window, device);
6037     }
6038     else if (message == WM_DISPLAYCHANGE)
6039     {
6040         device->device_parent->ops->mode_changed(device->device_parent);
6041     }
6042
6043     if (unicode)
6044         return CallWindowProcW(proc, window, message, wparam, lparam);
6045     else
6046         return CallWindowProcA(proc, window, message, wparam, lparam);
6047 }