wined3d: Use the shader object ids as program key.
[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 "wine/port.h"
29
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
41 {
42     WINED3D_LIGHT_DIRECTIONAL,  /* Type */
43     { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46     { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
47     { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
48     0.0f,                       /* Range */
49     0.0f,                       /* Falloff */
50     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
51     0.0f,                       /* Theta */
52     0.0f                        /* Phi */
53 };
54
55 /**********************************************************
56  * Global variable / Constants follow
57  **********************************************************/
58 const struct wined3d_matrix identity =
59 {{{
60     1.0f, 0.0f, 0.0f, 0.0f,
61     0.0f, 1.0f, 0.0f, 0.0f,
62     0.0f, 0.0f, 1.0f, 0.0f,
63     0.0f, 0.0f, 0.0f, 1.0f,
64 }}};  /* When needed for comparisons */
65
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67  * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
69 {
70     switch(primitive_type)
71     {
72         case WINED3D_PT_POINTLIST:
73             return GL_POINTS;
74
75         case WINED3D_PT_LINELIST:
76             return GL_LINES;
77
78         case WINED3D_PT_LINESTRIP:
79             return GL_LINE_STRIP;
80
81         case WINED3D_PT_TRIANGLELIST:
82             return GL_TRIANGLES;
83
84         case WINED3D_PT_TRIANGLESTRIP:
85             return GL_TRIANGLE_STRIP;
86
87         case WINED3D_PT_TRIANGLEFAN:
88             return GL_TRIANGLE_FAN;
89
90         case WINED3D_PT_LINELIST_ADJ:
91             return GL_LINES_ADJACENCY_ARB;
92
93         case WINED3D_PT_LINESTRIP_ADJ:
94             return GL_LINE_STRIP_ADJACENCY_ARB;
95
96         case WINED3D_PT_TRIANGLELIST_ADJ:
97             return GL_TRIANGLES_ADJACENCY_ARB;
98
99         case WINED3D_PT_TRIANGLESTRIP_ADJ:
100             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
101
102         default:
103             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
104             return GL_NONE;
105     }
106 }
107
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
109 {
110     switch(primitive_type)
111     {
112         case GL_POINTS:
113             return WINED3D_PT_POINTLIST;
114
115         case GL_LINES:
116             return WINED3D_PT_LINELIST;
117
118         case GL_LINE_STRIP:
119             return WINED3D_PT_LINESTRIP;
120
121         case GL_TRIANGLES:
122             return WINED3D_PT_TRIANGLELIST;
123
124         case GL_TRIANGLE_STRIP:
125             return WINED3D_PT_TRIANGLESTRIP;
126
127         case GL_TRIANGLE_FAN:
128             return WINED3D_PT_TRIANGLEFAN;
129
130         case GL_LINES_ADJACENCY_ARB:
131             return WINED3D_PT_LINELIST_ADJ;
132
133         case GL_LINE_STRIP_ADJACENCY_ARB:
134             return WINED3D_PT_LINESTRIP_ADJ;
135
136         case GL_TRIANGLES_ADJACENCY_ARB:
137             return WINED3D_PT_TRIANGLELIST_ADJ;
138
139         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140             return WINED3D_PT_TRIANGLESTRIP_ADJ;
141
142         default:
143             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144             return WINED3D_PT_UNDEFINED;
145     }
146 }
147
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
149 {
150     if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
151         *regnum = WINED3D_FFP_POSITION;
152     else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
153         *regnum = WINED3D_FFP_BLENDWEIGHT;
154     else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
155         *regnum = WINED3D_FFP_BLENDINDICES;
156     else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
157         *regnum = WINED3D_FFP_NORMAL;
158     else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
159         *regnum = WINED3D_FFP_PSIZE;
160     else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
161         *regnum = WINED3D_FFP_DIFFUSE;
162     else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
163         *regnum = WINED3D_FFP_SPECULAR;
164     else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165         *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
166     else
167     {
168         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
169         *regnum = ~0U;
170         return FALSE;
171     }
172
173     return TRUE;
174 }
175
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
178 {
179     const struct wined3d_state *state = &device->stateBlock->state;
180     /* We need to deal with frequency data! */
181     struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
182     BOOL use_vshader;
183     unsigned int i;
184
185     stream_info->use_map = 0;
186     stream_info->swizzle_map = 0;
187
188     /* Check for transformed vertices, disable vertex shader if present. */
189     stream_info->position_transformed = declaration->position_transformed;
190     use_vshader = state->vertex_shader && !declaration->position_transformed;
191
192     /* Translate the declaration into strided data. */
193     for (i = 0; i < declaration->element_count; ++i)
194     {
195         const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
196         const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
197         struct wined3d_buffer *buffer = stream->buffer;
198         struct wined3d_bo_address data;
199         BOOL stride_used;
200         unsigned int idx;
201         DWORD stride;
202
203         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
204                 element, i + 1, declaration->element_count);
205
206         if (!buffer) continue;
207
208         data.buffer_object = 0;
209         data.addr = NULL;
210
211         stride = stream->stride;
212         if (state->user_stream)
213         {
214             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
215             data.buffer_object = 0;
216             data.addr = (BYTE *)buffer;
217         }
218         else
219         {
220             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
221             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
222
223             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227              * not, drawStridedSlow is needed, including a vertex buffer path. */
228             if (state->load_base_vertex_index < 0)
229             {
230                 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231                         state->load_base_vertex_index);
232                 data.buffer_object = 0;
233                 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
234                 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
235                 {
236                     FIXME("System memory vertex data load offset is negative!\n");
237                 }
238             }
239         }
240         data.addr += element->offset;
241
242         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
243
244         if (use_vshader)
245         {
246             if (element->output_slot == ~0U)
247             {
248                 /* TODO: Assuming vertexdeclarations are usually used with the
249                  * same or a similar shader, it might be worth it to store the
250                  * last used output slot and try that one first. */
251                 stride_used = vshader_get_input(state->vertex_shader,
252                         element->usage, element->usage_idx, &idx);
253             }
254             else
255             {
256                 idx = element->output_slot;
257                 stride_used = TRUE;
258             }
259         }
260         else
261         {
262             if (!element->ffp_valid)
263             {
264                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
266                 stride_used = FALSE;
267             }
268             else
269             {
270                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
271             }
272         }
273
274         if (stride_used)
275         {
276             TRACE("Load %s array %u [usage %s, usage_idx %u, "
277                     "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278                     use_vshader ? "shader": "fixed function", idx,
279                     debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
280                     element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
281
282             data.addr += stream->offset;
283
284             stream_info->elements[idx].format = element->format;
285             stream_info->elements[idx].data = data;
286             stream_info->elements[idx].stride = stride;
287             stream_info->elements[idx].stream_idx = element->input_slot;
288
289             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
290                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
291             {
292                 stream_info->swizzle_map |= 1 << idx;
293             }
294             stream_info->use_map |= 1 << idx;
295         }
296     }
297
298     device->num_buffer_queries = 0;
299     if (!state->user_stream)
300     {
301         WORD map = stream_info->use_map;
302         stream_info->all_vbo = 1;
303
304         /* PreLoad all the vertex buffers. */
305         for (i = 0; map; map >>= 1, ++i)
306         {
307             struct wined3d_stream_info_element *element;
308             struct wined3d_buffer *buffer;
309
310             if (!(map & 1)) continue;
311
312             element = &stream_info->elements[i];
313             buffer = state->streams[element->stream_idx].buffer;
314             wined3d_buffer_preload(buffer);
315
316             /* If the preload dropped the buffer object, update the stream info. */
317             if (buffer->buffer_object != element->data.buffer_object)
318             {
319                 element->data.buffer_object = 0;
320                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
321                         + (ptrdiff_t)element->data.addr;
322             }
323
324             if (!buffer->buffer_object)
325                 stream_info->all_vbo = 0;
326
327             if (buffer->query)
328                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
329         }
330     }
331     else
332     {
333         stream_info->all_vbo = 0;
334     }
335 }
336
337 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
338         const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
339 {
340     e->data.addr = strided->data;
341     e->data.buffer_object = 0;
342     e->format = wined3d_get_format(gl_info, strided->format);
343     e->stride = strided->stride;
344     e->stream_idx = 0;
345 }
346
347 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
348         const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
349 {
350     unsigned int i;
351
352     memset(stream_info, 0, sizeof(*stream_info));
353
354     if (strided->position.data)
355         stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
356     if (strided->normal.data)
357         stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
358     if (strided->diffuse.data)
359         stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
360     if (strided->specular.data)
361         stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
362
363     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
364     {
365         if (strided->tex_coords[i].data)
366             stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
367                     &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
368     }
369
370     stream_info->position_transformed = strided->position_transformed;
371
372     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
373     {
374         if (!stream_info->elements[i].format) continue;
375
376         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
378         {
379             stream_info->swizzle_map |= 1 << i;
380         }
381         stream_info->use_map |= 1 << i;
382     }
383 }
384
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
386 {
387     TRACE("Strided Data:\n");
388     TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
389     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
390     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
391     TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
392     TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
393     TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
394     TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
395     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
396     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
397     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
398     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
399     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
400     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
401     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
402     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
403 }
404
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
407 {
408     struct wined3d_stream_info *stream_info = &device->strided_streams;
409     const struct wined3d_state *state = &device->stateBlock->state;
410     DWORD prev_all_vbo = stream_info->all_vbo;
411
412     if (device->up_strided)
413     {
414         /* Note: this is a ddraw fixed-function code path. */
415         TRACE("=============================== Strided Input ================================\n");
416         device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
417         if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
418     }
419     else
420     {
421         TRACE("============================= Vertex Declaration =============================\n");
422         device_stream_info_from_declaration(device, stream_info);
423     }
424
425     if (state->vertex_shader && !stream_info->position_transformed)
426     {
427         if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
428         {
429             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430             device->useDrawStridedSlow = TRUE;
431         }
432         else
433         {
434             device->useDrawStridedSlow = FALSE;
435         }
436     }
437     else
438     {
439         WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
440         slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
441                 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
442
443         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
444         {
445             device->useDrawStridedSlow = TRUE;
446         }
447         else
448         {
449             device->useDrawStridedSlow = FALSE;
450         }
451     }
452
453     if (prev_all_vbo != stream_info->all_vbo)
454         device_invalidate_state(device, STATE_INDEXBUFFER);
455 }
456
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
458 {
459     struct wined3d_texture *texture;
460     enum WINED3DSRGB srgb;
461
462     if (!(texture = state->textures[idx])) return;
463     srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
464     texture->texture_ops->texture_preload(texture, srgb);
465 }
466
467 void device_preload_textures(const struct wined3d_device *device)
468 {
469     const struct wined3d_state *state = &device->stateBlock->state;
470     unsigned int i;
471
472     if (use_vs(state))
473     {
474         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
475         {
476             if (state->vertex_shader->reg_maps.sampler_type[i])
477                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
478         }
479     }
480
481     if (use_ps(state))
482     {
483         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
484         {
485             if (state->pixel_shader->reg_maps.sampler_type[i])
486                 device_preload_texture(state, i);
487         }
488     }
489     else
490     {
491         WORD ffu_map = device->fixed_function_usage_map;
492
493         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
494         {
495             if (ffu_map & 1)
496                 device_preload_texture(state, i);
497         }
498     }
499 }
500
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
502 {
503     struct wined3d_context **new_array;
504
505     TRACE("Adding context %p.\n", context);
506
507     if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
508     else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
509             sizeof(*new_array) * (device->context_count + 1));
510
511     if (!new_array)
512     {
513         ERR("Failed to grow the context array.\n");
514         return FALSE;
515     }
516
517     new_array[device->context_count++] = context;
518     device->contexts = new_array;
519     return TRUE;
520 }
521
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
523 {
524     struct wined3d_context **new_array;
525     BOOL found = FALSE;
526     UINT i;
527
528     TRACE("Removing context %p.\n", context);
529
530     for (i = 0; i < device->context_count; ++i)
531     {
532         if (device->contexts[i] == context)
533         {
534             found = TRUE;
535             break;
536         }
537     }
538
539     if (!found)
540     {
541         ERR("Context %p doesn't exist in context array.\n", context);
542         return;
543     }
544
545     if (!--device->context_count)
546     {
547         HeapFree(GetProcessHeap(), 0, device->contexts);
548         device->contexts = NULL;
549         return;
550     }
551
552     memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
553     new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
554     if (!new_array)
555     {
556         ERR("Failed to shrink context array. Oh well.\n");
557         return;
558     }
559
560     device->contexts = new_array;
561 }
562
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device *device,
565         struct wined3d_context *context, struct wined3d_surface *depth_stencil)
566 {
567     if (device->onscreen_depth_stencil)
568     {
569         surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
570
571         surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
572                 device->onscreen_depth_stencil->ds_current_size.cx,
573                 device->onscreen_depth_stencil->ds_current_size.cy);
574         wined3d_surface_decref(device->onscreen_depth_stencil);
575     }
576     device->onscreen_depth_stencil = depth_stencil;
577     wined3d_surface_incref(device->onscreen_depth_stencil);
578 }
579
580 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
581 {
582     /* partial draw rect */
583     if (draw_rect->left || draw_rect->top
584             || draw_rect->right < target->resource.width
585             || draw_rect->bottom < target->resource.height)
586         return FALSE;
587
588     /* partial clear rect */
589     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
590             || clear_rect->right < target->resource.width
591             || clear_rect->bottom < target->resource.height))
592         return FALSE;
593
594     return TRUE;
595 }
596
597 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
598         DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
599 {
600     RECT current_rect, r;
601
602     if (ds->flags & location)
603         SetRect(&current_rect, 0, 0,
604                 ds->ds_current_size.cx,
605                 ds->ds_current_size.cy);
606     else
607         SetRectEmpty(&current_rect);
608
609     IntersectRect(&r, draw_rect, &current_rect);
610     if (EqualRect(&r, draw_rect))
611     {
612         /* current_rect âŠ‡ draw_rect, modify only. */
613         SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
614         return;
615     }
616
617     if (EqualRect(&r, &current_rect))
618     {
619         /* draw_rect âŠ‡ current_rect, test if we're doing a full clear. */
620
621         if (!clear_rect)
622         {
623             /* Full clear, modify only. */
624             *out_rect = *draw_rect;
625             return;
626         }
627
628         IntersectRect(&r, draw_rect, clear_rect);
629         if (EqualRect(&r, draw_rect))
630         {
631             /* clear_rect âŠ‡ draw_rect, modify only. */
632             *out_rect = *draw_rect;
633             return;
634         }
635     }
636
637     /* Full load. */
638     surface_load_ds_location(ds, context, location);
639     SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
640 }
641
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
644         UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
645         float depth, DWORD stencil)
646 {
647     const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
648     struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
649     const struct wined3d_gl_info *gl_info;
650     UINT drawable_width, drawable_height;
651     struct wined3d_context *context;
652     GLbitfield clear_mask = 0;
653     BOOL render_offscreen;
654     unsigned int i;
655     RECT ds_rect;
656
657     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659      * for the cleared parts, and the untouched parts.
660      *
661      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664      * checking all this if the dest surface is in the drawable anyway. */
665     if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
666     {
667         for (i = 0; i < rt_count; ++i)
668         {
669             struct wined3d_surface *rt = fb->render_targets[i];
670             if (rt)
671                 surface_load_location(rt, rt->draw_binding, NULL);
672         }
673     }
674
675     context = context_acquire(device, target);
676     if (!context->valid)
677     {
678         context_release(context);
679         WARN("Invalid context, skipping clear.\n");
680         return;
681     }
682     gl_info = context->gl_info;
683
684     if (target)
685     {
686         render_offscreen = context->render_offscreen;
687         target->get_drawable_size(context, &drawable_width, &drawable_height);
688     }
689     else
690     {
691         render_offscreen = TRUE;
692         drawable_width = fb->depth_stencil->pow2Width;
693         drawable_height = fb->depth_stencil->pow2Height;
694     }
695
696     if (flags & WINED3DCLEAR_ZBUFFER)
697     {
698         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
699
700         if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
701             device_switch_onscreen_ds(device, context, fb->depth_stencil);
702         prepare_ds_clear(fb->depth_stencil, context, location,
703                 draw_rect, rect_count, clear_rect, &ds_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;
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 (gl_info->supported[EXT_STENCIL_TWO_SIDE])
719         {
720             gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721             context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
722         }
723         gl_info->gl_ops.gl.p_glStencilMask(~0U);
724         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
725         gl_info->gl_ops.gl.p_glClearStencil(stencil);
726         checkGLcall("glClearStencil");
727         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728     }
729
730     if (flags & WINED3DCLEAR_ZBUFFER)
731     {
732         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
733
734         surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
735
736         gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
737         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
738         gl_info->gl_ops.gl.p_glClearDepth(depth);
739         checkGLcall("glClearDepth");
740         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
741     }
742
743     if (flags & WINED3DCLEAR_TARGET)
744     {
745         for (i = 0; i < rt_count; ++i)
746         {
747             struct wined3d_surface *rt = fb->render_targets[i];
748
749             if (rt)
750                 surface_modify_location(rt, rt->draw_binding, TRUE);
751         }
752
753         gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
754         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
755         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
756         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
757         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
758         gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
759         checkGLcall("glClearColor");
760         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
761     }
762
763     if (!clear_rect)
764     {
765         if (render_offscreen)
766         {
767             gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
768                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
769         }
770         else
771         {
772             gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
773                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
774         }
775         checkGLcall("glScissor");
776         gl_info->gl_ops.gl.p_glClear(clear_mask);
777         checkGLcall("glClear");
778     }
779     else
780     {
781         RECT current_rect;
782
783         /* Now process each rect in turn. */
784         for (i = 0; i < rect_count; ++i)
785         {
786             /* Note that GL uses lower left, width/height. */
787             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
788
789             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
790                     wine_dbgstr_rect(&clear_rect[i]),
791                     wine_dbgstr_rect(&current_rect));
792
793             /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794              * The rectangle is not cleared, no error is returned, but further rectangles are
795              * still cleared if they are valid. */
796             if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
797             {
798                 TRACE("Rectangle with negative dimensions, ignoring.\n");
799                 continue;
800             }
801
802             if (render_offscreen)
803             {
804                 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
805                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
806             }
807             else
808             {
809                 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
810                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
811             }
812             checkGLcall("glScissor");
813
814             gl_info->gl_ops.gl.p_glClear(clear_mask);
815             checkGLcall("glClear");
816         }
817     }
818
819     LEAVE_GL();
820
821     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
822             && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
823             && target->container.u.swapchain->front_buffer == target))
824         gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
825
826     context_release(context);
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->type), resource->type);
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 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
901 {
902     TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
903
904     if (swapchain_idx >= device->swapchain_count)
905     {
906         WARN("swapchain_idx %u >= swapchain_count %u.\n",
907                 swapchain_idx, device->swapchain_count);
908         return NULL;
909     }
910
911     return device->swapchains[swapchain_idx];
912 }
913
914 static void device_load_logo(struct wined3d_device *device, const char *filename)
915 {
916     struct wined3d_color_key color_key;
917     HBITMAP hbm;
918     BITMAP bm;
919     HRESULT hr;
920     HDC dcb = NULL, dcs = NULL;
921
922     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
923     if(hbm)
924     {
925         GetObjectA(hbm, sizeof(BITMAP), &bm);
926         dcb = CreateCompatibleDC(NULL);
927         if(!dcb) goto out;
928         SelectObject(dcb, hbm);
929     }
930     else
931     {
932         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
933          * couldn't be loaded
934          */
935         memset(&bm, 0, sizeof(bm));
936         bm.bmWidth = 32;
937         bm.bmHeight = 32;
938     }
939
940     hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0,
941             WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
942             NULL, &wined3d_null_parent_ops, &device->logo_surface);
943     if (FAILED(hr))
944     {
945         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
946         goto out;
947     }
948
949     if (dcb)
950     {
951         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
952             goto out;
953         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
954         wined3d_surface_releasedc(device->logo_surface, dcs);
955
956         color_key.color_space_low_value = 0;
957         color_key.color_space_high_value = 0;
958         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
959     }
960     else
961     {
962         const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
963         /* Fill the surface with a white color to show that wined3d is there */
964         wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
965     }
966
967 out:
968     if (dcb) DeleteDC(dcb);
969     if (hbm) DeleteObject(hbm);
970 }
971
972 /* Context activation is done by the caller. */
973 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
974 {
975     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
976     unsigned int i, j, count;
977     /* Under DirectX you can sample even if no texture is bound, whereas
978      * OpenGL will only allow that when a valid texture is bound.
979      * We emulate this by creating dummy textures and binding them
980      * to each texture stage when the currently set D3D texture is NULL. */
981     ENTER_GL();
982
983     if (gl_info->supported[APPLE_CLIENT_STORAGE])
984     {
985         /* The dummy texture does not have client storage backing */
986         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
987         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
988     }
989
990     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
991     for (i = 0; i < count; ++i)
992     {
993         DWORD color = 0x000000ff;
994
995         /* Make appropriate texture active */
996         context_active_texture(context, gl_info, i);
997
998         gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
999         checkGLcall("glGenTextures");
1000         TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1001
1002         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1003         checkGLcall("glBindTexture");
1004
1005         gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
1006                 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1007         checkGLcall("glTexImage2D");
1008
1009         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1010         {
1011             gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
1012             checkGLcall("glGenTextures");
1013             TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1014
1015             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1016             checkGLcall("glBindTexture");
1017
1018             gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
1019                     GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1020             checkGLcall("glTexImage2D");
1021         }
1022
1023         if (gl_info->supported[EXT_TEXTURE3D])
1024         {
1025             gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
1026             checkGLcall("glGenTextures");
1027             TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1028
1029             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1030             checkGLcall("glBindTexture");
1031
1032             GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1033             checkGLcall("glTexImage3D");
1034         }
1035
1036         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1037         {
1038             gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
1039             checkGLcall("glGenTextures");
1040             TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1041
1042             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1043             checkGLcall("glBindTexture");
1044
1045             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1046             {
1047                 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
1048                         GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1049                 checkGLcall("glTexImage2D");
1050             }
1051         }
1052     }
1053
1054     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1055     {
1056         /* Re-enable because if supported it is enabled by default */
1057         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1058         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1059     }
1060
1061     LEAVE_GL();
1062 }
1063
1064 /* Context activation is done by the caller. */
1065 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1066 {
1067     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1068
1069     ENTER_GL();
1070     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1071     {
1072         gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
1073         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1074     }
1075
1076     if (gl_info->supported[EXT_TEXTURE3D])
1077     {
1078         gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
1079         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1080     }
1081
1082     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1083     {
1084         gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
1085         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1086     }
1087
1088     gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
1089     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1090     LEAVE_GL();
1091
1092     memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1093     memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1094     memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1095     memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1096 }
1097
1098 static LONG fullscreen_style(LONG style)
1099 {
1100     /* Make sure the window is managed, otherwise we won't get keyboard input. */
1101     style |= WS_POPUP | WS_SYSMENU;
1102     style &= ~(WS_CAPTION | WS_THICKFRAME);
1103
1104     return style;
1105 }
1106
1107 static LONG fullscreen_exstyle(LONG exstyle)
1108 {
1109     /* Filter out window decorations. */
1110     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1111
1112     return exstyle;
1113 }
1114
1115 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1116 {
1117     BOOL filter_messages;
1118     LONG style, exstyle;
1119
1120     TRACE("Setting up window %p for fullscreen mode.\n", window);
1121
1122     if (device->style || device->exStyle)
1123     {
1124         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1125                 window, device->style, device->exStyle);
1126     }
1127
1128     device->style = GetWindowLongW(window, GWL_STYLE);
1129     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1130
1131     style = fullscreen_style(device->style);
1132     exstyle = fullscreen_exstyle(device->exStyle);
1133
1134     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1135             device->style, device->exStyle, style, exstyle);
1136
1137     filter_messages = device->filter_messages;
1138     device->filter_messages = TRUE;
1139
1140     SetWindowLongW(window, GWL_STYLE, style);
1141     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1142     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1143
1144     device->filter_messages = filter_messages;
1145 }
1146
1147 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1148 {
1149     BOOL filter_messages;
1150     LONG style, exstyle;
1151
1152     if (!device->style && !device->exStyle) return;
1153
1154     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1155             window, device->style, device->exStyle);
1156
1157     style = GetWindowLongW(window, GWL_STYLE);
1158     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1159
1160     filter_messages = device->filter_messages;
1161     device->filter_messages = TRUE;
1162
1163     /* Only restore the style if the application didn't modify it during the
1164      * fullscreen phase. Some applications change it before calling Reset()
1165      * when switching between windowed and fullscreen modes (HL2), some
1166      * depend on the original style (Eve Online). */
1167     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1168     {
1169         SetWindowLongW(window, GWL_STYLE, device->style);
1170         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1171     }
1172     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1173
1174     device->filter_messages = filter_messages;
1175
1176     /* Delete the old values. */
1177     device->style = 0;
1178     device->exStyle = 0;
1179 }
1180
1181 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1182 {
1183     TRACE("device %p, window %p.\n", device, window);
1184
1185     if (!wined3d_register_window(window, device))
1186     {
1187         ERR("Failed to register window %p.\n", window);
1188         return E_FAIL;
1189     }
1190
1191     InterlockedExchangePointer((void **)&device->focus_window, window);
1192     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1193
1194     return WINED3D_OK;
1195 }
1196
1197 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1198 {
1199     TRACE("device %p.\n", device);
1200
1201     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1202     InterlockedExchangePointer((void **)&device->focus_window, NULL);
1203 }
1204
1205 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1206         struct wined3d_swapchain_desc *swapchain_desc)
1207 {
1208     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1209     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1210     struct wined3d_swapchain *swapchain = NULL;
1211     struct wined3d_context *context;
1212     HRESULT hr;
1213     DWORD state;
1214     unsigned int i;
1215
1216     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1217
1218     if (device->d3d_initialized)
1219         return WINED3DERR_INVALIDCALL;
1220     if (!device->adapter->opengl)
1221         return WINED3DERR_INVALIDCALL;
1222
1223     device->valid_rt_mask = 0;
1224     for (i = 0; i < gl_info->limits.buffers; ++i)
1225         device->valid_rt_mask |= (1 << i);
1226     device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1227             sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1228
1229     /* Initialize the texture unit mapping to a 1:1 mapping */
1230     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1231     {
1232         if (state < gl_info->limits.fragment_samplers)
1233         {
1234             device->texUnitMap[state] = state;
1235             device->rev_tex_unit_map[state] = state;
1236         }
1237         else
1238         {
1239             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1240             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1241         }
1242     }
1243
1244     if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
1245     {
1246         TRACE("Shader private data couldn't be allocated\n");
1247         goto err_out;
1248     }
1249     if (FAILED(hr = device->blitter->alloc_private(device)))
1250     {
1251         TRACE("Blitter private data couldn't be allocated\n");
1252         goto err_out;
1253     }
1254
1255     /* Setup the implicit swapchain. This also initializes a context. */
1256     TRACE("Creating implicit swapchain\n");
1257     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1258             swapchain_desc, &swapchain);
1259     if (FAILED(hr))
1260     {
1261         WARN("Failed to create implicit swapchain\n");
1262         goto err_out;
1263     }
1264
1265     device->swapchain_count = 1;
1266     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1267     if (!device->swapchains)
1268     {
1269         ERR("Out of memory!\n");
1270         goto err_out;
1271     }
1272     device->swapchains[0] = swapchain;
1273
1274     if (swapchain->back_buffers && swapchain->back_buffers[0])
1275     {
1276         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1277         device->fb.render_targets[0] = swapchain->back_buffers[0];
1278     }
1279     else
1280     {
1281         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1282         device->fb.render_targets[0] = swapchain->front_buffer;
1283     }
1284     wined3d_surface_incref(device->fb.render_targets[0]);
1285
1286     /* Depth Stencil support */
1287     device->fb.depth_stencil = device->auto_depth_stencil;
1288     if (device->fb.depth_stencil)
1289         wined3d_surface_incref(device->fb.depth_stencil);
1290
1291     /* Set up some starting GL setup */
1292
1293     /* Setup all the devices defaults */
1294     stateblock_init_default_state(device->stateBlock);
1295
1296     context = context_acquire(device, swapchain->front_buffer);
1297
1298     create_dummy_textures(device, context);
1299
1300     ENTER_GL();
1301
1302     /* Initialize the current view state */
1303     device->view_ident = 1;
1304     device->contexts[0]->last_was_rhw = 0;
1305
1306     switch (wined3d_settings.offscreen_rendering_mode)
1307     {
1308         case ORM_FBO:
1309             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1310             break;
1311
1312         case ORM_BACKBUFFER:
1313         {
1314             if (context_get_current()->aux_buffers > 0)
1315             {
1316                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1317                 device->offscreenBuffer = GL_AUX0;
1318             }
1319             else
1320             {
1321                 TRACE("Using back buffer for offscreen rendering\n");
1322                 device->offscreenBuffer = GL_BACK;
1323             }
1324         }
1325     }
1326
1327     TRACE("All defaults now set up, leaving 3D init.\n");
1328     LEAVE_GL();
1329
1330     context_release(context);
1331
1332     /* Clear the screen */
1333     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1334             | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1335             &black, 1.0f, 0);
1336
1337     device->d3d_initialized = TRUE;
1338
1339     if (wined3d_settings.logo)
1340         device_load_logo(device, wined3d_settings.logo);
1341     return WINED3D_OK;
1342
1343 err_out:
1344     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1345     HeapFree(GetProcessHeap(), 0, device->swapchains);
1346     device->swapchain_count = 0;
1347     if (swapchain)
1348         wined3d_swapchain_decref(swapchain);
1349     if (device->blit_priv)
1350         device->blitter->free_private(device);
1351     if (device->shader_priv)
1352         device->shader_backend->shader_free_private(device);
1353
1354     return hr;
1355 }
1356
1357 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1358         struct wined3d_swapchain_desc *swapchain_desc)
1359 {
1360     struct wined3d_swapchain *swapchain = NULL;
1361     HRESULT hr;
1362
1363     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1364
1365     /* Setup the implicit swapchain */
1366     TRACE("Creating implicit swapchain\n");
1367     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1368             swapchain_desc, &swapchain);
1369     if (FAILED(hr))
1370     {
1371         WARN("Failed to create implicit swapchain\n");
1372         goto err_out;
1373     }
1374
1375     device->swapchain_count = 1;
1376     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1377     if (!device->swapchains)
1378     {
1379         ERR("Out of memory!\n");
1380         goto err_out;
1381     }
1382     device->swapchains[0] = swapchain;
1383     return WINED3D_OK;
1384
1385 err_out:
1386     wined3d_swapchain_decref(swapchain);
1387     return hr;
1388 }
1389
1390 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1391 {
1392     struct wined3d_resource *resource, *cursor;
1393     const struct wined3d_gl_info *gl_info;
1394     struct wined3d_context *context;
1395     struct wined3d_surface *surface;
1396     UINT i;
1397
1398     TRACE("device %p.\n", device);
1399
1400     if (!device->d3d_initialized)
1401         return WINED3DERR_INVALIDCALL;
1402
1403     /* Force making the context current again, to verify it is still valid
1404      * (workaround for broken drivers) */
1405     context_set_current(NULL);
1406     /* I don't think that the interface guarantees that the device is destroyed from the same thread
1407      * it was created. Thus make sure a context is active for the glDelete* calls
1408      */
1409     context = context_acquire(device, NULL);
1410     gl_info = context->gl_info;
1411
1412     if (device->logo_surface)
1413         wined3d_surface_decref(device->logo_surface);
1414
1415     stateblock_unbind_resources(device->stateBlock);
1416
1417     /* Unload resources */
1418     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1419     {
1420         TRACE("Unloading resource %p.\n", resource);
1421
1422         resource->resource_ops->resource_unload(resource);
1423     }
1424
1425     TRACE("Deleting high order patches\n");
1426     for (i = 0; i < PATCHMAP_SIZE; ++i)
1427     {
1428         struct wined3d_rect_patch *patch;
1429         struct list *e1, *e2;
1430
1431         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1432         {
1433             patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1434             wined3d_device_delete_patch(device, patch->Handle);
1435         }
1436     }
1437
1438     /* Delete the mouse cursor texture */
1439     if (device->cursorTexture)
1440     {
1441         ENTER_GL();
1442         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1443         LEAVE_GL();
1444         device->cursorTexture = 0;
1445     }
1446
1447     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1448      * private data, it might contain opengl pointers
1449      */
1450     if (device->depth_blt_texture)
1451     {
1452         ENTER_GL();
1453         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1454         LEAVE_GL();
1455         device->depth_blt_texture = 0;
1456     }
1457
1458     /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1459     device->blitter->free_private(device);
1460     device->shader_backend->shader_free_private(device);
1461
1462     /* Release the buffers (with sanity checks)*/
1463     if (device->onscreen_depth_stencil)
1464     {
1465         surface = device->onscreen_depth_stencil;
1466         device->onscreen_depth_stencil = NULL;
1467         wined3d_surface_decref(surface);
1468     }
1469
1470     if (device->fb.depth_stencil)
1471     {
1472         surface = device->fb.depth_stencil;
1473
1474         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1475
1476         device->fb.depth_stencil = NULL;
1477         wined3d_surface_decref(surface);
1478     }
1479
1480     if (device->auto_depth_stencil)
1481     {
1482         surface = device->auto_depth_stencil;
1483         device->auto_depth_stencil = NULL;
1484         if (wined3d_surface_decref(surface))
1485             FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1486     }
1487
1488     for (i = 1; i < gl_info->limits.buffers; ++i)
1489     {
1490         wined3d_device_set_render_target(device, i, NULL, FALSE);
1491     }
1492
1493     surface = device->fb.render_targets[0];
1494     TRACE("Setting rendertarget 0 to NULL\n");
1495     device->fb.render_targets[0] = NULL;
1496     TRACE("Releasing the render target at %p\n", surface);
1497     wined3d_surface_decref(surface);
1498
1499     context_release(context);
1500
1501     for (i = 0; i < device->swapchain_count; ++i)
1502     {
1503         TRACE("Releasing the implicit swapchain %u.\n", i);
1504         if (wined3d_swapchain_decref(device->swapchains[i]))
1505             FIXME("Something's still holding the implicit swapchain.\n");
1506     }
1507
1508     HeapFree(GetProcessHeap(), 0, device->swapchains);
1509     device->swapchains = NULL;
1510     device->swapchain_count = 0;
1511
1512     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1513     device->fb.render_targets = NULL;
1514
1515     device->d3d_initialized = FALSE;
1516
1517     return WINED3D_OK;
1518 }
1519
1520 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1521 {
1522     unsigned int i;
1523
1524     for (i = 0; i < device->swapchain_count; ++i)
1525     {
1526         TRACE("Releasing the implicit swapchain %u.\n", i);
1527         if (wined3d_swapchain_decref(device->swapchains[i]))
1528             FIXME("Something's still holding the implicit swapchain.\n");
1529     }
1530
1531     HeapFree(GetProcessHeap(), 0, device->swapchains);
1532     device->swapchains = NULL;
1533     device->swapchain_count = 0;
1534     return WINED3D_OK;
1535 }
1536
1537 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1538  * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1539  * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1540  *
1541  * There is no way to deactivate thread safety once it is enabled.
1542  */
1543 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1544 {
1545     TRACE("device %p.\n", device);
1546
1547     /* For now just store the flag (needed in case of ddraw). */
1548     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1549 }
1550
1551 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1552 {
1553     TRACE("device %p.\n", device);
1554
1555     TRACE("Emulating %d MB, returning %d MB left.\n",
1556             device->adapter->TextureRam / (1024 * 1024),
1557             (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1558
1559     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1560 }
1561
1562 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1563         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1564 {
1565     struct wined3d_stream_state *stream;
1566     struct wined3d_buffer *prev_buffer;
1567
1568     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1569             device, stream_idx, buffer, offset, stride);
1570
1571     if (stream_idx >= MAX_STREAMS)
1572     {
1573         WARN("Stream index %u out of range.\n", stream_idx);
1574         return WINED3DERR_INVALIDCALL;
1575     }
1576     else if (offset & 0x3)
1577     {
1578         WARN("Offset %u is not 4 byte aligned.\n", offset);
1579         return WINED3DERR_INVALIDCALL;
1580     }
1581
1582     stream = &device->updateStateBlock->state.streams[stream_idx];
1583     prev_buffer = stream->buffer;
1584
1585     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1586
1587     if (prev_buffer == buffer
1588             && stream->stride == stride
1589             && stream->offset == offset)
1590     {
1591        TRACE("Application is setting the old values over, nothing to do.\n");
1592        return WINED3D_OK;
1593     }
1594
1595     stream->buffer = buffer;
1596     if (buffer)
1597     {
1598         stream->stride = stride;
1599         stream->offset = offset;
1600     }
1601
1602     /* Handle recording of state blocks. */
1603     if (device->isRecordingState)
1604     {
1605         TRACE("Recording... not performing anything.\n");
1606         if (buffer)
1607             wined3d_buffer_incref(buffer);
1608         if (prev_buffer)
1609             wined3d_buffer_decref(prev_buffer);
1610         return WINED3D_OK;
1611     }
1612
1613     if (buffer)
1614     {
1615         InterlockedIncrement(&buffer->resource.bind_count);
1616         wined3d_buffer_incref(buffer);
1617     }
1618     if (prev_buffer)
1619     {
1620         InterlockedDecrement(&prev_buffer->resource.bind_count);
1621         wined3d_buffer_decref(prev_buffer);
1622     }
1623
1624     device_invalidate_state(device, STATE_STREAMSRC);
1625
1626     return WINED3D_OK;
1627 }
1628
1629 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1630         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1631 {
1632     struct wined3d_stream_state *stream;
1633
1634     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1635             device, stream_idx, buffer, offset, stride);
1636
1637     if (stream_idx >= MAX_STREAMS)
1638     {
1639         WARN("Stream index %u out of range.\n", stream_idx);
1640         return WINED3DERR_INVALIDCALL;
1641     }
1642
1643     stream = &device->stateBlock->state.streams[stream_idx];
1644     *buffer = stream->buffer;
1645     if (*buffer)
1646         wined3d_buffer_incref(*buffer);
1647     if (offset)
1648         *offset = stream->offset;
1649     *stride = stream->stride;
1650
1651     return WINED3D_OK;
1652 }
1653
1654 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1655 {
1656     struct wined3d_stream_state *stream;
1657     UINT old_flags, old_freq;
1658
1659     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1660
1661     /* Verify input. At least in d3d9 this is invalid. */
1662     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1663     {
1664         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1665         return WINED3DERR_INVALIDCALL;
1666     }
1667     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1668     {
1669         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1670         return WINED3DERR_INVALIDCALL;
1671     }
1672     if (!divider)
1673     {
1674         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1675         return WINED3DERR_INVALIDCALL;
1676     }
1677
1678     stream = &device->updateStateBlock->state.streams[stream_idx];
1679     old_flags = stream->flags;
1680     old_freq = stream->frequency;
1681
1682     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1683     stream->frequency = divider & 0x7fffff;
1684
1685     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1686
1687     if (stream->frequency != old_freq || stream->flags != old_flags)
1688         device_invalidate_state(device, STATE_STREAMSRC);
1689
1690     return WINED3D_OK;
1691 }
1692
1693 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1694         UINT stream_idx, UINT *divider)
1695 {
1696     struct wined3d_stream_state *stream;
1697
1698     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1699
1700     stream = &device->updateStateBlock->state.streams[stream_idx];
1701     *divider = stream->flags | stream->frequency;
1702
1703     TRACE("Returning %#x.\n", *divider);
1704
1705     return WINED3D_OK;
1706 }
1707
1708 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1709         enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1710 {
1711     TRACE("device %p, state %s, matrix %p.\n",
1712             device, debug_d3dtstype(d3dts), matrix);
1713     TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1714     TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1715     TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1716     TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1717
1718     /* Handle recording of state blocks. */
1719     if (device->isRecordingState)
1720     {
1721         TRACE("Recording... not performing anything.\n");
1722         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1723         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1724         return;
1725     }
1726
1727     /* If the new matrix is the same as the current one,
1728      * we cut off any further processing. this seems to be a reasonable
1729      * optimization because as was noticed, some apps (warcraft3 for example)
1730      * tend towards setting the same matrix repeatedly for some reason.
1731      *
1732      * From here on we assume that the new matrix is different, wherever it matters. */
1733     if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1734     {
1735         TRACE("The application is setting the same matrix over again.\n");
1736         return;
1737     }
1738
1739     device->stateBlock->state.transforms[d3dts] = *matrix;
1740     if (d3dts == WINED3D_TS_VIEW)
1741         device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1742
1743     if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1744         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1745 }
1746
1747 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1748         enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1749 {
1750     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1751
1752     *matrix = device->stateBlock->state.transforms[state];
1753 }
1754
1755 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1756         enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1757 {
1758     const struct wined3d_matrix *mat;
1759     struct wined3d_matrix temp;
1760
1761     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1762
1763     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1764      * below means it will be recorded in a state block change, but it
1765      * works regardless where it is recorded.
1766      * If this is found to be wrong, change to StateBlock. */
1767     if (state > HIGHEST_TRANSFORMSTATE)
1768     {
1769         WARN("Unhandled transform state %#x.\n", state);
1770         return;
1771     }
1772
1773     mat = &device->updateStateBlock->state.transforms[state];
1774     multiply_matrix(&temp, mat, matrix);
1775
1776     /* Apply change via set transform - will reapply to eg. lights this way. */
1777     wined3d_device_set_transform(device, state, &temp);
1778 }
1779
1780 /* Note lights are real special cases. Although the device caps state only
1781  * e.g. 8 are supported, you can reference any indexes you want as long as
1782  * that number max are enabled at any one point in time. Therefore since the
1783  * indices can be anything, we need a hashmap of them. However, this causes
1784  * stateblock problems. When capturing the state block, I duplicate the
1785  * hashmap, but when recording, just build a chain pretty much of commands to
1786  * be replayed. */
1787 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1788         UINT light_idx, const struct wined3d_light *light)
1789 {
1790     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1791     struct wined3d_light_info *object = NULL;
1792     struct list *e;
1793     float rho;
1794
1795     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1796
1797     /* Check the parameter range. Need for speed most wanted sets junk lights
1798      * which confuse the GL driver. */
1799     if (!light)
1800         return WINED3DERR_INVALIDCALL;
1801
1802     switch (light->type)
1803     {
1804         case WINED3D_LIGHT_POINT:
1805         case WINED3D_LIGHT_SPOT:
1806         case WINED3D_LIGHT_PARALLELPOINT:
1807         case WINED3D_LIGHT_GLSPOT:
1808             /* Incorrect attenuation values can cause the gl driver to crash.
1809              * Happens with Need for speed most wanted. */
1810             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1811             {
1812                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1813                 return WINED3DERR_INVALIDCALL;
1814             }
1815             break;
1816
1817         case WINED3D_LIGHT_DIRECTIONAL:
1818             /* Ignores attenuation */
1819             break;
1820
1821         default:
1822         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1823         return WINED3DERR_INVALIDCALL;
1824     }
1825
1826     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1827     {
1828         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1829         if (object->OriginalIndex == light_idx)
1830             break;
1831         object = NULL;
1832     }
1833
1834     if (!object)
1835     {
1836         TRACE("Adding new light\n");
1837         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1838         if (!object)
1839         {
1840             ERR("Out of memory error when allocating a light\n");
1841             return E_OUTOFMEMORY;
1842         }
1843         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1844         object->glIndex = -1;
1845         object->OriginalIndex = light_idx;
1846     }
1847
1848     /* Initialize the object. */
1849     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1850             light_idx, light->type,
1851             light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1852             light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1853             light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1854     TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1855             light->direction.x, light->direction.y, light->direction.z);
1856     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1857             light->range, light->falloff, light->theta, light->phi);
1858
1859     /* Save away the information. */
1860     object->OriginalParms = *light;
1861
1862     switch (light->type)
1863     {
1864         case WINED3D_LIGHT_POINT:
1865             /* Position */
1866             object->lightPosn[0] = light->position.x;
1867             object->lightPosn[1] = light->position.y;
1868             object->lightPosn[2] = light->position.z;
1869             object->lightPosn[3] = 1.0f;
1870             object->cutoff = 180.0f;
1871             /* FIXME: Range */
1872             break;
1873
1874         case WINED3D_LIGHT_DIRECTIONAL:
1875             /* Direction */
1876             object->lightPosn[0] = -light->direction.x;
1877             object->lightPosn[1] = -light->direction.y;
1878             object->lightPosn[2] = -light->direction.z;
1879             object->lightPosn[3] = 0.0f;
1880             object->exponent = 0.0f;
1881             object->cutoff = 180.0f;
1882             break;
1883
1884         case WINED3D_LIGHT_SPOT:
1885             /* Position */
1886             object->lightPosn[0] = light->position.x;
1887             object->lightPosn[1] = light->position.y;
1888             object->lightPosn[2] = light->position.z;
1889             object->lightPosn[3] = 1.0f;
1890
1891             /* Direction */
1892             object->lightDirn[0] = light->direction.x;
1893             object->lightDirn[1] = light->direction.y;
1894             object->lightDirn[2] = light->direction.z;
1895             object->lightDirn[3] = 1.0f;
1896
1897             /* opengl-ish and d3d-ish spot lights use too different models
1898              * for the light "intensity" as a function of the angle towards
1899              * the main light direction, so we only can approximate very
1900              * roughly. However, spot lights are rather rarely used in games
1901              * (if ever used at all). Furthermore if still used, probably
1902              * nobody pays attention to such details. */
1903             if (!light->falloff)
1904             {
1905                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1906                  * equations have the falloff resp. exponent parameter as an
1907                  * exponent, so the spot light lighting will always be 1.0 for
1908                  * both of them, and we don't have to care for the rest of the
1909                  * rather complex calculation. */
1910                 object->exponent = 0.0f;
1911             }
1912             else
1913             {
1914                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1915                 if (rho < 0.0001f)
1916                     rho = 0.0001f;
1917                 object->exponent = -0.3f / logf(cosf(rho / 2));
1918             }
1919
1920             if (object->exponent > 128.0f)
1921                 object->exponent = 128.0f;
1922
1923             object->cutoff = (float)(light->phi * 90 / M_PI);
1924             /* FIXME: Range */
1925             break;
1926
1927         default:
1928             FIXME("Unrecognized light type %#x.\n", light->type);
1929     }
1930
1931     /* Update the live definitions if the light is currently assigned a glIndex. */
1932     if (object->glIndex != -1 && !device->isRecordingState)
1933         device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1934
1935     return WINED3D_OK;
1936 }
1937
1938 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1939         UINT light_idx, struct wined3d_light *light)
1940 {
1941     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1942     struct wined3d_light_info *light_info = NULL;
1943     struct list *e;
1944
1945     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1946
1947     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1948     {
1949         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1950         if (light_info->OriginalIndex == light_idx)
1951             break;
1952         light_info = NULL;
1953     }
1954
1955     if (!light_info)
1956     {
1957         TRACE("Light information requested but light not defined\n");
1958         return WINED3DERR_INVALIDCALL;
1959     }
1960
1961     *light = light_info->OriginalParms;
1962     return WINED3D_OK;
1963 }
1964
1965 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1966 {
1967     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1968     struct wined3d_light_info *light_info = NULL;
1969     struct list *e;
1970
1971     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1972
1973     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1974     {
1975         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1976         if (light_info->OriginalIndex == light_idx)
1977             break;
1978         light_info = NULL;
1979     }
1980     TRACE("Found light %p.\n", light_info);
1981
1982     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1983     if (!light_info)
1984     {
1985         TRACE("Light enabled requested but light not defined, so defining one!\n");
1986         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1987
1988         /* Search for it again! Should be fairly quick as near head of list. */
1989         LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1990         {
1991             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1992             if (light_info->OriginalIndex == light_idx)
1993                 break;
1994             light_info = NULL;
1995         }
1996         if (!light_info)
1997         {
1998             FIXME("Adding default lights has failed dismally\n");
1999             return WINED3DERR_INVALIDCALL;
2000         }
2001     }
2002
2003     if (!enable)
2004     {
2005         if (light_info->glIndex != -1)
2006         {
2007             if (!device->isRecordingState)
2008                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2009
2010             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2011             light_info->glIndex = -1;
2012         }
2013         else
2014         {
2015             TRACE("Light already disabled, nothing to do\n");
2016         }
2017         light_info->enabled = FALSE;
2018     }
2019     else
2020     {
2021         light_info->enabled = TRUE;
2022         if (light_info->glIndex != -1)
2023         {
2024             TRACE("Nothing to do as light was enabled\n");
2025         }
2026         else
2027         {
2028             unsigned int i;
2029             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2030             /* Find a free GL light. */
2031             for (i = 0; i < gl_info->limits.lights; ++i)
2032             {
2033                 if (!device->updateStateBlock->state.lights[i])
2034                 {
2035                     device->updateStateBlock->state.lights[i] = light_info;
2036                     light_info->glIndex = i;
2037                     break;
2038                 }
2039             }
2040             if (light_info->glIndex == -1)
2041             {
2042                 /* Our tests show that Windows returns D3D_OK in this situation, even with
2043                  * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2044                  * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2045                  * as well for those lights.
2046                  *
2047                  * TODO: Test how this affects rendering. */
2048                 WARN("Too many concurrently active lights\n");
2049                 return WINED3D_OK;
2050             }
2051
2052             /* i == light_info->glIndex */
2053             if (!device->isRecordingState)
2054                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2055         }
2056     }
2057
2058     return WINED3D_OK;
2059 }
2060
2061 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2062 {
2063     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2064     struct wined3d_light_info *light_info = NULL;
2065     struct list *e;
2066
2067     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2068
2069     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2070     {
2071         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2072         if (light_info->OriginalIndex == light_idx)
2073             break;
2074         light_info = NULL;
2075     }
2076
2077     if (!light_info)
2078     {
2079         TRACE("Light enabled state requested but light not defined.\n");
2080         return WINED3DERR_INVALIDCALL;
2081     }
2082     /* true is 128 according to SetLightEnable */
2083     *enable = light_info->enabled ? 128 : 0;
2084     return WINED3D_OK;
2085 }
2086
2087 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2088         UINT plane_idx, const struct wined3d_vec4 *plane)
2089 {
2090     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2091
2092     /* Validate plane_idx. */
2093     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2094     {
2095         TRACE("Application has requested clipplane this device doesn't support.\n");
2096         return WINED3DERR_INVALIDCALL;
2097     }
2098
2099     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2100
2101     if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2102     {
2103         TRACE("Application is setting old values over, nothing to do.\n");
2104         return WINED3D_OK;
2105     }
2106
2107     device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2108
2109     /* Handle recording of state blocks. */
2110     if (device->isRecordingState)
2111     {
2112         TRACE("Recording... not performing anything.\n");
2113         return WINED3D_OK;
2114     }
2115
2116     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2117
2118     return WINED3D_OK;
2119 }
2120
2121 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2122         UINT plane_idx, struct wined3d_vec4 *plane)
2123 {
2124     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2125
2126     /* Validate plane_idx. */
2127     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2128     {
2129         TRACE("Application has requested clipplane this device doesn't support.\n");
2130         return WINED3DERR_INVALIDCALL;
2131     }
2132
2133     *plane = device->stateBlock->state.clip_planes[plane_idx];
2134
2135     return WINED3D_OK;
2136 }
2137
2138 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2139         const struct wined3d_clip_status *clip_status)
2140 {
2141     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2142
2143     if (!clip_status)
2144         return WINED3DERR_INVALIDCALL;
2145
2146     return WINED3D_OK;
2147 }
2148
2149 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2150         struct wined3d_clip_status *clip_status)
2151 {
2152     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2153
2154     if (!clip_status)
2155         return WINED3DERR_INVALIDCALL;
2156
2157     return WINED3D_OK;
2158 }
2159
2160 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2161 {
2162     TRACE("device %p, material %p.\n", device, material);
2163
2164     device->updateStateBlock->changed.material = TRUE;
2165     device->updateStateBlock->state.material = *material;
2166
2167     /* Handle recording of state blocks */
2168     if (device->isRecordingState)
2169     {
2170         TRACE("Recording... not performing anything.\n");
2171         return;
2172     }
2173
2174     device_invalidate_state(device, STATE_MATERIAL);
2175 }
2176
2177 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2178 {
2179     TRACE("device %p, material %p.\n", device, material);
2180
2181     *material = device->updateStateBlock->state.material;
2182
2183     TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2184             material->diffuse.r, material->diffuse.g,
2185             material->diffuse.b, material->diffuse.a);
2186     TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2187             material->ambient.r, material->ambient.g,
2188             material->ambient.b, material->ambient.a);
2189     TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2190             material->specular.r, material->specular.g,
2191             material->specular.b, material->specular.a);
2192     TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2193             material->emissive.r, material->emissive.g,
2194             material->emissive.b, material->emissive.a);
2195     TRACE("power %.8e.\n", material->power);
2196 }
2197
2198 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2199         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2200 {
2201     struct wined3d_buffer *prev_buffer;
2202
2203     TRACE("device %p, buffer %p, format %s.\n",
2204             device, buffer, debug_d3dformat(format_id));
2205
2206     prev_buffer = device->updateStateBlock->state.index_buffer;
2207
2208     device->updateStateBlock->changed.indices = TRUE;
2209     device->updateStateBlock->state.index_buffer = buffer;
2210     device->updateStateBlock->state.index_format = format_id;
2211
2212     /* Handle recording of state blocks. */
2213     if (device->isRecordingState)
2214     {
2215         TRACE("Recording... not performing anything.\n");
2216         if (buffer)
2217             wined3d_buffer_incref(buffer);
2218         if (prev_buffer)
2219             wined3d_buffer_decref(prev_buffer);
2220         return;
2221     }
2222
2223     if (prev_buffer != buffer)
2224     {
2225         device_invalidate_state(device, STATE_INDEXBUFFER);
2226         if (buffer)
2227         {
2228             InterlockedIncrement(&buffer->resource.bind_count);
2229             wined3d_buffer_incref(buffer);
2230         }
2231         if (prev_buffer)
2232         {
2233             InterlockedDecrement(&prev_buffer->resource.bind_count);
2234             wined3d_buffer_decref(prev_buffer);
2235         }
2236     }
2237 }
2238
2239 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device)
2240 {
2241     TRACE("device %p.\n", device);
2242
2243     return device->stateBlock->state.index_buffer;
2244 }
2245
2246 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2247 {
2248     TRACE("device %p, base_index %d.\n", device, base_index);
2249
2250     device->updateStateBlock->state.base_vertex_index = base_index;
2251 }
2252
2253 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2254 {
2255     TRACE("device %p.\n", device);
2256
2257     return device->stateBlock->state.base_vertex_index;
2258 }
2259
2260 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2261 {
2262     TRACE("device %p, viewport %p.\n", device, viewport);
2263     TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2264           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2265
2266     device->updateStateBlock->changed.viewport = TRUE;
2267     device->updateStateBlock->state.viewport = *viewport;
2268
2269     /* Handle recording of state blocks */
2270     if (device->isRecordingState)
2271     {
2272         TRACE("Recording... not performing anything\n");
2273         return;
2274     }
2275
2276     device_invalidate_state(device, STATE_VIEWPORT);
2277 }
2278
2279 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2280 {
2281     TRACE("device %p, viewport %p.\n", device, viewport);
2282
2283     *viewport = device->stateBlock->state.viewport;
2284 }
2285
2286 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2287         enum wined3d_render_state state, DWORD value)
2288 {
2289     DWORD old_value = device->stateBlock->state.render_states[state];
2290
2291     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2292
2293     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2294     device->updateStateBlock->state.render_states[state] = value;
2295
2296     /* Handle recording of state blocks. */
2297     if (device->isRecordingState)
2298     {
2299         TRACE("Recording... not performing anything.\n");
2300         return;
2301     }
2302
2303     /* Compared here and not before the assignment to allow proper stateblock recording. */
2304     if (value == old_value)
2305         TRACE("Application is setting the old value over, nothing to do.\n");
2306     else
2307         device_invalidate_state(device, STATE_RENDER(state));
2308 }
2309
2310 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2311 {
2312     TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2313
2314     return device->stateBlock->state.render_states[state];
2315 }
2316
2317 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2318         UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2319 {
2320     DWORD old_value;
2321
2322     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2323             device, sampler_idx, debug_d3dsamplerstate(state), value);
2324
2325     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2326         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2327
2328     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2329             / sizeof(*device->stateBlock->state.sampler_states))
2330     {
2331         WARN("Invalid sampler %u.\n", sampler_idx);
2332         return; /* Windows accepts overflowing this array ... we do not. */
2333     }
2334
2335     old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2336     device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2337     device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2338
2339     /* Handle recording of state blocks. */
2340     if (device->isRecordingState)
2341     {
2342         TRACE("Recording... not performing anything.\n");
2343         return;
2344     }
2345
2346     if (old_value == value)
2347     {
2348         TRACE("Application is setting the old value over, nothing to do.\n");
2349         return;
2350     }
2351
2352     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2353 }
2354
2355 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2356         UINT sampler_idx, enum wined3d_sampler_state state)
2357 {
2358     TRACE("device %p, sampler_idx %u, state %s.\n",
2359             device, sampler_idx, debug_d3dsamplerstate(state));
2360
2361     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2362         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2363
2364     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2365             / sizeof(*device->stateBlock->state.sampler_states))
2366     {
2367         WARN("Invalid sampler %u.\n", sampler_idx);
2368         return 0; /* Windows accepts overflowing this array ... we do not. */
2369     }
2370
2371     return device->stateBlock->state.sampler_states[sampler_idx][state];
2372 }
2373
2374 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2375 {
2376     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2377
2378     device->updateStateBlock->changed.scissorRect = TRUE;
2379     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2380     {
2381         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2382         return;
2383     }
2384     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2385
2386     if (device->isRecordingState)
2387     {
2388         TRACE("Recording... not performing anything.\n");
2389         return;
2390     }
2391
2392     device_invalidate_state(device, STATE_SCISSORRECT);
2393 }
2394
2395 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2396 {
2397     TRACE("device %p, rect %p.\n", device, rect);
2398
2399     *rect = device->updateStateBlock->state.scissor_rect;
2400     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2401 }
2402
2403 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2404         struct wined3d_vertex_declaration *declaration)
2405 {
2406     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2407
2408     TRACE("device %p, declaration %p.\n", device, declaration);
2409
2410     if (declaration)
2411         wined3d_vertex_declaration_incref(declaration);
2412     if (prev)
2413         wined3d_vertex_declaration_decref(prev);
2414
2415     device->updateStateBlock->state.vertex_declaration = declaration;
2416     device->updateStateBlock->changed.vertexDecl = TRUE;
2417
2418     if (device->isRecordingState)
2419     {
2420         TRACE("Recording... not performing anything.\n");
2421         return;
2422     }
2423
2424     if (declaration == prev)
2425     {
2426         /* Checked after the assignment to allow proper stateblock recording. */
2427         TRACE("Application is setting the old declaration over, nothing to do.\n");
2428         return;
2429     }
2430
2431     device_invalidate_state(device, STATE_VDECL);
2432 }
2433
2434 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2435 {
2436     TRACE("device %p.\n", device);
2437
2438     return device->stateBlock->state.vertex_declaration;
2439 }
2440
2441 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2442 {
2443     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2444
2445     TRACE("device %p, shader %p.\n", device, shader);
2446
2447     if (shader)
2448         wined3d_shader_incref(shader);
2449     if (prev)
2450         wined3d_shader_decref(prev);
2451
2452     device->updateStateBlock->state.vertex_shader = shader;
2453     device->updateStateBlock->changed.vertexShader = TRUE;
2454
2455     if (device->isRecordingState)
2456     {
2457         TRACE("Recording... not performing anything.\n");
2458         return;
2459     }
2460
2461     if (shader == prev)
2462     {
2463         TRACE("Application is setting the old shader over, nothing to do.\n");
2464         return;
2465     }
2466
2467     device_invalidate_state(device, STATE_VSHADER);
2468 }
2469
2470 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2471 {
2472     TRACE("device %p.\n", device);
2473
2474     return device->stateBlock->state.vertex_shader;
2475 }
2476
2477 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2478         UINT start_register, const BOOL *constants, UINT bool_count)
2479 {
2480     UINT count = min(bool_count, MAX_CONST_B - start_register);
2481     UINT i;
2482
2483     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2484             device, start_register, constants, bool_count);
2485
2486     if (!constants || start_register >= MAX_CONST_B)
2487         return WINED3DERR_INVALIDCALL;
2488
2489     memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2490     for (i = 0; i < count; ++i)
2491         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2492
2493     for (i = start_register; i < count + start_register; ++i)
2494         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2495
2496     if (!device->isRecordingState)
2497         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2498
2499     return WINED3D_OK;
2500 }
2501
2502 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2503         UINT start_register, BOOL *constants, UINT bool_count)
2504 {
2505     UINT count = min(bool_count, MAX_CONST_B - start_register);
2506
2507     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2508             device, start_register, constants, bool_count);
2509
2510     if (!constants || start_register >= MAX_CONST_B)
2511         return WINED3DERR_INVALIDCALL;
2512
2513     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2514
2515     return WINED3D_OK;
2516 }
2517
2518 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2519         UINT start_register, const int *constants, UINT vector4i_count)
2520 {
2521     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2522     UINT i;
2523
2524     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2525             device, start_register, constants, vector4i_count);
2526
2527     if (!constants || start_register >= MAX_CONST_I)
2528         return WINED3DERR_INVALIDCALL;
2529
2530     memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2531     for (i = 0; i < count; ++i)
2532         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2533                 constants[i * 4], constants[i * 4 + 1],
2534                 constants[i * 4 + 2], constants[i * 4 + 3]);
2535
2536     for (i = start_register; i < count + start_register; ++i)
2537         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2538
2539     if (!device->isRecordingState)
2540         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2541
2542     return WINED3D_OK;
2543 }
2544
2545 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2546         UINT start_register, int *constants, UINT vector4i_count)
2547 {
2548     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2549
2550     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2551             device, start_register, constants, vector4i_count);
2552
2553     if (!constants || start_register >= MAX_CONST_I)
2554         return WINED3DERR_INVALIDCALL;
2555
2556     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2557     return WINED3D_OK;
2558 }
2559
2560 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2561         UINT start_register, const float *constants, UINT vector4f_count)
2562 {
2563     UINT i;
2564
2565     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2566             device, start_register, constants, vector4f_count);
2567
2568     /* Specifically test start_register > limit to catch MAX_UINT overflows
2569      * when adding start_register + vector4f_count. */
2570     if (!constants
2571             || start_register + vector4f_count > device->d3d_vshader_constantF
2572             || start_register > device->d3d_vshader_constantF)
2573         return WINED3DERR_INVALIDCALL;
2574
2575     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2576             constants, vector4f_count * sizeof(float) * 4);
2577     if (TRACE_ON(d3d))
2578     {
2579         for (i = 0; i < vector4f_count; ++i)
2580             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2581                     constants[i * 4], constants[i * 4 + 1],
2582                     constants[i * 4 + 2], constants[i * 4 + 3]);
2583     }
2584
2585     if (!device->isRecordingState)
2586     {
2587         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2588         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2589     }
2590
2591     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2592             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2593
2594     return WINED3D_OK;
2595 }
2596
2597 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2598         UINT start_register, float *constants, UINT vector4f_count)
2599 {
2600     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2601
2602     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2603             device, start_register, constants, vector4f_count);
2604
2605     if (!constants || count < 0)
2606         return WINED3DERR_INVALIDCALL;
2607
2608     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2609
2610     return WINED3D_OK;
2611 }
2612
2613 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2614 {
2615     DWORD i;
2616
2617     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2618     {
2619         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2620     }
2621 }
2622
2623 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2624 {
2625     DWORD i = device->rev_tex_unit_map[unit];
2626     DWORD j = device->texUnitMap[stage];
2627
2628     device->texUnitMap[stage] = unit;
2629     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2630         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2631
2632     device->rev_tex_unit_map[unit] = stage;
2633     if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2634         device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2635 }
2636
2637 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2638 {
2639     UINT i;
2640
2641     device->fixed_function_usage_map = 0;
2642     for (i = 0; i < MAX_TEXTURES; ++i)
2643     {
2644         const struct wined3d_state *state = &device->stateBlock->state;
2645         enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2646         enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2647         DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2648         DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2649         DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2650         DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2651         DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2652         DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2653
2654         /* Not used, and disable higher stages. */
2655         if (color_op == WINED3D_TOP_DISABLE)
2656             break;
2657
2658         if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2659                 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2660                 || ((color_arg3 == WINED3DTA_TEXTURE)
2661                     && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2662                 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2663                 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2664                 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2665                     && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2666             device->fixed_function_usage_map |= (1 << i);
2667
2668         if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2669                 && i < MAX_TEXTURES - 1)
2670             device->fixed_function_usage_map |= (1 << (i + 1));
2671     }
2672 }
2673
2674 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2675 {
2676     unsigned int i, tex;
2677     WORD ffu_map;
2678
2679     device_update_fixed_function_usage_map(device);
2680     ffu_map = device->fixed_function_usage_map;
2681
2682     if (device->max_ffp_textures == gl_info->limits.texture_stages
2683             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2684     {
2685         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2686         {
2687             if (!(ffu_map & 1)) continue;
2688
2689             if (device->texUnitMap[i] != i)
2690             {
2691                 device_map_stage(device, i, i);
2692                 device_invalidate_state(device, STATE_SAMPLER(i));
2693                 device_invalidate_texture_stage(device, i);
2694             }
2695         }
2696         return;
2697     }
2698
2699     /* Now work out the mapping */
2700     tex = 0;
2701     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2702     {
2703         if (!(ffu_map & 1)) continue;
2704
2705         if (device->texUnitMap[i] != tex)
2706         {
2707             device_map_stage(device, i, tex);
2708             device_invalidate_state(device, STATE_SAMPLER(i));
2709             device_invalidate_texture_stage(device, i);
2710         }
2711
2712         ++tex;
2713     }
2714 }
2715
2716 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2717 {
2718     const enum wined3d_sampler_texture_type *sampler_type =
2719             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2720     unsigned int i;
2721
2722     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2723     {
2724         if (sampler_type[i] && device->texUnitMap[i] != i)
2725         {
2726             device_map_stage(device, i, i);
2727             device_invalidate_state(device, STATE_SAMPLER(i));
2728             if (i < gl_info->limits.texture_stages)
2729                 device_invalidate_texture_stage(device, i);
2730         }
2731     }
2732 }
2733
2734 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2735         const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2736         const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2737 {
2738     DWORD current_mapping = device->rev_tex_unit_map[unit];
2739
2740     /* Not currently used */
2741     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2742
2743     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2744         /* Used by a fragment sampler */
2745
2746         if (!pshader_sampler_tokens) {
2747             /* No pixel shader, check fixed function */
2748             return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2749         }
2750
2751         /* Pixel shader, check the shader's sampler map */
2752         return !pshader_sampler_tokens[current_mapping];
2753     }
2754
2755     /* Used by a vertex sampler */
2756     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2757 }
2758
2759 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2760 {
2761     const enum wined3d_sampler_texture_type *vshader_sampler_type =
2762             device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2763     const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2764     int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2765     int i;
2766
2767     if (ps)
2768     {
2769         /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2770          * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2771         pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2772     }
2773
2774     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2775         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2776         if (vshader_sampler_type[i])
2777         {
2778             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2779             {
2780                 /* Already mapped somewhere */
2781                 continue;
2782             }
2783
2784             while (start >= 0)
2785             {
2786                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2787                 {
2788                     device_map_stage(device, vsampler_idx, start);
2789                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2790
2791                     --start;
2792                     break;
2793                 }
2794
2795                 --start;
2796             }
2797         }
2798     }
2799 }
2800
2801 void device_update_tex_unit_map(struct wined3d_device *device)
2802 {
2803     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2804     const struct wined3d_state *state = &device->stateBlock->state;
2805     BOOL vs = use_vs(state);
2806     BOOL ps = use_ps(state);
2807     /*
2808      * Rules are:
2809      * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2810      * that would be really messy and require shader recompilation
2811      * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2812      * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2813      */
2814     if (ps)
2815         device_map_psamplers(device, gl_info);
2816     else
2817         device_map_fixed_function_samplers(device, gl_info);
2818
2819     if (vs)
2820         device_map_vsamplers(device, ps, gl_info);
2821 }
2822
2823 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2824 {
2825     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2826
2827     TRACE("device %p, shader %p.\n", device, shader);
2828
2829     if (shader)
2830         wined3d_shader_incref(shader);
2831     if (prev)
2832         wined3d_shader_decref(prev);
2833
2834     device->updateStateBlock->state.pixel_shader = shader;
2835     device->updateStateBlock->changed.pixelShader = TRUE;
2836
2837     if (device->isRecordingState)
2838     {
2839         TRACE("Recording... not performing anything.\n");
2840         return;
2841     }
2842
2843     if (shader == prev)
2844     {
2845         TRACE("Application is setting the old shader over, nothing to do.\n");
2846         return;
2847     }
2848
2849     device_invalidate_state(device, STATE_PIXELSHADER);
2850 }
2851
2852 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2853 {
2854     TRACE("device %p.\n", device);
2855
2856     return device->stateBlock->state.pixel_shader;
2857 }
2858
2859 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2860         UINT start_register, const BOOL *constants, UINT bool_count)
2861 {
2862     UINT count = min(bool_count, MAX_CONST_B - start_register);
2863     UINT i;
2864
2865     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2866             device, start_register, constants, bool_count);
2867
2868     if (!constants || start_register >= MAX_CONST_B)
2869         return WINED3DERR_INVALIDCALL;
2870
2871     memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
2872     for (i = 0; i < count; ++i)
2873         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2874
2875     for (i = start_register; i < count + start_register; ++i)
2876         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
2877
2878     if (!device->isRecordingState)
2879         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2880
2881     return WINED3D_OK;
2882 }
2883
2884 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2885         UINT start_register, BOOL *constants, UINT bool_count)
2886 {
2887     UINT count = min(bool_count, MAX_CONST_B - start_register);
2888
2889     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2890             device, start_register, constants, bool_count);
2891
2892     if (!constants || start_register >= MAX_CONST_B)
2893         return WINED3DERR_INVALIDCALL;
2894
2895     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
2896
2897     return WINED3D_OK;
2898 }
2899
2900 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2901         UINT start_register, const int *constants, UINT vector4i_count)
2902 {
2903     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2904     UINT i;
2905
2906     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2907             device, start_register, constants, vector4i_count);
2908
2909     if (!constants || start_register >= MAX_CONST_I)
2910         return WINED3DERR_INVALIDCALL;
2911
2912     memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2913     for (i = 0; i < count; ++i)
2914         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2915                 constants[i * 4], constants[i * 4 + 1],
2916                 constants[i * 4 + 2], constants[i * 4 + 3]);
2917
2918     for (i = start_register; i < count + start_register; ++i)
2919         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
2920
2921     if (!device->isRecordingState)
2922         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2923
2924     return WINED3D_OK;
2925 }
2926
2927 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2928         UINT start_register, int *constants, UINT vector4i_count)
2929 {
2930     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2931
2932     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2933             device, start_register, constants, vector4i_count);
2934
2935     if (!constants || start_register >= MAX_CONST_I)
2936         return WINED3DERR_INVALIDCALL;
2937
2938     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
2939
2940     return WINED3D_OK;
2941 }
2942
2943 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2944         UINT start_register, const float *constants, UINT vector4f_count)
2945 {
2946     UINT i;
2947
2948     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2949             device, start_register, constants, vector4f_count);
2950
2951     /* Specifically test start_register > limit to catch MAX_UINT overflows
2952      * when adding start_register + vector4f_count. */
2953     if (!constants
2954             || start_register + vector4f_count > device->d3d_pshader_constantF
2955             || start_register > device->d3d_pshader_constantF)
2956         return WINED3DERR_INVALIDCALL;
2957
2958     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
2959             constants, vector4f_count * sizeof(float) * 4);
2960     if (TRACE_ON(d3d))
2961     {
2962         for (i = 0; i < vector4f_count; ++i)
2963             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2964                     constants[i * 4], constants[i * 4 + 1],
2965                     constants[i * 4 + 2], constants[i * 4 + 3]);
2966     }
2967
2968     if (!device->isRecordingState)
2969     {
2970         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
2971         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2972     }
2973
2974     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
2975             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
2976
2977     return WINED3D_OK;
2978 }
2979
2980 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2981         UINT start_register, float *constants, UINT vector4f_count)
2982 {
2983     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
2984
2985     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2986             device, start_register, constants, vector4f_count);
2987
2988     if (!constants || count < 0)
2989         return WINED3DERR_INVALIDCALL;
2990
2991     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
2992
2993     return WINED3D_OK;
2994 }
2995
2996 /* Context activation is done by the caller. */
2997 /* Do not call while under the GL lock. */
2998 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2999 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3000         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3001         DWORD DestFVF)
3002 {
3003     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3004     struct wined3d_viewport vp;
3005     UINT vertex_size;
3006     unsigned int i;
3007     BYTE *dest_ptr;
3008     BOOL doClip;
3009     DWORD numTextures;
3010     HRESULT hr;
3011
3012     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3013     {
3014         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3015     }
3016
3017     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3018     {
3019         ERR("Source has no position mask\n");
3020         return WINED3DERR_INVALIDCALL;
3021     }
3022
3023     if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3024     {
3025         static BOOL warned = FALSE;
3026         /*
3027          * The clipping code is not quite correct. Some things need
3028          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3029          * so disable clipping for now.
3030          * (The graphics in Half-Life are broken, and my processvertices
3031          *  test crashes with IDirect3DDevice3)
3032         doClip = TRUE;
3033          */
3034         doClip = FALSE;
3035         if(!warned) {
3036            warned = TRUE;
3037            FIXME("Clipping is broken and disabled for now\n");
3038         }
3039     }
3040     else
3041         doClip = FALSE;
3042
3043     vertex_size = get_flexible_vertex_size(DestFVF);
3044     if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3045     {
3046         WARN("Failed to map buffer, hr %#x.\n", hr);
3047         return hr;
3048     }
3049
3050     wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3051     wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3052     wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3053
3054     TRACE("View mat:\n");
3055     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);
3056     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);
3057     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);
3058     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);
3059
3060     TRACE("Proj mat:\n");
3061     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);
3062     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);
3063     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);
3064     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);
3065
3066     TRACE("World mat:\n");
3067     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);
3068     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);
3069     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);
3070     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);
3071
3072     /* Get the viewport */
3073     wined3d_device_get_viewport(device, &vp);
3074     TRACE("viewport  x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3075           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3076
3077     multiply_matrix(&mat,&view_mat,&world_mat);
3078     multiply_matrix(&mat,&proj_mat,&mat);
3079
3080     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3081
3082     for (i = 0; i < dwCount; i+= 1) {
3083         unsigned int tex_index;
3084
3085         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3086              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3087             /* The position first */
3088             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3089             const float *p = (const float *)(element->data.addr + i * element->stride);
3090             float x, y, z, rhw;
3091             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3092
3093             /* Multiplication with world, view and projection matrix */
3094             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);
3095             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);
3096             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);
3097             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);
3098
3099             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3100
3101             /* WARNING: The following things are taken from d3d7 and were not yet checked
3102              * against d3d8 or d3d9!
3103              */
3104
3105             /* Clipping conditions: From msdn
3106              *
3107              * A vertex is clipped if it does not match the following requirements
3108              * -rhw < x <= rhw
3109              * -rhw < y <= rhw
3110              *    0 < z <= rhw
3111              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3112              *
3113              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3114              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3115              *
3116              */
3117
3118             if( !doClip ||
3119                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3120                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3121                   ( rhw > eps ) ) ) {
3122
3123                 /* "Normal" viewport transformation (not clipped)
3124                  * 1) The values are divided by rhw
3125                  * 2) The y axis is negative, so multiply it with -1
3126                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3127                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3128                  * 4) Multiply x with Width/2 and add Width/2
3129                  * 5) The same for the height
3130                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3131                  *    The minimum Z value to z
3132                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3133                  *
3134                  * Well, basically it's simply a linear transformation into viewport
3135                  * coordinates
3136                  */
3137
3138                 x /= rhw;
3139                 y /= rhw;
3140                 z /= rhw;
3141
3142                 y *= -1;
3143
3144                 x *= vp.width / 2;
3145                 y *= vp.height / 2;
3146                 z *= vp.max_z - vp.min_z;
3147
3148                 x += vp.width / 2 + vp.x;
3149                 y += vp.height / 2 + vp.y;
3150                 z += vp.min_z;
3151
3152                 rhw = 1 / rhw;
3153             } else {
3154                 /* That vertex got clipped
3155                  * Contrary to OpenGL it is not dropped completely, it just
3156                  * undergoes a different calculation.
3157                  */
3158                 TRACE("Vertex got clipped\n");
3159                 x += rhw;
3160                 y += rhw;
3161
3162                 x  /= 2;
3163                 y  /= 2;
3164
3165                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3166                  * outside of the main vertex buffer memory. That needs some more
3167                  * investigation...
3168                  */
3169             }
3170
3171             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3172
3173
3174             ( (float *) dest_ptr)[0] = x;
3175             ( (float *) dest_ptr)[1] = y;
3176             ( (float *) dest_ptr)[2] = z;
3177             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3178
3179             dest_ptr += 3 * sizeof(float);
3180
3181             if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3182                 dest_ptr += sizeof(float);
3183         }
3184
3185         if (DestFVF & WINED3DFVF_PSIZE)
3186             dest_ptr += sizeof(DWORD);
3187
3188         if (DestFVF & WINED3DFVF_NORMAL)
3189         {
3190             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3191             const float *normal = (const float *)(element->data.addr + i * element->stride);
3192             /* AFAIK this should go into the lighting information */
3193             FIXME("Didn't expect the destination to have a normal\n");
3194             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3195         }
3196
3197         if (DestFVF & WINED3DFVF_DIFFUSE)
3198         {
3199             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3200             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3201             if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3202             {
3203                 static BOOL warned = FALSE;
3204
3205                 if(!warned) {
3206                     ERR("No diffuse color in source, but destination has one\n");
3207                     warned = TRUE;
3208                 }
3209
3210                 *( (DWORD *) dest_ptr) = 0xffffffff;
3211                 dest_ptr += sizeof(DWORD);
3212             }
3213             else
3214             {
3215                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3216             }
3217         }
3218
3219         if (DestFVF & WINED3DFVF_SPECULAR)
3220         {
3221             /* What's the color value in the feedback buffer? */
3222             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3223             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3224             if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3225             {
3226                 static BOOL warned = FALSE;
3227
3228                 if(!warned) {
3229                     ERR("No specular color in source, but destination has one\n");
3230                     warned = TRUE;
3231                 }
3232
3233                 *(DWORD *)dest_ptr = 0xff000000;
3234                 dest_ptr += sizeof(DWORD);
3235             }
3236             else
3237             {
3238                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3239             }
3240         }
3241
3242         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3243         {
3244             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3245             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3246             if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3247             {
3248                 ERR("No source texture, but destination requests one\n");
3249                 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3250             }
3251             else
3252             {
3253                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3254             }
3255         }
3256     }
3257
3258     wined3d_buffer_unmap(dest);
3259
3260     return WINED3D_OK;
3261 }
3262 #undef copy_and_next
3263
3264 /* Do not call while under the GL lock. */
3265 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3266         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3267         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3268 {
3269     struct wined3d_state *state = &device->stateBlock->state;
3270     struct wined3d_stream_info stream_info;
3271     const struct wined3d_gl_info *gl_info;
3272     BOOL streamWasUP = state->user_stream;
3273     struct wined3d_context *context;
3274     struct wined3d_shader *vs;
3275     unsigned int i;
3276     HRESULT hr;
3277
3278     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3279             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3280             device, src_start_idx, dst_idx, vertex_count,
3281             dst_buffer, declaration, flags, dst_fvf);
3282
3283     if (declaration)
3284         FIXME("Output vertex declaration not implemented yet.\n");
3285
3286     /* Need any context to write to the vbo. */
3287     context = context_acquire(device, NULL);
3288     gl_info = context->gl_info;
3289
3290     /* ProcessVertices reads from vertex buffers, which have to be assigned.
3291      * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3292      * restore it afterwards. */
3293     vs = state->vertex_shader;
3294     state->vertex_shader = NULL;
3295     state->user_stream = FALSE;
3296     device_stream_info_from_declaration(device, &stream_info);
3297     state->user_stream = streamWasUP;
3298     state->vertex_shader = vs;
3299
3300     /* We can't convert FROM a VBO, and vertex buffers used to source into
3301      * process_vertices() are unlikely to ever be used for drawing. Release
3302      * VBOs in those buffers and fix up the stream_info structure.
3303      *
3304      * Also apply the start index. */
3305     for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3306     {
3307         struct wined3d_stream_info_element *e;
3308
3309         if (!(stream_info.use_map & (1 << i)))
3310             continue;
3311
3312         e = &stream_info.elements[i];
3313         if (e->data.buffer_object)
3314         {
3315             struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3316             e->data.buffer_object = 0;
3317             e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3318             ENTER_GL();
3319             GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3320             vb->buffer_object = 0;
3321             LEAVE_GL();
3322         }
3323         if (e->data.addr)
3324             e->data.addr += e->stride * src_start_idx;
3325     }
3326
3327     hr = process_vertices_strided(device, dst_idx, vertex_count,
3328             &stream_info, dst_buffer, flags, dst_fvf);
3329
3330     context_release(context);
3331
3332     return hr;
3333 }
3334
3335 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3336         UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3337 {
3338     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3339     DWORD old_value;
3340
3341     TRACE("device %p, stage %u, state %s, value %#x.\n",
3342             device, stage, debug_d3dtexturestate(state), value);
3343
3344     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3345     {
3346         WARN("Invalid state %#x passed.\n", state);
3347         return;
3348     }
3349
3350     if (stage >= gl_info->limits.texture_stages)
3351     {
3352         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3353                 stage, gl_info->limits.texture_stages - 1);
3354         return;
3355     }
3356
3357     old_value = device->updateStateBlock->state.texture_states[stage][state];
3358     device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3359     device->updateStateBlock->state.texture_states[stage][state] = value;
3360
3361     if (device->isRecordingState)
3362     {
3363         TRACE("Recording... not performing anything.\n");
3364         return;
3365     }
3366
3367     /* Checked after the assignments to allow proper stateblock recording. */
3368     if (old_value == value)
3369     {
3370         TRACE("Application is setting the old value over, nothing to do.\n");
3371         return;
3372     }
3373
3374     if (stage > device->stateBlock->state.lowest_disabled_stage
3375             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3376             == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3377     {
3378         /* Colorop change above lowest disabled stage? That won't change
3379          * anything in the GL setup. Changes in other states are important on
3380          * disabled stages too. */
3381         return;
3382     }
3383
3384     if (state == WINED3D_TSS_COLOR_OP)
3385     {
3386         unsigned int i;
3387
3388         if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3389         {
3390             /* Previously enabled stage disabled now. Make sure to dirtify
3391              * all enabled stages above stage, they have to be disabled.
3392              *
3393              * The current stage is dirtified below. */
3394             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3395             {
3396                 TRACE("Additionally dirtifying stage %u.\n", i);
3397                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3398             }
3399             device->stateBlock->state.lowest_disabled_stage = stage;
3400             TRACE("New lowest disabled: %u.\n", stage);
3401         }
3402         else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3403         {
3404             /* Previously disabled stage enabled. Stages above it may need
3405              * enabling. Stage must be lowest_disabled_stage here, if it's
3406              * bigger success is returned above, and stages below the lowest
3407              * disabled stage can't be enabled (because they are enabled
3408              * already).
3409              *
3410              * Again stage stage doesn't need to be dirtified here, it is
3411              * handled below. */
3412             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3413             {
3414                 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3415                     break;
3416                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3417                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3418             }
3419             device->stateBlock->state.lowest_disabled_stage = i;
3420             TRACE("New lowest disabled: %u.\n", i);
3421         }
3422     }
3423
3424     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3425 }
3426
3427 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3428         UINT stage, enum wined3d_texture_stage_state state)
3429 {
3430     TRACE("device %p, stage %u, state %s.\n",
3431             device, stage, debug_d3dtexturestate(state));
3432
3433     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3434     {
3435         WARN("Invalid state %#x passed.\n", state);
3436         return 0;
3437     }
3438
3439     return device->updateStateBlock->state.texture_states[stage][state];
3440 }
3441
3442 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3443         UINT stage, struct wined3d_texture *texture)
3444 {
3445     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3446     struct wined3d_texture *prev;
3447
3448     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3449
3450     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3451         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3452
3453     /* Windows accepts overflowing this array... we do not. */
3454     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3455     {
3456         WARN("Ignoring invalid stage %u.\n", stage);
3457         return WINED3D_OK;
3458     }
3459
3460     if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3461     {
3462         WARN("Rejecting attempt to set scratch texture.\n");
3463         return WINED3DERR_INVALIDCALL;
3464     }
3465
3466     device->updateStateBlock->changed.textures |= 1 << stage;
3467
3468     prev = device->updateStateBlock->state.textures[stage];
3469     TRACE("Previous texture %p.\n", prev);
3470
3471     if (texture == prev)
3472     {
3473         TRACE("App is setting the same texture again, nothing to do.\n");
3474         return WINED3D_OK;
3475     }
3476
3477     TRACE("Setting new texture to %p.\n", texture);
3478     device->updateStateBlock->state.textures[stage] = texture;
3479
3480     if (device->isRecordingState)
3481     {
3482         TRACE("Recording... not performing anything\n");
3483
3484         if (texture) wined3d_texture_incref(texture);
3485         if (prev) wined3d_texture_decref(prev);
3486
3487         return WINED3D_OK;
3488     }
3489
3490     if (texture)
3491     {
3492         LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3493
3494         wined3d_texture_incref(texture);
3495
3496         if (!prev || texture->target != prev->target)
3497             device_invalidate_state(device, STATE_PIXELSHADER);
3498
3499         if (!prev && stage < gl_info->limits.texture_stages)
3500         {
3501             /* The source arguments for color and alpha ops have different
3502              * meanings when a NULL texture is bound, so the COLOR_OP and
3503              * ALPHA_OP have to be dirtified. */
3504             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3505             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3506         }
3507
3508         if (bind_count == 1)
3509             texture->sampler = stage;
3510     }
3511
3512     if (prev)
3513     {
3514         LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3515
3516         if (!texture && stage < gl_info->limits.texture_stages)
3517         {
3518             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3519             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3520         }
3521
3522         if (bind_count && prev->sampler == stage)
3523         {
3524             unsigned int i;
3525
3526             /* Search for other stages the texture is bound to. Shouldn't
3527              * happen if applications bind textures to a single stage only. */
3528             TRACE("Searching for other stages the texture is bound to.\n");
3529             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3530             {
3531                 if (device->updateStateBlock->state.textures[i] == prev)
3532                 {
3533                     TRACE("Texture is also bound to stage %u.\n", i);
3534                     prev->sampler = i;
3535                     break;
3536                 }
3537             }
3538         }
3539
3540         wined3d_texture_decref(prev);
3541     }
3542
3543     device_invalidate_state(device, STATE_SAMPLER(stage));
3544
3545     return WINED3D_OK;
3546 }
3547
3548 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3549 {
3550     TRACE("device %p, stage %u.\n", device, stage);
3551
3552     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3553         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3554
3555     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3556     {
3557         WARN("Ignoring invalid stage %u.\n", stage);
3558         return NULL; /* Windows accepts overflowing this array ... we do not. */
3559     }
3560
3561     return device->stateBlock->state.textures[stage];
3562 }
3563
3564 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3565         UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3566 {
3567     struct wined3d_swapchain *swapchain;
3568
3569     TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3570             device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3571
3572     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3573         return WINED3DERR_INVALIDCALL;
3574
3575     if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3576         return WINED3DERR_INVALIDCALL;
3577     return WINED3D_OK;
3578 }
3579
3580 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3581 {
3582     TRACE("device %p, caps %p.\n", device, caps);
3583
3584     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3585             device->create_parms.device_type, caps);
3586 }
3587
3588 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3589         struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3590 {
3591     struct wined3d_swapchain *swapchain;
3592
3593     TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3594             device, swapchain_idx, mode, rotation);
3595
3596     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3597         return WINED3DERR_INVALIDCALL;
3598
3599     return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3600 }
3601
3602 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3603 {
3604     struct wined3d_stateblock *stateblock;
3605     HRESULT hr;
3606
3607     TRACE("device %p.\n", device);
3608
3609     if (device->isRecordingState)
3610         return WINED3DERR_INVALIDCALL;
3611
3612     hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3613     if (FAILED(hr))
3614         return hr;
3615
3616     wined3d_stateblock_decref(device->updateStateBlock);
3617     device->updateStateBlock = stateblock;
3618     device->isRecordingState = TRUE;
3619
3620     TRACE("Recording stateblock %p.\n", stateblock);
3621
3622     return WINED3D_OK;
3623 }
3624
3625 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3626         struct wined3d_stateblock **stateblock)
3627 {
3628     struct wined3d_stateblock *object = device->updateStateBlock;
3629
3630     TRACE("device %p, stateblock %p.\n", device, stateblock);
3631
3632     if (!device->isRecordingState)
3633     {
3634         WARN("Not recording.\n");
3635         *stateblock = NULL;
3636         return WINED3DERR_INVALIDCALL;
3637     }
3638
3639     stateblock_init_contained_states(object);
3640
3641     *stateblock = object;
3642     device->isRecordingState = FALSE;
3643     device->updateStateBlock = device->stateBlock;
3644     wined3d_stateblock_incref(device->updateStateBlock);
3645
3646     TRACE("Returning stateblock %p.\n", *stateblock);
3647
3648     return WINED3D_OK;
3649 }
3650
3651 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3652 {
3653     /* At the moment we have no need for any functionality at the beginning
3654      * of a scene. */
3655     TRACE("device %p.\n", device);
3656
3657     if (device->inScene)
3658     {
3659         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3660         return WINED3DERR_INVALIDCALL;
3661     }
3662     device->inScene = TRUE;
3663     return WINED3D_OK;
3664 }
3665
3666 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3667 {
3668     struct wined3d_context *context;
3669
3670     TRACE("device %p.\n", device);
3671
3672     if (!device->inScene)
3673     {
3674         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3675         return WINED3DERR_INVALIDCALL;
3676     }
3677
3678     context = context_acquire(device, NULL);
3679     /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3680     context->gl_info->gl_ops.gl.p_glFlush();
3681     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3682      * fails. */
3683     context_release(context);
3684
3685     device->inScene = FALSE;
3686     return WINED3D_OK;
3687 }
3688
3689 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3690         const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3691 {
3692     UINT i;
3693
3694     TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3695             device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3696             dst_window_override, dirty_region, flags);
3697
3698     for (i = 0; i < device->swapchain_count; ++i)
3699     {
3700         wined3d_swapchain_present(device->swapchains[i], src_rect,
3701                 dst_rect, dst_window_override, dirty_region, flags);
3702     }
3703
3704     return WINED3D_OK;
3705 }
3706
3707 /* Do not call while under the GL lock. */
3708 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3709         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3710 {
3711     RECT draw_rect;
3712
3713     TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3714             device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3715
3716     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3717     {
3718         struct wined3d_surface *ds = device->fb.depth_stencil;
3719         if (!ds)
3720         {
3721             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3722             /* TODO: What about depth stencil buffers without stencil bits? */
3723             return WINED3DERR_INVALIDCALL;
3724         }
3725         else if (flags & WINED3DCLEAR_TARGET)
3726         {
3727             if (ds->resource.width < device->fb.render_targets[0]->resource.width
3728                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
3729             {
3730                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3731                 return WINED3D_OK;
3732             }
3733         }
3734     }
3735
3736     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3737     device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3738             &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3739
3740     return WINED3D_OK;
3741 }
3742
3743 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3744         enum wined3d_primitive_type primitive_type)
3745 {
3746     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3747
3748     device->updateStateBlock->changed.primitive_type = TRUE;
3749     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3750 }
3751
3752 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3753         enum wined3d_primitive_type *primitive_type)
3754 {
3755     TRACE("device %p, primitive_type %p\n", device, primitive_type);
3756
3757     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3758
3759     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3760 }
3761
3762 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3763 {
3764     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3765
3766     if (!device->stateBlock->state.vertex_declaration)
3767     {
3768         WARN("Called without a valid vertex declaration set.\n");
3769         return WINED3DERR_INVALIDCALL;
3770     }
3771
3772     /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3773     if (device->stateBlock->state.user_stream)
3774     {
3775         device_invalidate_state(device, STATE_INDEXBUFFER);
3776         device->stateBlock->state.user_stream = FALSE;
3777     }
3778
3779     if (device->stateBlock->state.load_base_vertex_index)
3780     {
3781         device->stateBlock->state.load_base_vertex_index = 0;
3782         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3783     }
3784
3785     /* Account for the loading offset due to index buffers. Instead of
3786      * reloading all sources correct it with the startvertex parameter. */
3787     drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
3788     return WINED3D_OK;
3789 }
3790
3791 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3792 {
3793     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3794
3795     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3796
3797     if (!device->stateBlock->state.index_buffer)
3798     {
3799         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3800          * without an index buffer set. (The first time at least...)
3801          * D3D8 simply dies, but I doubt it can do much harm to return
3802          * D3DERR_INVALIDCALL there as well. */
3803         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3804         return WINED3DERR_INVALIDCALL;
3805     }
3806
3807     if (!device->stateBlock->state.vertex_declaration)
3808     {
3809         WARN("Called without a valid vertex declaration set.\n");
3810         return WINED3DERR_INVALIDCALL;
3811     }
3812
3813     if (device->stateBlock->state.user_stream)
3814     {
3815         device_invalidate_state(device, STATE_INDEXBUFFER);
3816         device->stateBlock->state.user_stream = FALSE;
3817     }
3818
3819     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
3820         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
3821     {
3822         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
3823         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3824     }
3825
3826     drawPrimitive(device, index_count, start_idx, TRUE, NULL);
3827
3828     return WINED3D_OK;
3829 }
3830
3831 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
3832         const void *stream_data, UINT stream_stride)
3833 {
3834     struct wined3d_stream_state *stream;
3835     struct wined3d_buffer *vb;
3836
3837     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3838             device, vertex_count, stream_data, stream_stride);
3839
3840     if (!device->stateBlock->state.vertex_declaration)
3841     {
3842         WARN("Called without a valid vertex declaration set.\n");
3843         return WINED3DERR_INVALIDCALL;
3844     }
3845
3846     /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3847     stream = &device->stateBlock->state.streams[0];
3848     vb = stream->buffer;
3849     stream->buffer = (struct wined3d_buffer *)stream_data;
3850     if (vb)
3851         wined3d_buffer_decref(vb);
3852     stream->offset = 0;
3853     stream->stride = stream_stride;
3854     device->stateBlock->state.user_stream = TRUE;
3855     if (device->stateBlock->state.load_base_vertex_index)
3856     {
3857         device->stateBlock->state.load_base_vertex_index = 0;
3858         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3859     }
3860
3861     /* TODO: Only mark dirty if drawing from a different UP address */
3862     device_invalidate_state(device, STATE_STREAMSRC);
3863
3864     drawPrimitive(device, vertex_count, 0, FALSE, NULL);
3865
3866     /* MSDN specifies stream zero settings must be set to NULL */
3867     stream->buffer = NULL;
3868     stream->stride = 0;
3869
3870     /* stream zero settings set to null at end, as per the msdn. No need to
3871      * mark dirty here, the app has to set the new stream sources or use UP
3872      * drawing again. */
3873     return WINED3D_OK;
3874 }
3875
3876 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
3877         UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
3878         const void *stream_data, UINT stream_stride)
3879 {
3880     struct wined3d_stream_state *stream;
3881     struct wined3d_buffer *vb, *ib;
3882
3883     TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
3884             device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
3885
3886     if (!device->stateBlock->state.vertex_declaration)
3887     {
3888         WARN("(%p) : Called without a valid vertex declaration set\n", device);
3889         return WINED3DERR_INVALIDCALL;
3890     }
3891
3892     stream = &device->stateBlock->state.streams[0];
3893     vb = stream->buffer;
3894     stream->buffer = (struct wined3d_buffer *)stream_data;
3895     if (vb)
3896         wined3d_buffer_decref(vb);
3897     stream->offset = 0;
3898     stream->stride = stream_stride;
3899     device->stateBlock->state.user_stream = TRUE;
3900     device->stateBlock->state.index_format = index_data_format_id;
3901
3902     /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
3903     device->stateBlock->state.base_vertex_index = 0;
3904     if (device->stateBlock->state.load_base_vertex_index)
3905     {
3906         device->stateBlock->state.load_base_vertex_index = 0;
3907         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3908     }
3909     /* Invalidate the state until we have nicer tracking of the stream source pointers */
3910     device_invalidate_state(device, STATE_STREAMSRC);
3911     device_invalidate_state(device, STATE_INDEXBUFFER);
3912
3913     drawPrimitive(device, index_count, 0, TRUE, index_data);
3914
3915     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
3916     stream->buffer = NULL;
3917     stream->stride = 0;
3918     ib = device->stateBlock->state.index_buffer;
3919     if (ib)
3920     {
3921         wined3d_buffer_decref(ib);
3922         device->stateBlock->state.index_buffer = NULL;
3923     }
3924     /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
3925      * SetStreamSource to specify a vertex buffer
3926      */
3927
3928     return WINED3D_OK;
3929 }
3930
3931 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
3932         UINT vertex_count, const struct wined3d_strided_data *strided_data)
3933 {
3934     /* Mark the state dirty until we have nicer tracking. It's fine to change
3935      * baseVertexIndex because that call is only called by ddraw which does
3936      * not need that value. */
3937     device_invalidate_state(device, STATE_VDECL);
3938     device_invalidate_state(device, STATE_STREAMSRC);
3939     device_invalidate_state(device, STATE_INDEXBUFFER);
3940
3941     device->stateBlock->state.base_vertex_index = 0;
3942     device->up_strided = strided_data;
3943     drawPrimitive(device, vertex_count, 0, FALSE, NULL);
3944     device->up_strided = NULL;
3945
3946     /* Invalidate the states again to make sure the values from the stateblock
3947      * are properly applied in the next regular draw. Note that the application-
3948      * provided strided data has ovwritten pretty much the entire vertex and
3949      * and index stream related states */
3950     device_invalidate_state(device, STATE_VDECL);
3951     device_invalidate_state(device, STATE_STREAMSRC);
3952     device_invalidate_state(device, STATE_INDEXBUFFER);
3953     return WINED3D_OK;
3954 }
3955
3956 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
3957         UINT index_count, const struct wined3d_strided_data *strided_data,
3958         UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
3959 {
3960     enum wined3d_format_id prev_idx_format;
3961
3962     /* Mark the state dirty until we have nicer tracking
3963      * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
3964      * that value.
3965      */
3966     device_invalidate_state(device, STATE_VDECL);
3967     device_invalidate_state(device, STATE_STREAMSRC);
3968     device_invalidate_state(device, STATE_INDEXBUFFER);
3969
3970     prev_idx_format = device->stateBlock->state.index_format;
3971     device->stateBlock->state.index_format = index_data_format_id;
3972     device->stateBlock->state.user_stream = TRUE;
3973     device->stateBlock->state.base_vertex_index = 0;
3974     device->up_strided = strided_data;
3975     drawPrimitive(device, index_count, 0, TRUE, index_data);
3976     device->up_strided = NULL;
3977     device->stateBlock->state.index_format = prev_idx_format;
3978
3979     device_invalidate_state(device, STATE_VDECL);
3980     device_invalidate_state(device, STATE_STREAMSRC);
3981     device_invalidate_state(device, STATE_INDEXBUFFER);
3982     return WINED3D_OK;
3983 }
3984
3985 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3986 static HRESULT device_update_volume(struct wined3d_device *device,
3987         struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
3988 {
3989     struct wined3d_map_desc src;
3990     struct wined3d_map_desc dst;
3991     HRESULT hr;
3992
3993     TRACE("device %p, src_volume %p, dst_volume %p.\n",
3994             device, src_volume, dst_volume);
3995
3996     /* TODO: Implement direct loading into the gl volume instead of using
3997      * memcpy and dirtification to improve loading performance. */
3998     if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
3999         return hr;
4000     if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4001     {
4002         wined3d_volume_unmap(src_volume);
4003         return hr;
4004     }
4005
4006     memcpy(dst.data, src.data, dst_volume->resource.size);
4007
4008     hr = wined3d_volume_unmap(dst_volume);
4009     if (FAILED(hr))
4010         wined3d_volume_unmap(src_volume);
4011     else
4012         hr = wined3d_volume_unmap(src_volume);
4013
4014     return hr;
4015 }
4016
4017 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4018         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4019 {
4020     enum wined3d_resource_type type;
4021     unsigned int level_count, i;
4022     HRESULT hr;
4023
4024     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4025
4026     /* Verify that the source and destination textures are non-NULL. */
4027     if (!src_texture || !dst_texture)
4028     {
4029         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4030         return WINED3DERR_INVALIDCALL;
4031     }
4032
4033     if (src_texture == dst_texture)
4034     {
4035         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4036         return WINED3DERR_INVALIDCALL;
4037     }
4038
4039     /* Verify that the source and destination textures are the same type. */
4040     type = src_texture->resource.type;
4041     if (dst_texture->resource.type != type)
4042     {
4043         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4044         return WINED3DERR_INVALIDCALL;
4045     }
4046
4047     /* Check that both textures have the identical numbers of levels. */
4048     level_count = wined3d_texture_get_level_count(src_texture);
4049     if (wined3d_texture_get_level_count(dst_texture) != level_count)
4050     {
4051         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4052         return WINED3DERR_INVALIDCALL;
4053     }
4054
4055     /* Make sure that the destination texture is loaded. */
4056     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4057
4058     /* Update every surface level of the texture. */
4059     switch (type)
4060     {
4061         case WINED3D_RTYPE_TEXTURE:
4062         {
4063             struct wined3d_surface *src_surface;
4064             struct wined3d_surface *dst_surface;
4065
4066             for (i = 0; i < level_count; ++i)
4067             {
4068                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4069                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4070                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4071                 if (FAILED(hr))
4072                 {
4073                     WARN("Failed to update surface, hr %#x.\n", hr);
4074                     return hr;
4075                 }
4076             }
4077             break;
4078         }
4079
4080         case WINED3D_RTYPE_CUBE_TEXTURE:
4081         {
4082             struct wined3d_surface *src_surface;
4083             struct wined3d_surface *dst_surface;
4084
4085             for (i = 0; i < level_count * 6; ++i)
4086             {
4087                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4088                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4089                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4090                 if (FAILED(hr))
4091                 {
4092                     WARN("Failed to update surface, hr %#x.\n", hr);
4093                     return hr;
4094                 }
4095             }
4096             break;
4097         }
4098
4099         case WINED3D_RTYPE_VOLUME_TEXTURE:
4100         {
4101             for (i = 0; i < level_count; ++i)
4102             {
4103                 hr = device_update_volume(device,
4104                         volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4105                         volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4106                 if (FAILED(hr))
4107                 {
4108                     WARN("Failed to update volume, hr %#x.\n", hr);
4109                     return hr;
4110                 }
4111             }
4112             break;
4113         }
4114
4115         default:
4116             FIXME("Unsupported texture type %#x.\n", type);
4117             return WINED3DERR_INVALIDCALL;
4118     }
4119
4120     return WINED3D_OK;
4121 }
4122
4123 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4124         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4125 {
4126     struct wined3d_swapchain *swapchain;
4127
4128     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4129
4130     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4131         return WINED3DERR_INVALIDCALL;
4132
4133     return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4134 }
4135
4136 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4137 {
4138     const struct wined3d_state *state = &device->stateBlock->state;
4139     struct wined3d_texture *texture;
4140     DWORD i;
4141
4142     TRACE("device %p, num_passes %p.\n", device, num_passes);
4143
4144     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4145     {
4146         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4147         {
4148             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4149             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4150         }
4151         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4152         {
4153             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4154             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4155         }
4156
4157         texture = state->textures[i];
4158         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4159
4160         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4161         {
4162             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4163             return E_FAIL;
4164         }
4165         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4166         {
4167             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4168             return E_FAIL;
4169         }
4170         if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4171                 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4172         {
4173             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4174             return E_FAIL;
4175         }
4176     }
4177
4178     if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4179             || state->render_states[WINED3D_RS_STENCILENABLE])
4180     {
4181         struct wined3d_surface *ds = device->fb.depth_stencil;
4182         struct wined3d_surface *target = device->fb.render_targets[0];
4183
4184         if(ds && target
4185                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4186         {
4187             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4188             return WINED3DERR_CONFLICTINGRENDERSTATE;
4189         }
4190     }
4191
4192     /* return a sensible default */
4193     *num_passes = 1;
4194
4195     TRACE("returning D3D_OK\n");
4196     return WINED3D_OK;
4197 }
4198
4199 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4200 {
4201     static BOOL warned;
4202
4203     TRACE("device %p, software %#x.\n", device, software);
4204
4205     if (!warned)
4206     {
4207         FIXME("device %p, software %#x stub!\n", device, software);
4208         warned = TRUE;
4209     }
4210
4211     device->softwareVertexProcessing = software;
4212 }
4213
4214 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4215 {
4216     static BOOL warned;
4217
4218     TRACE("device %p.\n", device);
4219
4220     if (!warned)
4221     {
4222         TRACE("device %p stub!\n", device);
4223         warned = TRUE;
4224     }
4225
4226     return device->softwareVertexProcessing;
4227 }
4228
4229 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4230         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4231 {
4232     struct wined3d_swapchain *swapchain;
4233
4234     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4235             device, swapchain_idx, raster_status);
4236
4237     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4238         return WINED3DERR_INVALIDCALL;
4239
4240     return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4241 }
4242
4243 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4244 {
4245     static BOOL warned;
4246
4247     TRACE("device %p, segments %.8e.\n", device, segments);
4248
4249     if (segments != 0.0f)
4250     {
4251         if (!warned)
4252         {
4253             FIXME("device %p, segments %.8e stub!\n", device, segments);
4254             warned = TRUE;
4255         }
4256     }
4257
4258     return WINED3D_OK;
4259 }
4260
4261 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4262 {
4263     static BOOL warned;
4264
4265     TRACE("device %p.\n", device);
4266
4267     if (!warned)
4268     {
4269         FIXME("device %p stub!\n", device);
4270         warned = TRUE;
4271     }
4272
4273     return 0.0f;
4274 }
4275
4276 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4277         struct wined3d_surface *src_surface, const RECT *src_rect,
4278         struct wined3d_surface *dst_surface, const POINT *dst_point)
4279 {
4280     TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4281             device, src_surface, wine_dbgstr_rect(src_rect),
4282             dst_surface, wine_dbgstr_point(dst_point));
4283
4284     if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4285     {
4286         WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4287                 src_surface, dst_surface);
4288         return WINED3DERR_INVALIDCALL;
4289     }
4290
4291     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4292 }
4293
4294 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4295         const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4296 {
4297     struct wined3d_rect_patch *patch;
4298     GLenum old_primitive_type;
4299     unsigned int i;
4300     struct list *e;
4301     BOOL found;
4302
4303     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4304             device, handle, num_segs, rect_patch_info);
4305
4306     if (!(handle || rect_patch_info))
4307     {
4308         /* TODO: Write a test for the return value, thus the FIXME */
4309         FIXME("Both handle and rect_patch_info are NULL.\n");
4310         return WINED3DERR_INVALIDCALL;
4311     }
4312
4313     if (handle)
4314     {
4315         i = PATCHMAP_HASHFUNC(handle);
4316         found = FALSE;
4317         LIST_FOR_EACH(e, &device->patches[i])
4318         {
4319             patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4320             if (patch->Handle == handle)
4321             {
4322                 found = TRUE;
4323                 break;
4324             }
4325         }
4326
4327         if (!found)
4328         {
4329             TRACE("Patch does not exist. Creating a new one\n");
4330             patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4331             patch->Handle = handle;
4332             list_add_head(&device->patches[i], &patch->entry);
4333         } else {
4334             TRACE("Found existing patch %p\n", patch);
4335         }
4336     }
4337     else
4338     {
4339         /* Since opengl does not load tesselated vertex attributes into numbered vertex
4340          * attributes we have to tesselate, read back, and draw. This needs a patch
4341          * management structure instance. Create one.
4342          *
4343          * A possible improvement is to check if a vertex shader is used, and if not directly
4344          * draw the patch.
4345          */
4346         FIXME("Drawing an uncached patch. This is slow\n");
4347         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4348     }
4349
4350     if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4351             || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4352             || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4353     {
4354         HRESULT hr;
4355         TRACE("Tesselation density or patch info changed, retesselating\n");
4356
4357         if (rect_patch_info)
4358             patch->rect_patch_info = *rect_patch_info;
4359
4360         patch->numSegs[0] = num_segs[0];
4361         patch->numSegs[1] = num_segs[1];
4362         patch->numSegs[2] = num_segs[2];
4363         patch->numSegs[3] = num_segs[3];
4364
4365         hr = tesselate_rectpatch(device, patch);
4366         if (FAILED(hr))
4367         {
4368             WARN("Patch tesselation failed.\n");
4369
4370             /* Do not release the handle to store the params of the patch */
4371             if (!handle)
4372                 HeapFree(GetProcessHeap(), 0, patch);
4373
4374             return hr;
4375         }
4376     }
4377
4378     old_primitive_type = device->stateBlock->state.gl_primitive_type;
4379     device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4380     wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4381     device->stateBlock->state.gl_primitive_type = old_primitive_type;
4382
4383     /* Destroy uncached patches */
4384     if (!handle)
4385     {
4386         HeapFree(GetProcessHeap(), 0, patch->mem);
4387         HeapFree(GetProcessHeap(), 0, patch);
4388     }
4389     return WINED3D_OK;
4390 }
4391
4392 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4393         const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4394 {
4395     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4396             device, handle, segment_count, patch_info);
4397
4398     return WINED3D_OK;
4399 }
4400
4401 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4402 {
4403     struct wined3d_rect_patch *patch;
4404     struct list *e;
4405     int i;
4406
4407     TRACE("device %p, handle %#x.\n", device, handle);
4408
4409     i = PATCHMAP_HASHFUNC(handle);
4410     LIST_FOR_EACH(e, &device->patches[i])
4411     {
4412         patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4413         if (patch->Handle == handle)
4414         {
4415             TRACE("Deleting patch %p\n", patch);
4416             list_remove(&patch->entry);
4417             HeapFree(GetProcessHeap(), 0, patch->mem);
4418             HeapFree(GetProcessHeap(), 0, patch);
4419             return WINED3D_OK;
4420         }
4421     }
4422
4423     /* TODO: Write a test for the return value */
4424     FIXME("Attempt to destroy nonexistent patch\n");
4425     return WINED3DERR_INVALIDCALL;
4426 }
4427
4428 /* Do not call while under the GL lock. */
4429 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4430         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4431 {
4432     RECT r;
4433
4434     TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4435             device, surface, wine_dbgstr_rect(rect),
4436             color->r, color->g, color->b, color->a);
4437
4438     if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4439     {
4440         WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4441         return WINED3DERR_INVALIDCALL;
4442     }
4443
4444     if (!rect)
4445     {
4446         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4447         rect = &r;
4448     }
4449
4450     return surface_color_fill(surface, rect, color);
4451 }
4452
4453 /* Do not call while under the GL lock. */
4454 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4455         struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4456 {
4457     struct wined3d_resource *resource;
4458     HRESULT hr;
4459     RECT rect;
4460
4461     resource = rendertarget_view->resource;
4462     if (resource->type != WINED3D_RTYPE_SURFACE)
4463     {
4464         FIXME("Only supported on surface resources\n");
4465         return;
4466     }
4467
4468     SetRect(&rect, 0, 0, resource->width, resource->height);
4469     hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4470     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4471 }
4472
4473 struct wined3d_surface * CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4474         UINT render_target_idx)
4475 {
4476     TRACE("device %p, render_target_idx %u.\n", device, render_target_idx);
4477
4478     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4479     {
4480         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4481         return NULL;
4482     }
4483
4484     return device->fb.render_targets[render_target_idx];
4485 }
4486
4487 struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
4488 {
4489     TRACE("device %p.\n", device);
4490
4491     return device->fb.depth_stencil;
4492 }
4493
4494 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4495         UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4496 {
4497     struct wined3d_surface *prev;
4498
4499     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4500             device, render_target_idx, render_target, set_viewport);
4501
4502     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4503     {
4504         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4505         return WINED3DERR_INVALIDCALL;
4506     }
4507
4508     prev = device->fb.render_targets[render_target_idx];
4509     if (render_target == prev)
4510     {
4511         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4512         return WINED3D_OK;
4513     }
4514
4515     /* Render target 0 can't be set to NULL. */
4516     if (!render_target && !render_target_idx)
4517     {
4518         WARN("Trying to set render target 0 to NULL.\n");
4519         return WINED3DERR_INVALIDCALL;
4520     }
4521
4522     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4523     {
4524         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4525         return WINED3DERR_INVALIDCALL;
4526     }
4527
4528     if (render_target)
4529         wined3d_surface_incref(render_target);
4530     device->fb.render_targets[render_target_idx] = render_target;
4531     /* Release after the assignment, to prevent device_resource_released()
4532      * from seeing the surface as still in use. */
4533     if (prev)
4534         wined3d_surface_decref(prev);
4535
4536     /* Render target 0 is special. */
4537     if (!render_target_idx && set_viewport)
4538     {
4539         /* Set the viewport and scissor rectangles, if requested. Tests show
4540          * that stateblock recording is ignored, the change goes directly
4541          * into the primary stateblock. */
4542         device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4543         device->stateBlock->state.viewport.width  = device->fb.render_targets[0]->resource.width;
4544         device->stateBlock->state.viewport.x      = 0;
4545         device->stateBlock->state.viewport.y      = 0;
4546         device->stateBlock->state.viewport.max_z  = 1.0f;
4547         device->stateBlock->state.viewport.min_z  = 0.0f;
4548         device_invalidate_state(device, STATE_VIEWPORT);
4549
4550         device->stateBlock->state.scissor_rect.top = 0;
4551         device->stateBlock->state.scissor_rect.left = 0;
4552         device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4553         device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4554         device_invalidate_state(device, STATE_SCISSORRECT);
4555     }
4556
4557     device_invalidate_state(device, STATE_FRAMEBUFFER);
4558
4559     return WINED3D_OK;
4560 }
4561
4562 void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4563 {
4564     struct wined3d_surface *prev = device->fb.depth_stencil;
4565
4566     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4567             device, depth_stencil, prev);
4568
4569     if (prev == depth_stencil)
4570     {
4571         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4572         return;
4573     }
4574
4575     if (prev)
4576     {
4577         if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4578                 || prev->flags & SFLAG_DISCARD)
4579         {
4580             surface_modify_ds_location(prev, SFLAG_DISCARDED,
4581                     prev->resource.width, prev->resource.height);
4582             if (prev == device->onscreen_depth_stencil)
4583             {
4584                 wined3d_surface_decref(device->onscreen_depth_stencil);
4585                 device->onscreen_depth_stencil = NULL;
4586             }
4587         }
4588     }
4589
4590     device->fb.depth_stencil = depth_stencil;
4591     if (depth_stencil)
4592         wined3d_surface_incref(depth_stencil);
4593
4594     if (!prev != !depth_stencil)
4595     {
4596         /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4597         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4598         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4599         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4600         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4601     }
4602     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4603     {
4604         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4605     }
4606     if (prev)
4607         wined3d_surface_decref(prev);
4608
4609     device_invalidate_state(device, STATE_FRAMEBUFFER);
4610
4611     return;
4612 }
4613
4614 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4615         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4616 {
4617     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4618             device, x_hotspot, y_hotspot, cursor_image);
4619
4620     /* some basic validation checks */
4621     if (device->cursorTexture)
4622     {
4623         struct wined3d_context *context = context_acquire(device, NULL);
4624         ENTER_GL();
4625         context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4626         LEAVE_GL();
4627         context_release(context);
4628         device->cursorTexture = 0;
4629     }
4630
4631     if (cursor_image)
4632     {
4633         struct wined3d_display_mode mode;
4634         struct wined3d_map_desc map_desc;
4635         HRESULT hr;
4636
4637         /* MSDN: Cursor must be A8R8G8B8 */
4638         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4639         {
4640             WARN("surface %p has an invalid format.\n", cursor_image);
4641             return WINED3DERR_INVALIDCALL;
4642         }
4643
4644         if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4645         {
4646             ERR("Failed to get display mode, hr %#x.\n", hr);
4647             return WINED3DERR_INVALIDCALL;
4648         }
4649
4650         /* MSDN: Cursor must be smaller than the display mode */
4651         if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4652         {
4653             WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4654                     cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4655                     mode.width, mode.height);
4656             return WINED3DERR_INVALIDCALL;
4657         }
4658
4659         /* TODO: MSDN: Cursor sizes must be a power of 2 */
4660
4661         /* Do not store the surface's pointer because the application may
4662          * release it after setting the cursor image. Windows doesn't
4663          * addref the set surface, so we can't do this either without
4664          * creating circular refcount dependencies. Copy out the gl texture
4665          * instead. */
4666         device->cursorWidth = cursor_image->resource.width;
4667         device->cursorHeight = cursor_image->resource.height;
4668         if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4669         {
4670             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4671             const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4672             struct wined3d_context *context;
4673             char *mem, *bits = map_desc.data;
4674             GLint intfmt = format->glInternal;
4675             GLint gl_format = format->glFormat;
4676             GLint type = format->glType;
4677             INT height = device->cursorHeight;
4678             INT width = device->cursorWidth;
4679             INT bpp = format->byte_count;
4680             INT i;
4681
4682             /* Reformat the texture memory (pitch and width can be
4683              * different) */
4684             mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4685             for (i = 0; i < height; ++i)
4686                 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4687             wined3d_surface_unmap(cursor_image);
4688
4689             context = context_acquire(device, NULL);
4690
4691             ENTER_GL();
4692
4693             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4694             {
4695                 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4696                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4697             }
4698
4699             invalidate_active_texture(device, context);
4700             /* Create a new cursor texture */
4701             gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4702             checkGLcall("glGenTextures");
4703             context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4704             /* Copy the bitmap memory into the cursor texture */
4705             gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4706             checkGLcall("glTexImage2D");
4707             HeapFree(GetProcessHeap(), 0, mem);
4708
4709             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4710             {
4711                 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4712                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4713             }
4714
4715             LEAVE_GL();
4716
4717             context_release(context);
4718         }
4719         else
4720         {
4721             FIXME("A cursor texture was not returned.\n");
4722             device->cursorTexture = 0;
4723         }
4724
4725         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4726         {
4727             UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4728             ICONINFO cursorInfo;
4729             DWORD *maskBits;
4730             HCURSOR cursor;
4731
4732             /* 32-bit user32 cursors ignore the alpha channel if it's all
4733              * zeroes, and use the mask instead. Fill the mask with all ones
4734              * to ensure we still get a fully transparent cursor. */
4735             maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4736             memset(maskBits, 0xff, mask_size);
4737             wined3d_surface_map(cursor_image, &map_desc, NULL,
4738                     WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4739             TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4740
4741             cursorInfo.fIcon = FALSE;
4742             cursorInfo.xHotspot = x_hotspot;
4743             cursorInfo.yHotspot = y_hotspot;
4744             cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4745                     1, 1, maskBits);
4746             cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4747                     1, 32, map_desc.data);
4748             wined3d_surface_unmap(cursor_image);
4749             /* Create our cursor and clean up. */
4750             cursor = CreateIconIndirect(&cursorInfo);
4751             if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4752             if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4753             if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4754             device->hardwareCursor = cursor;
4755             if (device->bCursorVisible) SetCursor( cursor );
4756             HeapFree(GetProcessHeap(), 0, maskBits);
4757         }
4758     }
4759
4760     device->xHotSpot = x_hotspot;
4761     device->yHotSpot = y_hotspot;
4762     return WINED3D_OK;
4763 }
4764
4765 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4766         int x_screen_space, int y_screen_space, DWORD flags)
4767 {
4768     TRACE("device %p, x %d, y %d, flags %#x.\n",
4769             device, x_screen_space, y_screen_space, flags);
4770
4771     device->xScreenSpace = x_screen_space;
4772     device->yScreenSpace = y_screen_space;
4773
4774     if (device->hardwareCursor)
4775     {
4776         POINT pt;
4777
4778         GetCursorPos( &pt );
4779         if (x_screen_space == pt.x && y_screen_space == pt.y)
4780             return;
4781         SetCursorPos( x_screen_space, y_screen_space );
4782
4783         /* Switch to the software cursor if position diverges from the hardware one. */
4784         GetCursorPos( &pt );
4785         if (x_screen_space != pt.x || y_screen_space != pt.y)
4786         {
4787             if (device->bCursorVisible) SetCursor( NULL );
4788             DestroyCursor( device->hardwareCursor );
4789             device->hardwareCursor = 0;
4790         }
4791     }
4792 }
4793
4794 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4795 {
4796     BOOL oldVisible = device->bCursorVisible;
4797
4798     TRACE("device %p, show %#x.\n", device, show);
4799
4800     /*
4801      * When ShowCursor is first called it should make the cursor appear at the OS's last
4802      * known cursor position.
4803      */
4804     if (show && !oldVisible)
4805     {
4806         POINT pt;
4807         GetCursorPos(&pt);
4808         device->xScreenSpace = pt.x;
4809         device->yScreenSpace = pt.y;
4810     }
4811
4812     if (device->hardwareCursor)
4813     {
4814         device->bCursorVisible = show;
4815         if (show)
4816             SetCursor(device->hardwareCursor);
4817         else
4818             SetCursor(NULL);
4819     }
4820     else
4821     {
4822         if (device->cursorTexture)
4823             device->bCursorVisible = show;
4824     }
4825
4826     return oldVisible;
4827 }
4828
4829 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4830 {
4831     struct wined3d_resource *resource, *cursor;
4832
4833     TRACE("device %p.\n", device);
4834
4835     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4836     {
4837         TRACE("Checking resource %p for eviction.\n", resource);
4838
4839         if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4840         {
4841             TRACE("Evicting %p.\n", resource);
4842             resource->resource_ops->resource_unload(resource);
4843         }
4844     }
4845
4846     /* Invalidate stream sources, the buffer(s) may have been evicted. */
4847     device_invalidate_state(device, STATE_STREAMSRC);
4848 }
4849
4850 /* Do not call while under the GL lock. */
4851 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4852 {
4853     struct wined3d_resource *resource, *cursor;
4854     const struct wined3d_gl_info *gl_info;
4855     struct wined3d_context *context;
4856     struct wined3d_shader *shader;
4857
4858     context = context_acquire(device, NULL);
4859     gl_info = context->gl_info;
4860
4861     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4862     {
4863         TRACE("Unloading resource %p.\n", resource);
4864
4865         resource->resource_ops->resource_unload(resource);
4866     }
4867
4868     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4869     {
4870         device->shader_backend->shader_destroy(shader);
4871     }
4872
4873     ENTER_GL();
4874     if (device->depth_blt_texture)
4875     {
4876         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4877         device->depth_blt_texture = 0;
4878     }
4879     if (device->cursorTexture)
4880     {
4881         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4882         device->cursorTexture = 0;
4883     }
4884     LEAVE_GL();
4885
4886     device->blitter->free_private(device);
4887     device->shader_backend->shader_free_private(device);
4888     destroy_dummy_textures(device, gl_info);
4889
4890     context_release(context);
4891
4892     while (device->context_count)
4893     {
4894         swapchain_destroy_contexts(device->contexts[0]->swapchain);
4895     }
4896
4897     HeapFree(GetProcessHeap(), 0, swapchain->context);
4898     swapchain->context = NULL;
4899 }
4900
4901 /* Do not call while under the GL lock. */
4902 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4903 {
4904     struct wined3d_context *context;
4905     struct wined3d_surface *target;
4906     HRESULT hr;
4907
4908     if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
4909     {
4910         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4911         return hr;
4912     }
4913
4914     if (FAILED(hr = device->blitter->alloc_private(device)))
4915     {
4916         ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4917         device->shader_backend->shader_free_private(device);
4918         return hr;
4919     }
4920
4921     /* Recreate the primary swapchain's context */
4922     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4923     if (!swapchain->context)
4924     {
4925         ERR("Failed to allocate memory for swapchain context array.\n");
4926         device->blitter->free_private(device);
4927         device->shader_backend->shader_free_private(device);
4928         return E_OUTOFMEMORY;
4929     }
4930
4931     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
4932     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4933     {
4934         WARN("Failed to create context.\n");
4935         device->blitter->free_private(device);
4936         device->shader_backend->shader_free_private(device);
4937         HeapFree(GetProcessHeap(), 0, swapchain->context);
4938         return E_FAIL;
4939     }
4940
4941     swapchain->context[0] = context;
4942     swapchain->num_contexts = 1;
4943     create_dummy_textures(device, context);
4944     context_release(context);
4945
4946     return WINED3D_OK;
4947 }
4948
4949 /* Do not call while under the GL lock. */
4950 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4951         const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4952         wined3d_device_reset_cb callback)
4953 {
4954     struct wined3d_resource *resource, *cursor;
4955     struct wined3d_swapchain *swapchain;
4956     struct wined3d_display_mode m;
4957     BOOL DisplayModeChanged = FALSE;
4958     BOOL update_desc = FALSE;
4959     unsigned int i;
4960     HRESULT hr;
4961
4962     TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4963
4964     if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4965     {
4966         ERR("Failed to get the first implicit swapchain.\n");
4967         return WINED3DERR_INVALIDCALL;
4968     }
4969
4970     stateblock_unbind_resources(device->stateBlock);
4971     if (device->fb.render_targets)
4972     {
4973         if (swapchain->back_buffers && swapchain->back_buffers[0])
4974             wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
4975         else
4976             wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
4977         for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
4978         {
4979             wined3d_device_set_render_target(device, i, NULL, FALSE);
4980         }
4981     }
4982     wined3d_device_set_depth_stencil(device, NULL);
4983
4984     if (device->onscreen_depth_stencil)
4985     {
4986         wined3d_surface_decref(device->onscreen_depth_stencil);
4987         device->onscreen_depth_stencil = NULL;
4988     }
4989
4990     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4991     {
4992         TRACE("Enumerating resource %p.\n", resource);
4993         if (FAILED(hr = callback(resource)))
4994             return hr;
4995     }
4996
4997     /* Is it necessary to recreate the gl context? Actually every setting can be changed
4998      * on an existing gl context, so there's no real need for recreation.
4999      *
5000      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5001      *
5002      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5003      */
5004     TRACE("New params:\n");
5005     TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5006     TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5007     TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5008     TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5009     TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5010     TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5011     TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5012     TRACE("device_window %p\n", swapchain_desc->device_window);
5013     TRACE("windowed %#x\n", swapchain_desc->windowed);
5014     TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5015     if (swapchain_desc->enable_auto_depth_stencil)
5016         TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5017     TRACE("flags %#x\n", swapchain_desc->flags);
5018     TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5019     TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5020     TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5021
5022     /* No special treatment of these parameters. Just store them */
5023     swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5024     swapchain->desc.flags = swapchain_desc->flags;
5025     swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5026     swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5027
5028     /* What to do about these? */
5029     if (swapchain_desc->backbuffer_count
5030             && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5031         FIXME("Cannot change the back buffer count yet.\n");
5032
5033     if (swapchain_desc->device_window
5034             && swapchain_desc->device_window != swapchain->desc.device_window)
5035     {
5036         TRACE("Changing the device window from %p to %p.\n",
5037                 swapchain->desc.device_window, swapchain_desc->device_window);
5038         swapchain->desc.device_window = swapchain_desc->device_window;
5039         swapchain->device_window = swapchain_desc->device_window;
5040         wined3d_swapchain_set_window(swapchain, NULL);
5041     }
5042
5043     if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5044     {
5045         HRESULT hr;
5046
5047         TRACE("Creating the depth stencil buffer\n");
5048
5049         if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
5050                 device->device_parent, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height,
5051                 swapchain_desc->auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
5052                 swapchain_desc->multisample_type, swapchain_desc->multisample_quality,
5053                 &device->auto_depth_stencil)))
5054         {
5055             ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
5056             return WINED3DERR_INVALIDCALL;
5057         }
5058     }
5059
5060     /* Reset the depth stencil */
5061     if (swapchain_desc->enable_auto_depth_stencil)
5062         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5063
5064     if (mode)
5065     {
5066         DisplayModeChanged = TRUE;
5067         m = *mode;
5068     }
5069     else if (swapchain_desc->windowed)
5070     {
5071         m.width = swapchain->orig_width;
5072         m.height = swapchain->orig_height;
5073         m.refresh_rate = 0;
5074         m.format_id = swapchain->desc.backbuffer_format;
5075         m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5076     }
5077     else
5078     {
5079         m.width = swapchain_desc->backbuffer_width;
5080         m.height = swapchain_desc->backbuffer_height;
5081         m.refresh_rate = swapchain_desc->refresh_rate;
5082         m.format_id = swapchain_desc->backbuffer_format;
5083         m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5084     }
5085
5086     /* Should Width == 800 && Height == 0 set 800x600? */
5087     if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5088             && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5089             || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5090     {
5091         if (!swapchain_desc->windowed)
5092             DisplayModeChanged = TRUE;
5093
5094         swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5095         swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5096         update_desc = TRUE;
5097     }
5098
5099     if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5100             && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5101     {
5102         swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5103         update_desc = TRUE;
5104     }
5105
5106     if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5107             || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5108     {
5109         swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5110         swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5111         update_desc = TRUE;
5112     }
5113
5114     if (update_desc)
5115     {
5116         UINT i;
5117
5118         if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5119                 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5120                 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5121             return hr;
5122
5123         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5124         {
5125             if (FAILED(hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5126                     swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5127                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5128                 return hr;
5129         }
5130         if (device->auto_depth_stencil)
5131         {
5132             if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5133                     swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5134                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5135                 return hr;
5136         }
5137     }
5138
5139     if (!swapchain_desc->windowed != !swapchain->desc.windowed
5140             || DisplayModeChanged)
5141     {
5142         if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5143         {
5144             WARN("Failed to set display mode, hr %#x.\n", hr);
5145             return WINED3DERR_INVALIDCALL;
5146         }
5147
5148         if (!swapchain_desc->windowed)
5149         {
5150             if (swapchain->desc.windowed)
5151             {
5152                 HWND focus_window = device->create_parms.focus_window;
5153                 if (!focus_window)
5154                     focus_window = swapchain_desc->device_window;
5155                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5156                 {
5157                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5158                     return hr;
5159                 }
5160
5161                 /* switch from windowed to fs */
5162                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5163                         swapchain_desc->backbuffer_width,
5164                         swapchain_desc->backbuffer_height);
5165             }
5166             else
5167             {
5168                 /* Fullscreen -> fullscreen mode change */
5169                 MoveWindow(swapchain->device_window, 0, 0,
5170                         swapchain_desc->backbuffer_width,
5171                         swapchain_desc->backbuffer_height,
5172                         TRUE);
5173             }
5174         }
5175         else if (!swapchain->desc.windowed)
5176         {
5177             /* Fullscreen -> windowed switch */
5178             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5179             wined3d_device_release_focus_window(device);
5180         }
5181         swapchain->desc.windowed = swapchain_desc->windowed;
5182     }
5183     else if (!swapchain_desc->windowed)
5184     {
5185         DWORD style = device->style;
5186         DWORD exStyle = device->exStyle;
5187         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5188          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5189          * Reset to clear up their mess. Guild Wars also loses the device during that.
5190          */
5191         device->style = 0;
5192         device->exStyle = 0;
5193         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5194                 swapchain_desc->backbuffer_width,
5195                 swapchain_desc->backbuffer_height);
5196         device->style = style;
5197         device->exStyle = exStyle;
5198     }
5199
5200     TRACE("Resetting stateblock.\n");
5201     wined3d_stateblock_decref(device->updateStateBlock);
5202     wined3d_stateblock_decref(device->stateBlock);
5203
5204     if (device->d3d_initialized)
5205         delete_opengl_contexts(device, swapchain);
5206
5207     /* Note: No parent needed for initial internal stateblock */
5208     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5209     if (FAILED(hr))
5210         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5211     else
5212         TRACE("Created stateblock %p.\n", device->stateBlock);
5213     device->updateStateBlock = device->stateBlock;
5214     wined3d_stateblock_incref(device->updateStateBlock);
5215
5216     stateblock_init_default_state(device->stateBlock);
5217
5218     swapchain_update_render_to_fbo(swapchain);
5219     swapchain_update_draw_bindings(swapchain);
5220
5221     if (device->d3d_initialized)
5222         hr = create_primary_opengl_context(device, swapchain);
5223
5224     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5225      * first use
5226      */
5227     return hr;
5228 }
5229
5230 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5231 {
5232     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5233
5234     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5235
5236     return WINED3D_OK;
5237 }
5238
5239
5240 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5241         struct wined3d_device_creation_parameters *parameters)
5242 {
5243     TRACE("device %p, parameters %p.\n", device, parameters);
5244
5245     *parameters = device->create_parms;
5246 }
5247
5248 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5249         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5250 {
5251     struct wined3d_swapchain *swapchain;
5252
5253     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5254             device, swapchain_idx, flags, ramp);
5255
5256     if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5257         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5258 }
5259
5260 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5261         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5262 {
5263     struct wined3d_swapchain *swapchain;
5264
5265     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5266             device, swapchain_idx, ramp);
5267
5268     if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5269         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5270 }
5271
5272 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5273 {
5274     TRACE("device %p, resource %p.\n", device, resource);
5275
5276     list_add_head(&device->resources, &resource->resource_list_entry);
5277 }
5278
5279 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5280 {
5281     TRACE("device %p, resource %p.\n", device, resource);
5282
5283     list_remove(&resource->resource_list_entry);
5284 }
5285
5286 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5287 {
5288     enum wined3d_resource_type type = resource->type;
5289     unsigned int i;
5290
5291     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5292
5293     context_resource_released(device, resource, type);
5294
5295     switch (type)
5296     {
5297         case WINED3D_RTYPE_SURFACE:
5298             {
5299                 struct wined3d_surface *surface = surface_from_resource(resource);
5300
5301                 if (!device->d3d_initialized) break;
5302
5303                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5304                 {
5305                     if (device->fb.render_targets[i] == surface)
5306                     {
5307                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5308                         device->fb.render_targets[i] = NULL;
5309                     }
5310                 }
5311
5312                 if (device->fb.depth_stencil == surface)
5313                 {
5314                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5315                     device->fb.depth_stencil = NULL;
5316                 }
5317             }
5318             break;
5319
5320         case WINED3D_RTYPE_TEXTURE:
5321         case WINED3D_RTYPE_CUBE_TEXTURE:
5322         case WINED3D_RTYPE_VOLUME_TEXTURE:
5323             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5324             {
5325                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5326
5327                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5328                 {
5329                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5330                             texture, device->stateBlock, i);
5331                     device->stateBlock->state.textures[i] = NULL;
5332                 }
5333
5334                 if (device->updateStateBlock != device->stateBlock
5335                         && device->updateStateBlock->state.textures[i] == texture)
5336                 {
5337                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5338                             texture, device->updateStateBlock, i);
5339                     device->updateStateBlock->state.textures[i] = NULL;
5340                 }
5341             }
5342             break;
5343
5344         case WINED3D_RTYPE_BUFFER:
5345             {
5346                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5347
5348                 for (i = 0; i < MAX_STREAMS; ++i)
5349                 {
5350                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5351                     {
5352                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5353                                 buffer, device->stateBlock, i);
5354                         device->stateBlock->state.streams[i].buffer = NULL;
5355                     }
5356
5357                     if (device->updateStateBlock != device->stateBlock
5358                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5359                     {
5360                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5361                                 buffer, device->updateStateBlock, i);
5362                         device->updateStateBlock->state.streams[i].buffer = NULL;
5363                     }
5364
5365                 }
5366
5367                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5368                 {
5369                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5370                             buffer, device->stateBlock);
5371                     device->stateBlock->state.index_buffer =  NULL;
5372                 }
5373
5374                 if (device->updateStateBlock != device->stateBlock
5375                         && device->updateStateBlock->state.index_buffer == buffer)
5376                 {
5377                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5378                             buffer, device->updateStateBlock);
5379                     device->updateStateBlock->state.index_buffer =  NULL;
5380                 }
5381             }
5382             break;
5383
5384         default:
5385             break;
5386     }
5387
5388     /* Remove the resource from the resourceStore */
5389     device_resource_remove(device, resource);
5390
5391     TRACE("Resource released.\n");
5392 }
5393
5394 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
5395 {
5396     struct wined3d_resource *resource;
5397
5398     TRACE("device %p, dc %p.\n", device, dc);
5399
5400     if (!dc)
5401         return NULL;
5402
5403     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5404     {
5405         if (resource->type == WINED3D_RTYPE_SURFACE)
5406         {
5407             struct wined3d_surface *s = surface_from_resource(resource);
5408
5409             if (s->hDC == dc)
5410             {
5411                 TRACE("Found surface %p for dc %p.\n", s, dc);
5412                 return s;
5413             }
5414         }
5415     }
5416
5417     return NULL;
5418 }
5419
5420 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5421         UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5422         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5423 {
5424     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5425     const struct fragment_pipeline *fragment_pipeline;
5426     struct shader_caps shader_caps;
5427     struct fragment_caps ffp_caps;
5428     unsigned int i;
5429     HRESULT hr;
5430
5431     device->ref = 1;
5432     device->wined3d = wined3d;
5433     wined3d_incref(device->wined3d);
5434     device->adapter = wined3d->adapter_count ? adapter : NULL;
5435     device->device_parent = device_parent;
5436     list_init(&device->resources);
5437     list_init(&device->shaders);
5438     device->surface_alignment = surface_alignment;
5439
5440     /* Save the creation parameters. */
5441     device->create_parms.adapter_idx = adapter_idx;
5442     device->create_parms.device_type = device_type;
5443     device->create_parms.focus_window = focus_window;
5444     device->create_parms.flags = flags;
5445
5446     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5447
5448     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5449     device->shader_backend = adapter->shader_backend;
5450
5451     if (device->shader_backend)
5452     {
5453         device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5454         device->vs_version = shader_caps.vs_version;
5455         device->gs_version = shader_caps.gs_version;
5456         device->ps_version = shader_caps.ps_version;
5457         device->d3d_vshader_constantF = shader_caps.vs_uniform_count;
5458         device->d3d_pshader_constantF = shader_caps.ps_uniform_count;
5459         device->vs_clipping = shader_caps.vs_clipping;
5460     }
5461     fragment_pipeline = adapter->fragment_pipe;
5462     if (fragment_pipeline)
5463     {
5464         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5465         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5466
5467         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5468                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5469         if (FAILED(hr))
5470         {
5471             ERR("Failed to compile state table, hr %#x.\n", hr);
5472             wined3d_decref(device->wined3d);
5473             return hr;
5474         }
5475     }
5476     device->blitter = adapter->blitter;
5477
5478     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5479     if (FAILED(hr))
5480     {
5481         WARN("Failed to create stateblock.\n");
5482         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5483         {
5484             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5485         }
5486         wined3d_decref(device->wined3d);
5487         return hr;
5488     }
5489
5490     TRACE("Created stateblock %p.\n", device->stateBlock);
5491     device->updateStateBlock = device->stateBlock;
5492     wined3d_stateblock_incref(device->updateStateBlock);
5493
5494     return WINED3D_OK;
5495 }
5496
5497
5498 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5499 {
5500     DWORD rep = device->StateTable[state].representative;
5501     struct wined3d_context *context;
5502     DWORD idx;
5503     BYTE shift;
5504     UINT i;
5505
5506     for (i = 0; i < device->context_count; ++i)
5507     {
5508         context = device->contexts[i];
5509         if(isStateDirty(context, rep)) continue;
5510
5511         context->dirtyArray[context->numDirtyEntries++] = rep;
5512         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5513         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5514         context->isStateDirty[idx] |= (1 << shift);
5515     }
5516 }
5517
5518 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5519 {
5520     /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5521     *width = context->current_rt->pow2Width;
5522     *height = context->current_rt->pow2Height;
5523 }
5524
5525 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5526 {
5527     const struct wined3d_swapchain *swapchain = context->swapchain;
5528     /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5529      * current context's drawable, which is the size of the back buffer of the swapchain
5530      * the active context belongs to. */
5531     *width = swapchain->desc.backbuffer_width;
5532     *height = swapchain->desc.backbuffer_height;
5533 }
5534
5535 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5536         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5537 {
5538     if (device->filter_messages)
5539     {
5540         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5541                 window, message, wparam, lparam);
5542         if (unicode)
5543             return DefWindowProcW(window, message, wparam, lparam);
5544         else
5545             return DefWindowProcA(window, message, wparam, lparam);
5546     }
5547
5548     if (message == WM_DESTROY)
5549     {
5550         TRACE("unregister window %p.\n", window);
5551         wined3d_unregister_window(window);
5552
5553         if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5554             ERR("Window %p is not the focus window for device %p.\n", window, device);
5555     }
5556     else if (message == WM_DISPLAYCHANGE)
5557     {
5558         device->device_parent->ops->mode_changed(device->device_parent);
5559     }
5560
5561     if (unicode)
5562         return CallWindowProcW(proc, window, message, wparam, lparam);
5563     else
5564         return CallWindowProcA(proc, window, message, wparam, lparam);
5565 }