2 * IWineD3DDevice implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
30 /* x11drv GDI escapes */
31 #define X11DRV_ESCAPE 6789
32 enum x11drv_escape_codes
34 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
35 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
36 X11DRV_GET_FONT, /* get current X font for a DC */
39 /* retrieve the X display to use on a given DC */
40 inline static Display *get_display( HDC hdc )
43 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
45 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
46 sizeof(display), (LPSTR)&display )) display = NULL;
50 /* Memory tracking and object counting */
51 static unsigned int emulated_textureram = 64*1024*1024;
53 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
54 /* enable pbuffer support for offscreen textures */
55 BOOL pbuffer_support = FALSE;
56 /* allocate one pbuffer per surface */
57 BOOL pbuffer_per_surface = FALSE;
59 /* static function declarations */
60 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
62 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
65 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
67 #define D3DCREATEOBJECTINSTANCE(object, type) { \
68 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
69 D3DMEMCHECK(object, pp##type); \
70 object->lpVtbl = &IWineD3D##type##_Vtbl; \
71 object->wineD3DDevice = This; \
72 object->parent = parent; \
74 *pp##type = (IWineD3D##type *) object; \
77 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
78 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
79 D3DMEMCHECK(object, pp##type); \
80 object->lpVtbl = &IWineD3D##type##_Vtbl; \
81 object->resource.wineD3DDevice = This; \
82 object->resource.parent = parent; \
83 object->resource.resourceType = d3dtype; \
84 object->resource.ref = 1; \
85 object->resource.pool = Pool; \
86 object->resource.format = Format; \
87 object->resource.usage = Usage; \
88 object->resource.size = _size; \
89 /* Check that we have enough video ram left */ \
90 if (Pool == D3DPOOL_DEFAULT) { \
91 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
92 WARN("Out of 'bogus' video memory\n"); \
93 HeapFree(GetProcessHeap(), 0, object); \
95 return D3DERR_OUTOFVIDEOMEMORY; \
97 globalChangeGlRam(_size); \
99 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == D3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
100 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != D3DPOOL_DEFAULT) { \
101 FIXME("Out of memory!\n"); \
102 HeapFree(GetProcessHeap(), 0, object); \
104 return D3DERR_OUTOFVIDEOMEMORY; \
106 *pp##type = (IWineD3D##type *) object; \
107 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
108 TRACE("(%p) : Created resource %p\n", This, object); \
111 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
112 _basetexture.levels = Levels; \
113 _basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
114 _basetexture.LOD = 0; \
115 _basetexture.dirty = TRUE; \
118 /**********************************************************
119 * Global variable / Constants follow
120 **********************************************************/
121 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
123 /**********************************************************
124 * Utility functions follow
125 **********************************************************/
126 /* Convert the D3DLIGHT properties into equivalent gl lights */
127 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
130 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
133 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
134 glMatrixMode(GL_MODELVIEW);
136 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
139 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
140 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
141 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
142 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
143 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
144 checkGLcall("glLightfv");
147 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
148 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
149 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
150 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
151 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
152 checkGLcall("glLightfv");
155 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
156 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
157 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
158 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
159 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
160 checkGLcall("glLightfv");
162 /* Attenuation - Are these right? guessing... */
163 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
164 checkGLcall("glLightf");
165 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
166 checkGLcall("glLightf");
168 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) != 0) {
169 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
171 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
174 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
175 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
176 checkGLcall("glLightf");
178 switch (lightInfo->OriginalParms.Type) {
181 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
182 checkGLcall("glLightfv");
183 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
184 checkGLcall("glLightf");
190 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
191 checkGLcall("glLightfv");
193 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
194 checkGLcall("glLightfv");
195 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
196 checkGLcall("glLightf");
197 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
198 checkGLcall("glLightf");
202 case D3DLIGHT_DIRECTIONAL:
204 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
205 checkGLcall("glLightfv");
206 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
207 checkGLcall("glLightf");
208 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
209 checkGLcall("glLightf");
213 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
216 /* Restore the modelview matrix */
220 /* Apply the current values to the specified texture stage */
221 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
222 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
230 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
231 clamping, MIPLOD, etc. This will work for up to 16 samplers.
234 if (Sampler >= GL_LIMITS(samplers)) {
235 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
238 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
239 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
241 GLACTIVETEXTURE(Sampler);
243 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
244 } else if (Sampler > 0) {
245 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
249 /* TODO: change this to a lookup table
250 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
251 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
252 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
253 especially when there are a number of groups of states. */
255 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
257 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
258 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
259 /* these are the only two supported states that need to be applied */
260 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
261 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
262 #if 0 /* not supported at the moment */
263 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
264 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
265 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
266 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
267 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
268 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
269 APPLY_STATE(WINED3DTSS_RESULTARG);
270 APPLY_STATE(WINED3DTSS_CONSTANT);
272 /* a quick sanity check in case someone forgot to update this function */
273 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
274 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
278 /* apply any sampler states that always need applying */
279 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
280 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
281 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
282 GL_TEXTURE_LOD_BIAS_EXT,
284 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
287 /* Note the D3DRS value applies to all textures, but GL has one
288 * per texture, so apply it now ready to be used!
290 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
291 /* Set the default alpha blend color */
292 glBlendColor(col[0], col[1], col[2], col[3]);
293 checkGLcall("glBlendColor");
295 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
296 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
297 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
299 /* TODO: NV_POINT_SPRITE */
300 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
301 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
302 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
303 glDisable(GL_POINT_SMOOTH);
305 /* Centre the texture on the vertex */
306 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
307 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
309 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
310 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
311 checkGLcall("glTexEnvf(...)");
312 VTRACE("glEnable( GL_POINT_SPRITE_ARB )\n");
313 glEnable( GL_POINT_SPRITE_ARB );
314 checkGLcall("glEnable(...)");
316 VTRACE("glDisable( GL_POINT_SPRITE_ARB )\n");
317 glDisable( GL_POINT_SPRITE_ARB );
318 checkGLcall("glEnable(...)");
322 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332 /* FIXME: This needs to extend an IWineD3DBaseObject */
334 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335 if (IsEqualGUID(riid, &IID_IUnknown)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
342 return E_NOINTERFACE;
345 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
346 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
353 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355 ULONG refCount = InterlockedDecrement(&This->ref);
357 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
360 /* TODO: Clean up all the surfaces and textures! */
361 /* FIXME: Create targets and state blocks in d3d8 */
362 if (((IWineD3DImpl *)This->wineD3D)->dxVersion > 8) { /*We don't create a state block in d3d8 yet*/
363 /* NOTE: You must release the parent if the object was created via a callback
364 ** ***************************/
365 /* TODO: this is exactly the same as required by _Reset.., so at some point we need to move the code so that is can be called by reset add release... */
366 /* Release all of the swapchains, except the implicit swapchain */
367 IUnknown* stencilBufferParent;
368 IUnknown* swapChainParent;
370 /* NOTE: Don't release swapchain 0 here, it's 'special' */
371 SwapChainList *nextSwapchain = This->swapchains;
372 if (nextSwapchain != NULL) {
373 nextSwapchain = nextSwapchain->next;
375 WARN("Expected to find the implicit swapchain\n");
378 /* release all the other swapchains */
379 while (nextSwapchain != NULL) {
380 SwapChainList *prevSwapchain = nextSwapchain;
381 nextSwapchain = nextSwapchain->next;
382 IWineD3DSwapChain_Release(prevSwapchain->swapchain);
383 /* NOTE: no need to free the list element, it will be done by the release callback
384 HeapFree(GetProcessHeap(), 0, prevSwapchain); */
386 /* Release the buffers (with sanity checks)*/
387 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
388 if(This->depthStencilBuffer != This->stencilBufferTarget)
389 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
391 This->stencilBufferTarget = NULL;
393 if(IWineD3DSurface_Release(This->renderTarget) >0){
394 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
396 This->renderTarget = NULL;
398 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
399 IUnknown_Release(stencilBufferParent); /* once for the get parent */
400 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
401 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
403 This->depthStencilBuffer = NULL;
405 /* Release the update stateblock */
406 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
407 if(This->updateStateBlock != This->stateBlock)
408 FIXME("(%p) Something's still holding the Update stateblock\n",This);
410 This->updateStateBlock = NULL;
411 { /* because were not doing proper internal refcounts releasing the primary state block
412 causes recursion with the extra checks in ResourceReleased, to avoid this we have
413 to set this->stateBlock = NULL; first */
414 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
415 This->stateBlock = NULL;
417 /* Release the stateblock */
418 if(IWineD3DStateBlock_Release(stateBlock) > 0){
419 FIXME("(%p) Something's still holding the Update stateblock\n",This);
423 if (This->swapchains != NULL) {
424 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
425 IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
426 IUnknown_Release(swapChainParent); /* once for the get parent */
427 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
428 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
432 if (This->resources != NULL ) {
433 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
435 #if 0 /* TODO: Dump a list of all the resources still bound */
436 dumpResources(This->resources);
438 /* TODO: set the resources to a lost state */
442 IWineD3D_Release(This->wineD3D);
443 This->wineD3D = NULL;
444 HeapFree(GetProcessHeap(), 0, This);
445 TRACE("Freed device %p\n", This);
451 /**********************************************************
452 * IWineD3DDevice implementation follows
453 **********************************************************/
454 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
455 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
456 *pParent = This->parent;
457 IUnknown_AddRef(This->parent);
461 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
462 DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
465 IWineD3DVertexBufferImpl *object;
466 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
467 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, D3DRTYPE_VERTEXBUFFER, Size)
470 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
471 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
475 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
476 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
481 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
482 WINED3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
483 HANDLE *sharedHandle, IUnknown *parent) {
484 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
485 IWineD3DIndexBufferImpl *object;
486 TRACE("(%p) Creating index buffer\n", This);
488 /* Allocate the storage for the device */
489 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,D3DRTYPE_INDEXBUFFER, Length)
492 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
493 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
496 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
497 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
498 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
503 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
506 IWineD3DStateBlockImpl *object;
509 D3DCREATEOBJECTINSTANCE(object, StateBlock)
510 object->blockType = Type;
512 /* Special case - Used during initialization to produce a placeholder stateblock
513 so other functions called can update a state block */
514 if (Type == WINED3DSBT_INIT) {
515 /* Don't bother increasing the reference count otherwise a device will never
516 be freed due to circular dependencies */
520 /* Otherwise, might as well set the whole state block to the appropriate values */
521 if ( This->stateBlock != NULL) {
522 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
524 memset(object->streamFreq, 1, sizeof(object->streamFreq));
527 /* Reset the ref and type after kludging it */
528 object->wineD3DDevice = This;
530 object->blockType = Type;
532 TRACE("Updating changed flags appropriate for type %d\n", Type);
534 if (Type == WINED3DSBT_ALL) {
536 TRACE("ALL => Pretend everything has changed\n");
537 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
538 } else if (Type == WINED3DSBT_PIXELSTATE) {
540 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
541 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
543 object->changed.pixelShader = TRUE;
545 /* Pixel Shader Constants */
546 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
547 object->changed.pixelShaderConstants[i] = TRUE;
549 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
550 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
552 for (j = 0; j < GL_LIMITS(textures); j++) {
553 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
554 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
557 for (j = 0 ; j < 16; j++) {
558 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
560 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
564 } else if (Type == WINED3DSBT_VERTEXSTATE) {
566 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
567 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
569 object->changed.vertexShader = TRUE;
571 /* Vertex Shader Constants */
572 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
573 object->changed.vertexShaderConstants[i] = TRUE;
575 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
576 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
578 for (j = 0; j < GL_LIMITS(textures); j++) {
579 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
580 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
583 for (j = 0 ; j < 16; j++){
584 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
585 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
589 /* Duplicate light chain */
591 PLIGHTINFOEL *src = NULL;
592 PLIGHTINFOEL *dst = NULL;
593 PLIGHTINFOEL *newEl = NULL;
594 src = This->stateBlock->lights;
595 object->lights = NULL;
599 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
600 if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
601 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
603 newEl->changed = TRUE;
604 newEl->enabledChanged = TRUE;
606 object->lights = newEl;
617 FIXME("Unrecognized state block type %d\n", Type);
620 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
625 /* ************************************
627 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
630 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
632 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
634 ******************************** */
636 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,D3DRESOURCETYPE Type, DWORD Usage, D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, IUnknown *parent) {
637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
638 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
639 unsigned int pow2Width, pow2Height;
640 unsigned int Size = 1;
641 TRACE("(%p) Create surface\n",This);
643 /** FIXME: Check ranges on the inputs are valid
646 * [in] Quality level. The valid range is between zero and one less than the level
647 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
648 * Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality
649 * values of paired render targets, depth stencil surfaces, and the MultiSample type
651 *******************************/
656 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
658 * If this flag is set, the contents of the depth stencil buffer will be
659 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
660 * with a different depth surface.
662 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
663 ***************************/
665 if(MultisampleQuality < 0) {
666 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
667 return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
670 if(MultisampleQuality > 0) {
671 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
672 MultisampleQuality=0;
675 /** FIXME: Check that the format is supported
677 *******************************/
679 /* Non-power2 support */
681 /* Find the nearest pow2 match */
682 pow2Width = pow2Height = 1;
683 while (pow2Width < Width) pow2Width <<= 1;
684 while (pow2Height < Height) pow2Height <<= 1;
686 if (pow2Width > Width || pow2Height > Height) {
687 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
688 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
689 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
690 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
691 This, Width, Height);
692 return D3DERR_NOTAVAILABLE;
696 /** Check against the maximum texture sizes supported by the video card **/
697 if (pow2Width > GL_LIMITS(texture_size) || pow2Height > GL_LIMITS(texture_size)) {
698 /* one of three options
699 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
700 2: Set the texture to the maxium size (bad idea)
701 3: WARN and return D3DERR_NOTAVAILABLE;
703 WARN("(%p) Application requested a surface w %d, h %d, but the graphics card only supports %d\n", This, Width, Height, GL_LIMITS(texture_size));
704 return D3DERR_NOTAVAILABLE;
709 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
710 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
712 *********************************/
713 if (WINED3DFMT_UNKNOWN == Format) {
715 } else if (Format == WINED3DFMT_DXT1) {
716 /* DXT1 is half byte per pixel */
717 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
719 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
720 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
721 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
723 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
726 /** Create and initialise the surface resource **/
727 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE, Size)
728 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, (IWineD3DBase *)This);
730 object->currentDesc.Width = Width;
731 object->currentDesc.Height = Height;
732 object->currentDesc.MultiSampleType = MultiSample;
733 object->currentDesc.MultiSampleQuality = MultisampleQuality;
735 /* Setup some glformat defaults */
736 if (WINED3DFMT_UNKNOWN != Format) {
737 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
738 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
739 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
741 object->glDescription.glFormat = 0;
742 object->glDescription.glFormatInternal = 0;
743 object->glDescription.glType = 0;
746 object->glDescription.textureName = 0;
747 object->glDescription.level = Level;
748 object->glDescription.target = GL_TEXTURE_2D;
751 object->pow2Width = pow2Width;
752 object->pow2Height = pow2Height;
753 object->nonpow2 = (pow2Width != Width || pow2Height != Height) ? TRUE : FALSE;
754 object->discard = Discard;
755 object->activeLock = FALSE;
757 if (WINED3DFMT_UNKNOWN != Format) {
758 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
759 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
761 object->bytesPerPixel = 0;
762 object->pow2Size = 0;
765 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
767 TRACE("Pool %d %d %d %d",Pool, D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM);
769 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
770 * this function is too deap to need to care about things like this.
771 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
772 * ****************************************/
774 case D3DPOOL_SCRATCH:
775 if(Lockable == FALSE)
776 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
777 which are mutually exclusive, setting lockable to true\n");
780 case D3DPOOL_SYSTEMMEM:
781 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
782 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
783 case D3DPOOL_MANAGED:
784 if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
785 Usage of DYNAMIC which are mutually exclusive, not doing \
786 anything just telling you.\n");
788 case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
789 if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
790 && !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
791 FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
794 FIXME("(%p) Unknown pool %d\n", This, Pool);
798 if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
799 FIXME("Trying to create a render target that isn't in the default pool\n");
803 object->locked = FALSE;
804 object->lockable = (WINED3DFMT_D16_LOCKABLE == Format) ? TRUE : Lockable;
806 /* mark the texture as dirty so that it get's loaded first time around*/
807 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
808 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
809 This, Width, Height, Format, debug_d3dformat(Format),
810 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
815 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
816 DWORD Usage, WINED3DFORMAT Format, D3DPOOL Pool,
817 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
818 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
820 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
821 IWineD3DTextureImpl *object;
826 unsigned int pow2Width = Width;
827 unsigned int pow2Height = Height;
830 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
832 /* TODO: It should only be possible to create textures for formats
833 that are reported as supported */
834 if (WINED3DFMT_UNKNOWN >= Format) {
835 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
836 return D3DERR_INVALIDCALL;
839 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE, 0);
840 D3DINITIALIZEBASETEXTURE(object->baseTexture);
841 object->width = Width;
842 object->height = Height;
844 /** Non-power2 support **/
845 /* Find the nearest pow2 match */
846 pow2Width = pow2Height = 1;
847 while (pow2Width < Width) pow2Width <<= 1;
848 while (pow2Height < Height) pow2Height <<= 1;
850 /** FIXME: add support for real non-power-two if it's provided by the video card **/
851 /* Precalculated scaling for 'faked' non power of two texture coords */
852 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
853 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
854 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
856 /* Calculate levels for mip mapping */
858 TRACE("calculating levels %d\n", object->baseTexture.levels);
859 object->baseTexture.levels++;
862 while (tmpW > 1 && tmpH > 1) {
863 tmpW = max(1, tmpW >> 1);
864 tmpH = max(1, tmpH >> 1);
865 object->baseTexture.levels++;
867 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
870 /* Generate all the surfaces */
873 for (i = 0; i < object->baseTexture.levels; i++)
875 /* use the callback to create the texture surface */
876 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
879 FIXME("Failed to create surface %p\n", object);
881 for (j = 0 ; j < i ; j++) {
882 IWineD3DSurface_Release(object->surfaces[j]);
884 /* heap free object */
885 HeapFree(GetProcessHeap(), 0, object);
891 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
892 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
893 /* calculate the next mipmap level */
894 tmpW = max(1, tmpW >> 1);
895 tmpH = max(1, tmpH >> 1);
898 TRACE("(%p) : Created texture %p\n", This, object);
902 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
903 UINT Width, UINT Height, UINT Depth,
904 UINT Levels, DWORD Usage,
905 WINED3DFORMAT Format, D3DPOOL Pool,
906 IWineD3DVolumeTexture **ppVolumeTexture,
907 HANDLE *pSharedHandle, IUnknown *parent,
908 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
910 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
911 IWineD3DVolumeTextureImpl *object;
917 /* TODO: It should only be possible to create textures for formats
918 that are reported as supported */
919 if (WINED3DFMT_UNKNOWN >= Format) {
920 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
921 return D3DERR_INVALIDCALL;
924 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE, 0);
925 D3DINITIALIZEBASETEXTURE(object->baseTexture);
927 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
928 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
930 object->width = Width;
931 object->height = Height;
932 object->depth = Depth;
934 /* Calculate levels for mip mapping */
936 object->baseTexture.levels++;
940 while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
941 tmpW = max(1, tmpW >> 1);
942 tmpH = max(1, tmpH >> 1);
943 tmpD = max(1, tmpD >> 1);
944 object->baseTexture.levels++;
946 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
949 /* Generate all the surfaces */
954 for (i = 0; i < object->baseTexture.levels; i++)
956 /* Create the volume */
957 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
958 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
960 /* Set it's container to this object */
961 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
963 /* calcualte the next mipmap level */
964 tmpW = max(1, tmpW >> 1);
965 tmpH = max(1, tmpH >> 1);
966 tmpD = max(1, tmpD >> 1);
969 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
970 TRACE("(%p) : Created volume texture %p\n", This, object);
974 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
975 UINT Width, UINT Height, UINT Depth,
977 WINED3DFORMAT Format, D3DPOOL Pool,
978 IWineD3DVolume** ppVolume,
979 HANDLE* pSharedHandle, IUnknown *parent) {
981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
982 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
984 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, D3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
986 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
987 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
989 object->currentDesc.Width = Width;
990 object->currentDesc.Height = Height;
991 object->currentDesc.Depth = Depth;
992 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
994 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
995 object->lockable = TRUE;
996 object->locked = FALSE;
997 memset(&object->lockedBox, 0, sizeof(D3DBOX));
998 object->dirty = TRUE;
1000 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1003 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1004 UINT Levels, DWORD Usage,
1005 WINED3DFORMAT Format, D3DPOOL Pool,
1006 IWineD3DCubeTexture **ppCubeTexture,
1007 HANDLE *pSharedHandle, IUnknown *parent,
1008 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1011 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1015 unsigned int pow2EdgeLength = EdgeLength;
1017 /* TODO: It should only be possible to create textures for formats
1018 that are reported as supported */
1019 if (WINED3DFMT_UNKNOWN >= Format) {
1020 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1021 return D3DERR_INVALIDCALL;
1024 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE, 0);
1025 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1027 TRACE("(%p) Create Cube Texture\n", This);
1029 /** Non-power2 support **/
1031 /* Find the nearest pow2 match */
1033 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1035 object->edgeLength = EdgeLength;
1036 /* TODO: support for native non-power 2 */
1037 /* Precalculated scaling for 'faked' non power of two texture coords */
1038 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1040 /* Calculate levels for mip mapping */
1042 object->baseTexture.levels++;
1045 tmpW = max(1, tmpW >> 1);
1046 object->baseTexture.levels++;
1048 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1051 /* Generate all the surfaces */
1053 for (i = 0; i < object->baseTexture.levels; i++) {
1055 /* Create the 6 faces */
1056 for (j = 0; j < 6; j++) {
1058 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1059 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1065 for (l = 0; l < j; l++) {
1066 IWineD3DSurface_Release(object->surfaces[j][i]);
1068 for (k = 0; k < i; k++) {
1069 for (l = 0; l < 6; l++) {
1070 IWineD3DSurface_Release(object->surfaces[l][j]);
1074 FIXME("(%p) Failed to create surface\n",object);
1075 HeapFree(GetProcessHeap(),0,object);
1076 *ppCubeTexture = NULL;
1079 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1080 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1082 tmpW = max(1, tmpW >> 1);
1085 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1086 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1090 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1092 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1094 if (NULL == ppQuery) {
1095 /* Just a check to see if we support this type of query */
1096 HRESULT hr = D3DERR_NOTAVAILABLE;
1097 /* Lie and say everything is good (we can return ok fake data from a stub) */
1099 case WINED3DQUERYTYPE_VCACHE:
1100 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1101 case WINED3DQUERYTYPE_VERTEXSTATS:
1102 case WINED3DQUERYTYPE_EVENT:
1103 case WINED3DQUERYTYPE_TIMESTAMP:
1104 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1105 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1106 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1107 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1108 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1109 case WINED3DQUERYTYPE_PIXELTIMINGS:
1110 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1111 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1113 case WINED3DQUERYTYPE_OCCLUSION:
1114 TRACE("(%p) occlusion query\n", This);
1115 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1119 FIXME("(%p) Unhandled query type %d\n",This , Type);
1121 FIXME("(%p) : Stub request for query type %d returned %ld\n", This, Type, hr);
1125 D3DCREATEOBJECTINSTANCE(object, Query)
1126 object->type = Type;
1127 /* allocated the 'extended' data based on the type of query requested */
1129 case D3DQUERYTYPE_OCCLUSION:
1130 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1131 TRACE("(%p) Allocating data for an occlusion query\n", This);
1132 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1135 case D3DQUERYTYPE_VCACHE:
1136 case D3DQUERYTYPE_RESOURCEMANAGER:
1137 case D3DQUERYTYPE_VERTEXSTATS:
1138 case D3DQUERYTYPE_EVENT:
1139 case D3DQUERYTYPE_TIMESTAMP:
1140 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1141 case D3DQUERYTYPE_TIMESTAMPFREQ:
1142 case D3DQUERYTYPE_PIPELINETIMINGS:
1143 case D3DQUERYTYPE_INTERFACETIMINGS:
1144 case D3DQUERYTYPE_VERTEXTIMINGS:
1145 case D3DQUERYTYPE_PIXELTIMINGS:
1146 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1147 case D3DQUERYTYPE_CACHEUTILIZATION:
1149 object->extendedData = 0;
1150 FIXME("(%p) Unhandled query type %d\n",This , Type);
1152 TRACE("(%p) : Created Query %p\n", This, object);
1156 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1157 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1159 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1160 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1164 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1166 XVisualInfo template;
1167 GLXContext oldContext;
1168 Drawable oldDrawable;
1169 HRESULT hr = D3D_OK;
1171 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1173 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1174 * does a device hold a reference to a swap chain giving them a lifetime of the device
1175 * or does the swap chain notify the device of its destruction.
1176 *******************************/
1178 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1180 /* Initialize other useful values */
1181 object->presentParms.BackBufferCount = 1; /* TODO:? support for gl_aux buffers */
1183 /*********************
1184 * Lookup the window Handle and the relating X window handle
1185 ********************/
1187 /* Setup hwnd we are using, plus which display this equates to */
1188 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1189 if (!object->win_handle) {
1190 object->win_handle = This->createParms.hFocusWindow;
1193 object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window" );
1194 hDc = GetDC(object->win_handle);
1195 object->display = get_display(hDc);
1196 ReleaseDC(object->win_handle, hDc);
1197 TRACE("Using a display of %p %p\n", object->display, hDc);
1199 if (NULL == object->display || NULL == hDc) {
1200 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1201 return D3DERR_NOTAVAILABLE;
1204 if (object->win == 0) {
1205 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1206 return D3DERR_NOTAVAILABLE;
1209 * Create an opengl context for the display visual
1210 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1211 * use different properties after that point in time. FIXME: How to handle when requested format
1212 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1213 * it chooses is identical to the one already being used!
1214 **********************************/
1216 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1219 /* Create a new context for this swapchain */
1220 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1221 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1222 (or the best possible if none is requested) */
1223 TRACE("Found x visual ID : %ld\n", template.visualid);
1225 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1226 if (NULL == object->visInfo) {
1227 ERR("cannot really get XVisual\n");
1229 return D3DERR_NOTAVAILABLE;
1232 /* Write out some debug info about the visual/s */
1233 TRACE("Using x visual ID : %ld\n", template.visualid);
1234 TRACE(" visual info: %p\n", object->visInfo);
1235 TRACE(" num items : %d\n", num);
1236 for (n = 0;n < num; n++) {
1237 TRACE("=====item=====: %d\n", n + 1);
1238 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1239 TRACE(" screen : %d\n", object->visInfo[n].screen);
1240 TRACE(" depth : %u\n", object->visInfo[n].depth);
1241 TRACE(" class : %d\n", object->visInfo[n].class);
1242 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1243 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1244 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1245 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1246 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1247 /* log some extra glx info */
1248 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1249 TRACE(" gl_aux_buffers : %d\n", value);
1250 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1251 TRACE(" gl_buffer_size : %d\n", value);
1252 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1253 TRACE(" gl_red_size : %d\n", value);
1254 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1255 TRACE(" gl_green_size : %d\n", value);
1256 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1257 TRACE(" gl_blue_size : %d\n", value);
1258 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1259 TRACE(" gl_alpha_size : %d\n", value);
1260 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1261 TRACE(" gl_depth_size : %d\n", value);
1262 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1263 TRACE(" gl_stencil_size : %d\n", value);
1265 /* Now choose a simila visual ID*/
1267 #ifdef USE_CONTEXT_MANAGER
1269 /** TODO: use a context mamager **/
1273 IWineD3DSwapChain *implSwapChain;
1274 if (D3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1275 /* The first time around we create the context that is shared with all other swapchains and render targets */
1276 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1277 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1280 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1281 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1282 /* and create a new context with the implicit swapchains context as the shared context */
1283 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1284 IWineD3DSwapChain_Release(implSwapChain);
1289 XFree(object->visInfo);
1290 object->visInfo = NULL;
1292 if (NULL == object->glCtx) {
1293 ERR("cannot create glxContext\n");
1295 return D3DERR_NOTAVAILABLE;
1299 if (object->glCtx == NULL) {
1300 ERR("Error in context creation !\n");
1301 return D3DERR_INVALIDCALL;
1303 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1304 object->win_handle, object->glCtx, object->win, object->visInfo);
1307 /*********************
1308 * Windowed / Fullscreen
1309 *******************/
1312 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1313 * so we should really check to see if there is a fullscreen swapchain already
1314 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1315 **************************************/
1317 if (!*(pPresentationParameters->Windowed)) {
1323 /* Get info on the current display setup */
1324 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1325 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1328 /* Change the display settings */
1329 memset(&devmode, 0, sizeof(DEVMODEW));
1330 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1331 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1332 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1333 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1334 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1335 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1337 /* Make popup window */
1338 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1339 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1340 *(pPresentationParameters->BackBufferWidth),
1341 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1347 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1348 * then the corresponding dimension of the client area of the hDeviceWindow
1349 * (or the focus window, if hDeviceWindow is NULL) is taken.
1350 **********************/
1352 if (*(pPresentationParameters->Windowed) &&
1353 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1354 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1357 GetClientRect(object->win_handle, &Rect);
1359 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1360 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1361 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1363 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1364 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1365 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1369 /*********************
1370 * finish off parameter initialization
1371 *******************/
1373 /* Put the correct figures in the presentation parameters */
1374 TRACE("Coppying accross presentaion paraneters\n");
1375 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1376 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1377 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1378 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1379 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1380 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1381 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1382 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1383 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1384 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1385 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1386 object->presentParms.Flags = *(pPresentationParameters->Flags);
1387 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1388 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1391 /*********************
1392 * Create the back, front and stencil buffers
1393 *******************/
1394 TRACE("calling rendertarget CB\n");
1395 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1396 object->presentParms.BackBufferWidth,
1397 object->presentParms.BackBufferHeight,
1398 object->presentParms.BackBufferFormat,
1399 object->presentParms.MultiSampleType,
1400 object->presentParms.MultiSampleQuality,
1401 TRUE /* Lockable */,
1402 &object->frontBuffer,
1403 NULL /* pShared (always null)*/);
1404 if (object->frontBuffer != NULL)
1405 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1406 TRACE("calling rendertarget CB\n");
1407 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1408 object->presentParms.BackBufferWidth,
1409 object->presentParms.BackBufferHeight,
1410 object->presentParms.BackBufferFormat,
1411 object->presentParms.MultiSampleType,
1412 object->presentParms.MultiSampleQuality,
1413 TRUE /* Lockable */,
1414 &object->backBuffer,
1415 NULL /* pShared (always null)*/);
1416 if (object->backBuffer != NULL)
1417 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1419 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1420 if (pPresentationParameters->EnableAutoDepthStencil) {
1421 TRACE("Creating depth stencil buffer\n");
1422 if (This->depthStencilBuffer == NULL ) {
1423 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1424 object->presentParms.BackBufferWidth,
1425 object->presentParms.BackBufferHeight,
1426 object->presentParms.AutoDepthStencilFormat,
1427 object->presentParms.MultiSampleType,
1428 object->presentParms.MultiSampleQuality,
1429 FALSE /* FIXME: Discard */,
1430 &This->depthStencilBuffer,
1431 NULL /* pShared (always null)*/ );
1432 if (This->depthStencilBuffer != NULL)
1433 IWineD3DSurface_SetContainer(This->depthStencilBuffer, (IWineD3DBase *)iface);
1436 /** TODO: A check on width, height and multisample types
1437 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1438 ****************************/
1439 object->wantsDepthStencilBuffer = TRUE;
1441 object->wantsDepthStencilBuffer = FALSE;
1444 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1447 /*********************
1448 * init the default renderTarget management
1449 *******************/
1450 object->drawable = object->win;
1451 object->render_ctx = object->glCtx;
1454 /*********************
1455 * Setup some defaults and clear down the buffers
1456 *******************/
1458 /** save current context and drawable **/
1459 oldContext = glXGetCurrentContext();
1460 oldDrawable = glXGetCurrentDrawable();
1462 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1463 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1464 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1466 checkGLcall("glXMakeCurrent");
1468 TRACE("Setting up the screen\n");
1469 /* Clear the screen */
1470 glClearColor(1.0, 0.0, 0.0, 0.0);
1471 checkGLcall("glClearColor");
1474 glClearStencil(0xffff);
1476 checkGLcall("glClear");
1478 glColor3f(1.0, 1.0, 1.0);
1479 checkGLcall("glColor3f");
1481 glEnable(GL_LIGHTING);
1482 checkGLcall("glEnable");
1484 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1487 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1488 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1490 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1491 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1493 /* switch back to the original context (if there was one)*/
1494 if (This->swapchains != NULL) {
1495 /** TODO: restore the context and drawable **/
1496 glXMakeCurrent(object->display, oldDrawable, oldContext);
1501 { /* Finally add the swapchain to the end of the devices' swapchain list */
1502 SwapChainList **nextSwapchain;
1503 nextSwapchain = &This->swapchains;
1504 while (*nextSwapchain != NULL) {
1505 nextSwapchain = &((*nextSwapchain)->next);
1507 (*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
1508 (*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
1510 TRACE("Set swapchain to %p\n", object);
1511 } else { /* something went wrong so clean up */
1512 IUnknown* bufferParent;
1513 if (object->frontBuffer) {
1515 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1516 IUnknown_Release(bufferParent); /* once for the get parent */
1517 if (IUnknown_Release(bufferParent) > 0) {
1518 FIXME("(%p) Something's still holding the front buffer\n",This);
1521 if (object->backBuffer) {
1522 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1523 IUnknown_Release(bufferParent); /* once for the get parent */
1524 if (IUnknown_Release(bufferParent) > 0) {
1525 FIXME("(%p) Something's still holding the back buffer\n",This);
1528 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1529 /* Clean up the context */
1530 /* check that we are the current context first (we shouldn't be though!) */
1531 if (object->glCtx != 0) {
1532 if(glXGetCurrentContext() == object->glCtx) {
1533 glXMakeCurrent(object->display, None, NULL);
1535 glXDestroyContext(object->display, object->glCtx);
1537 HeapFree(GetProcessHeap(), 0, object);
1544 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1545 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1547 unsigned int numberOfSwapChains = 0;
1548 SwapChainList *swapchain;
1550 swapchain = This->swapchains;
1551 /* itterate through the list to get a count */
1552 while (swapchain != NULL) {
1553 swapchain = swapchain->next;
1554 numberOfSwapChains++;
1557 TRACE("(%p) returning %d\n", This, numberOfSwapChains);
1558 return numberOfSwapChains;
1561 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1563 SwapChainList *swapchain;
1565 HRESULT hr = D3DERR_INVALIDCALL;
1566 swapchain = This->swapchains;
1567 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1570 TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
1571 while (i > 0 && swapchain != NULL) {
1572 swapchain = swapchain->next;
1577 FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
1579 } else if (swapchain != NULL) {
1580 /** TODO: move off to a linkesList implementation **/
1581 *pSwapChain = swapchain->swapchain;
1582 IWineD3DSwapChain_AddRef(*pSwapChain);
1586 TRACE("(%p) returning %p\n", This, *pSwapChain);
1590 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
1591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1593 FIXME("(%p) : Stub\n",This);
1599 * Vertex Declaration
1601 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1603 IWineD3DVertexDeclarationImpl *object = NULL;
1604 HRESULT hr = D3D_OK;
1605 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1606 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1609 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1614 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1615 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1616 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1617 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1618 HRESULT hr = D3D_OK;
1619 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1621 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1622 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1625 FIXME("(%p) : Failed to set the function, returning D3DERR_INVALIDCALL\n", iface);
1626 IWineD3DVertexShader_Release(*ppVertexShader);
1627 return D3DERR_INVALIDCALL;
1630 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1631 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1640 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1641 if (pDeclaration != NULL) {
1642 IWineD3DVertexDeclaration *vertexDeclaration;
1643 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1645 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1646 object->vertexDeclaration = vertexDeclaration;
1648 FIXME("(%p) : Failed to set the declaration, returning D3DERR_INVALIDCALL\n", iface);
1649 IWineD3DVertexShader_Release(*ppVertexShader);
1650 return D3DERR_INVALIDCALL;
1657 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1659 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1660 HRESULT hr = D3D_OK;
1662 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1663 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1665 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1667 WARN("(%p) : Failed to create pixel shader\n", This);
1673 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1674 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1675 *ppD3D= This->wineD3D;
1676 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1677 IWineD3D_AddRef(*ppD3D);
1681 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1682 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1683 * Into the video ram as possible and seeing how many fit
1684 * you can also get the correct initial value from via X and ATI's driver
1685 *******************/
1686 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1687 static BOOL showfixmes = TRUE;
1689 FIXME("(%p) : stub, emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1690 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1693 TRACE("(%p) : emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1694 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1695 /* videomemory is simulated videomemory + AGP memory left */
1696 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1704 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1706 HRESULT hr = D3D_OK;
1708 /* Update the current state block */
1709 This->updateStateBlock->fvf = fvf;
1710 This->updateStateBlock->changed.fvf = TRUE;
1711 This->updateStateBlock->set.fvf = TRUE;
1713 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
1716 /* clear down the vertex declaration
1717 NOTE: Axis and Allies doesn't work properly otherwise
1718 (may be a stateblock problem though!)
1720 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
1727 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
1728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1729 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
1730 *pfvf = This->stateBlock->fvf;
1735 * Get / Set Stream Source
1737 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
1738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1739 IWineD3DVertexBuffer *oldSrc;
1741 /**TODO: instance and index data, see
1742 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1744 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
1747 /* D3d9 only, but shouldn't hurt d3d8 */
1750 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1752 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1753 FIXME("stream index data not supported\n");
1755 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1756 FIXME("stream instance data not supported\n");
1760 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1762 if (StreamNumber >= MAX_STREAMS) {
1763 WARN("Stream out of range %d\n", StreamNumber);
1764 return D3DERR_INVALIDCALL;
1767 oldSrc = This->stateBlock->streamSource[StreamNumber];
1768 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
1770 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
1771 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
1772 This->updateStateBlock->streamStride[StreamNumber] = Stride;
1773 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
1774 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
1775 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
1777 /* Handle recording of state blocks */
1778 if (This->isRecordingState) {
1779 TRACE("Recording... not performing anything\n");
1783 /* Not recording... */
1784 /* Need to do a getParent and pass the reffs up */
1785 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
1786 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
1787 so for now, just count internally */
1788 if (pStreamData != NULL) {
1789 IWineD3DVertexBuffer_AddRef(pStreamData);
1791 if (oldSrc != NULL) {
1792 IWineD3DVertexBuffer_Release(oldSrc);
1798 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
1799 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1802 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
1803 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
1806 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1808 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1809 FIXME("stream index data not supported\n");
1811 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1812 FIXME("stream instance data not supported\n");
1816 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1818 if (StreamNumber >= MAX_STREAMS) {
1819 WARN("Stream out of range %d\n", StreamNumber);
1820 return D3DERR_INVALIDCALL;
1822 *pStream = This->stateBlock->streamSource[StreamNumber];
1823 *pStride = This->stateBlock->streamStride[StreamNumber];
1824 *pOffset = This->stateBlock->streamOffset[StreamNumber];
1826 if (*pStream == NULL) {
1827 FIXME("Attempting to get an empty stream %d, returning D3DERR_INVALIDCALL\n", StreamNumber);
1828 return D3DERR_INVALIDCALL;
1831 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
1835 /*Should be quite easy, just an extension of vertexdata
1837 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1839 The divider is a bit odd though
1841 VertexOffset = StartVertex / Divider * StreamStride +
1842 VertexIndex / Divider * StreamStride + StreamOffset
1845 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
1846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1848 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
1849 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
1851 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
1852 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
1853 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
1855 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
1856 FIXME("Stream indexing not fully supported\n");
1862 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
1863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1865 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
1866 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
1868 TRACE("(%p) : returning %d\n", This, *Divider);
1874 * Get / Set & Multiply Transform
1876 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
1877 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1879 /* Most of this routine, comments included copied from ddraw tree initially: */
1880 TRACE("(%p) : Transform State=%d\n", This, d3dts);
1882 /* Handle recording of state blocks */
1883 if (This->isRecordingState) {
1884 TRACE("Recording... not performing anything\n");
1885 This->updateStateBlock->changed.transform[d3dts] = TRUE;
1886 This->updateStateBlock->set.transform[d3dts] = TRUE;
1887 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
1892 * If the new matrix is the same as the current one,
1893 * we cut off any further processing. this seems to be a reasonable
1894 * optimization because as was noticed, some apps (warcraft3 for example)
1895 * tend towards setting the same matrix repeatedly for some reason.
1897 * From here on we assume that the new matrix is different, wherever it matters.
1899 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
1900 TRACE("The app is setting the same matrix over again\n");
1903 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
1907 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1908 where ViewMat = Camera space, WorldMat = world space.
1910 In OpenGL, camera and world space is combined into GL_MODELVIEW
1911 matrix. The Projection matrix stay projection matrix.
1914 /* Capture the times we can just ignore the change for now */
1915 if (d3dts == D3DTS_WORLDMATRIX(0)) {
1916 This->modelview_valid = FALSE;
1919 } else if (d3dts == D3DTS_PROJECTION) {
1920 This->proj_valid = FALSE;
1923 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
1924 /* Indexed Vertex Blending Matrices 256 -> 511 */
1925 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
1926 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
1930 /* Now we really are going to have to change a matrix */
1933 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
1934 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
1935 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
1938 /* If we are changing the View matrix, reset the light and clipping planes to the new view
1939 * NOTE: We have to reset the positions even if the light/plane is not currently
1940 * enabled, since the call to enable it will not reset the position.
1941 * NOTE2: Apparently texture transforms do NOT need reapplying
1944 PLIGHTINFOEL *lightChain = NULL;
1945 This->modelview_valid = FALSE;
1946 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
1948 glMatrixMode(GL_MODELVIEW);
1949 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1951 glLoadMatrixf((float *)lpmatrix);
1952 checkGLcall("glLoadMatrixf(...)");
1955 lightChain = This->stateBlock->lights;
1956 while (lightChain && lightChain->glIndex != -1) {
1957 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
1958 checkGLcall("glLightfv posn");
1959 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
1960 checkGLcall("glLightfv dirn");
1961 lightChain = lightChain->next;
1964 /* Reset Clipping Planes if clipping is enabled */
1965 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
1966 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
1967 checkGLcall("glClipPlane");
1971 } else { /* What was requested!?? */
1972 WARN("invalid matrix specified: %i\n", d3dts);
1975 /* Release lock, all done */
1980 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
1981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1982 TRACE("(%p) : for Transform State %d\n", This, State);
1983 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
1987 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
1988 D3DMATRIX *mat = NULL;
1991 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1992 * below means it will be recorded in a state block change, but it
1993 * works regardless where it is recorded.
1994 * If this is found to be wrong, change to StateBlock.
1996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1997 TRACE("(%p) : For state %u\n", This, State);
1999 if (State < HIGHEST_TRANSFORMSTATE)
2001 mat = &This->updateStateBlock->transforms[State];
2003 FIXME("Unhandled transform state!!\n");
2006 /* Copied from ddraw code: */
2007 temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
2008 (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
2009 temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
2010 (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
2011 temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
2012 (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
2013 temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
2014 (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
2016 temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
2017 (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
2018 temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
2019 (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
2020 temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
2021 (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
2022 temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
2023 (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
2025 temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
2026 (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
2027 temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
2028 (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
2029 temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
2030 (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
2031 temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
2032 (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
2034 temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
2035 (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
2036 temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
2037 (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
2038 temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
2039 (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
2040 temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
2041 (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
2043 /* Apply change via set transform - will reapply to eg. lights this way */
2044 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2049 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2051 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2052 you can reference any indexes you want as long as that number max are enabled at any
2053 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2054 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2055 but when recording, just build a chain pretty much of commands to be replayed. */
2057 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2059 PLIGHTINFOEL *object, *temp;
2061 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2062 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2064 /* If recording state block, just add to end of lights chain */
2065 if (This->isRecordingState) {
2066 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2067 if (NULL == object) {
2068 return D3DERR_OUTOFVIDEOMEMORY;
2070 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2071 object->OriginalIndex = Index;
2072 object->glIndex = -1;
2073 object->changed = TRUE;
2075 /* Add to the END of the chain of lights changes to be replayed */
2076 if (This->updateStateBlock->lights == NULL) {
2077 This->updateStateBlock->lights = object;
2079 temp = This->updateStateBlock->lights;
2080 while (temp->next != NULL) temp=temp->next;
2081 temp->next = object;
2083 TRACE("Recording... not performing anything more\n");
2087 /* Ok, not recording any longer so do real work */
2088 object = This->stateBlock->lights;
2089 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2091 /* If we didn't find it in the list of lights, time to add it */
2092 if (object == NULL) {
2093 PLIGHTINFOEL *insertAt,*prevPos;
2095 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2096 if (NULL == object) {
2097 return D3DERR_OUTOFVIDEOMEMORY;
2099 object->OriginalIndex = Index;
2100 object->glIndex = -1;
2102 /* Add it to the front of list with the idea that lights will be changed as needed
2103 BUT after any lights currently assigned GL indexes */
2104 insertAt = This->stateBlock->lights;
2106 while (insertAt != NULL && insertAt->glIndex != -1) {
2108 insertAt = insertAt->next;
2111 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2112 This->stateBlock->lights = object;
2113 } else if (insertAt == NULL) { /* End of list */
2114 prevPos->next = object;
2115 object->prev = prevPos;
2116 } else { /* Middle of chain */
2117 if (prevPos == NULL) {
2118 This->stateBlock->lights = object;
2120 prevPos->next = object;
2122 object->prev = prevPos;
2123 object->next = insertAt;
2124 insertAt->prev = object;
2128 /* Initialize the object */
2129 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2130 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2131 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2132 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2133 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2134 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2135 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2137 /* Save away the information */
2138 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2140 switch (pLight->Type) {
2141 case D3DLIGHT_POINT:
2143 object->lightPosn[0] = pLight->Position.x;
2144 object->lightPosn[1] = pLight->Position.y;
2145 object->lightPosn[2] = pLight->Position.z;
2146 object->lightPosn[3] = 1.0f;
2147 object->cutoff = 180.0f;
2151 case D3DLIGHT_DIRECTIONAL:
2153 object->lightPosn[0] = -pLight->Direction.x;
2154 object->lightPosn[1] = -pLight->Direction.y;
2155 object->lightPosn[2] = -pLight->Direction.z;
2156 object->lightPosn[3] = 0.0;
2157 object->exponent = 0.0f;
2158 object->cutoff = 180.0f;
2163 object->lightPosn[0] = pLight->Position.x;
2164 object->lightPosn[1] = pLight->Position.y;
2165 object->lightPosn[2] = pLight->Position.z;
2166 object->lightPosn[3] = 1.0;
2169 object->lightDirn[0] = pLight->Direction.x;
2170 object->lightDirn[1] = pLight->Direction.y;
2171 object->lightDirn[2] = pLight->Direction.z;
2172 object->lightDirn[3] = 1.0;
2175 * opengl-ish and d3d-ish spot lights use too different models for the
2176 * light "intensity" as a function of the angle towards the main light direction,
2177 * so we only can approximate very roughly.
2178 * however spot lights are rather rarely used in games (if ever used at all).
2179 * furthermore if still used, probably nobody pays attention to such details.
2181 if (pLight->Falloff == 0) {
2184 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2186 if (rho < 0.0001) rho = 0.0001f;
2187 object->exponent = -0.3/log(cos(rho/2));
2188 object->cutoff = pLight->Phi*90/M_PI;
2194 FIXME("Unrecognized light type %d\n", pLight->Type);
2197 /* Update the live definitions if the light is currently assigned a glIndex */
2198 if (object->glIndex != -1) {
2199 setup_light(iface, object->glIndex, object);
2204 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2205 PLIGHTINFOEL *lightInfo = NULL;
2206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2207 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2209 /* Locate the light in the live lights */
2210 lightInfo = This->stateBlock->lights;
2211 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2213 if (lightInfo == NULL) {
2214 TRACE("Light information requested but light not defined\n");
2215 return D3DERR_INVALIDCALL;
2218 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2223 * Get / Set Light Enable
2224 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2226 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2227 PLIGHTINFOEL *lightInfo = NULL;
2228 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2229 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2231 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2232 if (This->isRecordingState) {
2233 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2234 if (NULL == lightInfo) {
2235 return D3DERR_OUTOFVIDEOMEMORY;
2237 lightInfo->OriginalIndex = Index;
2238 lightInfo->glIndex = -1;
2239 lightInfo->enabledChanged = TRUE;
2241 /* Add to the END of the chain of lights changes to be replayed */
2242 if (This->updateStateBlock->lights == NULL) {
2243 This->updateStateBlock->lights = lightInfo;
2245 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2246 while (temp->next != NULL) temp=temp->next;
2247 temp->next = lightInfo;
2249 TRACE("Recording... not performing anything more\n");
2253 /* Not recording... So, locate the light in the live lights */
2254 lightInfo = This->stateBlock->lights;
2255 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2257 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2258 if (lightInfo == NULL) {
2259 D3DLIGHT9 lightParms;
2260 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2261 wait until someone confirms it seems to work! */
2262 TRACE("Light enabled requested but light not defined, so defining one!\n");
2263 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2264 lightParms.Diffuse.r = 1.0;
2265 lightParms.Diffuse.g = 1.0;
2266 lightParms.Diffuse.b = 1.0;
2267 lightParms.Diffuse.a = 0.0;
2268 lightParms.Specular.r = 0.0;
2269 lightParms.Specular.g = 0.0;
2270 lightParms.Specular.b = 0.0;
2271 lightParms.Specular.a = 0.0;
2272 lightParms.Ambient.r = 0.0;
2273 lightParms.Ambient.g = 0.0;
2274 lightParms.Ambient.b = 0.0;
2275 lightParms.Ambient.a = 0.0;
2276 lightParms.Position.x = 0.0;
2277 lightParms.Position.y = 0.0;
2278 lightParms.Position.z = 0.0;
2279 lightParms.Direction.x = 0.0;
2280 lightParms.Direction.y = 0.0;
2281 lightParms.Direction.z = 1.0;
2282 lightParms.Range = 0.0;
2283 lightParms.Falloff = 0.0;
2284 lightParms.Attenuation0 = 0.0;
2285 lightParms.Attenuation1 = 0.0;
2286 lightParms.Attenuation2 = 0.0;
2287 lightParms.Theta = 0.0;
2288 lightParms.Phi = 0.0;
2289 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2291 /* Search for it again! Should be fairly quick as near head of list */
2292 lightInfo = This->stateBlock->lights;
2293 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2294 if (lightInfo == NULL) {
2295 FIXME("Adding default lights has failed dismally\n");
2296 return D3DERR_INVALIDCALL;
2300 /* OK, we now have a light... */
2301 if (Enable == FALSE) {
2303 /* If we are disabling it, check it was enabled, and
2304 still only do something if it has assigned a glIndex (which it should have!) */
2305 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2306 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2308 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2309 checkGLcall("glDisable GL_LIGHT0+Index");
2312 TRACE("Nothing to do as light was not enabled\n");
2314 lightInfo->lightEnabled = FALSE;
2317 /* We are enabling it. If it is enabled, it's really simple */
2318 if (lightInfo->lightEnabled) {
2320 TRACE("Nothing to do as light was enabled\n");
2322 /* If it already has a glIndex, it's still simple */
2323 } else if (lightInfo->glIndex != -1) {
2324 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2325 lightInfo->lightEnabled = TRUE;
2327 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2328 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2331 /* Otherwise got to find space - lights are ordered gl indexes first */
2333 PLIGHTINFOEL *bsf = NULL;
2334 PLIGHTINFOEL *pos = This->stateBlock->lights;
2335 PLIGHTINFOEL *prev = NULL;
2339 /* Try to minimize changes as much as possible */
2340 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2342 /* Try to remember which index can be replaced if necessary */
2343 if (bsf==NULL && pos->lightEnabled == FALSE) {
2344 /* Found a light we can replace, save as best replacement */
2348 /* Step to next space */
2354 /* If we have too many active lights, fail the call */
2355 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2356 FIXME("Program requests too many concurrent lights\n");
2357 return D3DERR_INVALIDCALL;
2359 /* If we have allocated all lights, but not all are enabled,
2360 reuse one which is not enabled */
2361 } else if (Index == This->maxConcurrentLights) {
2362 /* use bsf - Simply swap the new light and the BSF one */
2363 PLIGHTINFOEL *bsfNext = bsf->next;
2364 PLIGHTINFOEL *bsfPrev = bsf->prev;
2367 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2368 if (bsf->prev != NULL) {
2369 bsf->prev->next = lightInfo;
2371 This->stateBlock->lights = lightInfo;
2374 /* If not side by side, lots of chains to update */
2375 if (bsf->next != lightInfo) {
2376 lightInfo->prev->next = bsf;
2377 bsf->next->prev = lightInfo;
2378 bsf->next = lightInfo->next;
2379 bsf->prev = lightInfo->prev;
2380 lightInfo->next = bsfNext;
2381 lightInfo->prev = bsfPrev;
2385 bsf->prev = lightInfo;
2386 bsf->next = lightInfo->next;
2387 lightInfo->next = bsf;
2388 lightInfo->prev = bsfPrev;
2393 glIndex = bsf->glIndex;
2395 lightInfo->glIndex = glIndex;
2396 lightInfo->lightEnabled = TRUE;
2398 /* Finally set up the light in gl itself */
2399 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2401 setup_light(iface, glIndex, lightInfo);
2402 glEnable(GL_LIGHT0 + glIndex);
2403 checkGLcall("glEnable GL_LIGHT0 new setup");
2406 /* If we reached the end of the allocated lights, with space in the
2407 gl lights, setup a new light */
2408 } else if (pos->glIndex == -1) {
2410 /* We reached the end of the allocated gl lights, so already
2411 know the index of the next one! */
2413 lightInfo->glIndex = glIndex;
2414 lightInfo->lightEnabled = TRUE;
2416 /* In an ideal world, it's already in the right place */
2417 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2418 /* No need to move it */
2420 /* Remove this light from the list */
2421 lightInfo->prev->next = lightInfo->next;
2422 if (lightInfo->next != NULL) {
2423 lightInfo->next->prev = lightInfo->prev;
2426 /* Add in at appropriate place (inbetween prev and pos) */
2427 lightInfo->prev = prev;
2428 lightInfo->next = pos;
2430 This->stateBlock->lights = lightInfo;
2432 prev->next = lightInfo;
2435 pos->prev = lightInfo;
2439 /* Finally set up the light in gl itself */
2440 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2442 setup_light(iface, glIndex, lightInfo);
2443 glEnable(GL_LIGHT0 + glIndex);
2444 checkGLcall("glEnable GL_LIGHT0 new setup");
2453 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2455 PLIGHTINFOEL *lightInfo = NULL;
2456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2457 TRACE("(%p) : for idx(%ld)\n", This, Index);
2459 /* Locate the light in the live lights */
2460 lightInfo = This->stateBlock->lights;
2461 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2463 if (lightInfo == NULL) {
2464 TRACE("Light enabled state requested but light not defined\n");
2465 return D3DERR_INVALIDCALL;
2467 *pEnable = lightInfo->lightEnabled;
2472 * Get / Set Clip Planes
2474 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2476 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2478 /* Validate Index */
2479 if (Index >= GL_LIMITS(clipplanes)) {
2480 TRACE("Application has requested clipplane this device doesn't support\n");
2481 return D3DERR_INVALIDCALL;
2484 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2485 This->updateStateBlock->set.clipplane[Index] = TRUE;
2486 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2487 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2488 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2489 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2491 /* Handle recording of state blocks */
2492 if (This->isRecordingState) {
2493 TRACE("Recording... not performing anything\n");
2501 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2502 glMatrixMode(GL_MODELVIEW);
2504 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2506 TRACE("Clipplane [%f,%f,%f,%f]\n",
2507 This->updateStateBlock->clipplane[Index][0],
2508 This->updateStateBlock->clipplane[Index][1],
2509 This->updateStateBlock->clipplane[Index][2],
2510 This->updateStateBlock->clipplane[Index][3]);
2511 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2512 checkGLcall("glClipPlane");
2520 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2522 TRACE("(%p) : for idx %ld\n", This, Index);
2524 /* Validate Index */
2525 if (Index >= GL_LIMITS(clipplanes)) {
2526 TRACE("Application has requested clipplane this device doesn't support\n");
2527 return D3DERR_INVALIDCALL;
2530 pPlane[0] = This->stateBlock->clipplane[Index][0];
2531 pPlane[1] = This->stateBlock->clipplane[Index][1];
2532 pPlane[2] = This->stateBlock->clipplane[Index][2];
2533 pPlane[3] = This->stateBlock->clipplane[Index][3];
2538 * Get / Set Clip Plane Status
2539 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2541 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2543 FIXME("(%p) : stub\n", This);
2544 if (NULL == pClipStatus) {
2545 return D3DERR_INVALIDCALL;
2547 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2548 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2552 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2554 FIXME("(%p) : stub\n", This);
2555 if (NULL == pClipStatus) {
2556 return D3DERR_INVALIDCALL;
2558 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2559 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2564 * Get / Set Material
2565 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2567 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2568 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2570 This->updateStateBlock->changed.material = TRUE;
2571 This->updateStateBlock->set.material = TRUE;
2572 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2574 /* Handle recording of state blocks */
2575 if (This->isRecordingState) {
2576 TRACE("Recording... not performing anything\n");
2581 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2582 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2583 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2584 pMaterial->Ambient.b, pMaterial->Ambient.a);
2585 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2586 pMaterial->Specular.b, pMaterial->Specular.a);
2587 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2588 pMaterial->Emissive.b, pMaterial->Emissive.a);
2589 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2591 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2592 checkGLcall("glMaterialfv(GL_AMBIENT)");
2593 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2594 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2596 /* Only change material color if specular is enabled, otherwise it is set to black */
2597 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2598 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2599 checkGLcall("glMaterialfv(GL_SPECULAR");
2601 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2602 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2603 checkGLcall("glMaterialfv(GL_SPECULAR");
2605 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2606 checkGLcall("glMaterialfv(GL_EMISSION)");
2607 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2608 checkGLcall("glMaterialf(GL_SHININESS");
2614 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2616 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2617 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2618 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2619 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2620 pMaterial->Ambient.b, pMaterial->Ambient.a);
2621 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2622 pMaterial->Specular.b, pMaterial->Specular.a);
2623 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2624 pMaterial->Emissive.b, pMaterial->Emissive.a);
2625 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2633 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2634 UINT BaseVertexIndex) {
2635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2636 IWineD3DIndexBuffer *oldIdxs;
2638 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2639 oldIdxs = This->updateStateBlock->pIndexData;
2641 This->updateStateBlock->changed.indices = TRUE;
2642 This->updateStateBlock->set.indices = TRUE;
2643 This->updateStateBlock->pIndexData = pIndexData;
2644 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2646 /* Handle recording of state blocks */
2647 if (This->isRecordingState) {
2648 TRACE("Recording... not performing anything\n");
2652 if (NULL != pIndexData) {
2653 IWineD3DIndexBuffer_AddRef(pIndexData);
2655 if (NULL != oldIdxs) {
2656 IWineD3DIndexBuffer_Release(oldIdxs);
2661 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2662 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2664 *ppIndexData = This->stateBlock->pIndexData;
2666 /* up ref count on ppindexdata */
2668 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2669 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2670 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2672 TRACE("(%p) No index data set\n", This);
2674 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2680 * Get / Set Viewports
2682 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2685 TRACE("(%p)\n", This);
2686 This->updateStateBlock->changed.viewport = TRUE;
2687 This->updateStateBlock->set.viewport = TRUE;
2688 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2690 /* Handle recording of state blocks */
2691 if (This->isRecordingState) {
2692 TRACE("Recording... not performing anything\n");
2698 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2699 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2701 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2702 checkGLcall("glDepthRange");
2703 /* Note: GL requires lower left, DirectX supplies upper left */
2704 /* TODO: replace usage of renderTarget with context management */
2705 glViewport(pViewport->X,
2706 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2707 pViewport->Width, pViewport->Height);
2709 checkGLcall("glViewport");
2717 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2719 TRACE("(%p)\n", This);
2720 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2725 * Get / Set Render States
2726 * TODO: Verify against dx9 definitions
2728 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2731 DWORD OldValue = This->stateBlock->renderState[State];
2733 /* Simple way of referring to either a DWORD or a 4 byte float */
2739 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
2740 This->updateStateBlock->changed.renderState[State] = TRUE;
2741 This->updateStateBlock->set.renderState[State] = TRUE;
2742 This->updateStateBlock->renderState[State] = Value;
2744 /* Handle recording of state blocks */
2745 if (This->isRecordingState) {
2746 TRACE("Recording... not performing anything\n");
2753 case WINED3DRS_FILLMODE :
2754 switch ((D3DFILLMODE) Value) {
2755 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
2756 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
2757 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
2759 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
2761 checkGLcall("glPolygonMode (fillmode)");
2764 case WINED3DRS_LIGHTING :
2766 glEnable(GL_LIGHTING);
2767 checkGLcall("glEnable GL_LIGHTING");
2769 glDisable(GL_LIGHTING);
2770 checkGLcall("glDisable GL_LIGHTING");
2774 case WINED3DRS_ZENABLE :
2775 switch ((D3DZBUFFERTYPE) Value) {
2777 glDisable(GL_DEPTH_TEST);
2778 checkGLcall("glDisable GL_DEPTH_TEST");
2781 glEnable(GL_DEPTH_TEST);
2782 checkGLcall("glEnable GL_DEPTH_TEST");
2785 glEnable(GL_DEPTH_TEST);
2786 checkGLcall("glEnable GL_DEPTH_TEST");
2787 FIXME("W buffer is not well handled\n");
2790 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
2794 case WINED3DRS_CULLMODE :
2796 /* If we are culling "back faces with clockwise vertices" then
2797 set front faces to be counter clockwise and enable culling
2799 switch ((D3DCULL) Value) {
2801 glDisable(GL_CULL_FACE);
2802 checkGLcall("glDisable GL_CULL_FACE");
2805 glEnable(GL_CULL_FACE);
2806 checkGLcall("glEnable GL_CULL_FACE");
2807 if (This->renderUpsideDown) {
2809 checkGLcall("glFrontFace GL_CW");
2811 glFrontFace(GL_CCW);
2812 checkGLcall("glFrontFace GL_CCW");
2814 glCullFace(GL_BACK);
2817 glEnable(GL_CULL_FACE);
2818 checkGLcall("glEnable GL_CULL_FACE");
2819 if (This->renderUpsideDown) {
2820 glFrontFace(GL_CCW);
2821 checkGLcall("glFrontFace GL_CCW");
2824 checkGLcall("glFrontFace GL_CW");
2826 glCullFace(GL_BACK);
2829 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
2833 case WINED3DRS_SHADEMODE :
2834 switch ((D3DSHADEMODE) Value) {
2836 glShadeModel(GL_FLAT);
2837 checkGLcall("glShadeModel");
2839 case D3DSHADE_GOURAUD:
2840 glShadeModel(GL_SMOOTH);
2841 checkGLcall("glShadeModel");
2843 case D3DSHADE_PHONG:
2844 FIXME("D3DSHADE_PHONG isn't supported?\n");
2847 return D3DERR_INVALIDCALL;
2849 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
2853 case WINED3DRS_DITHERENABLE :
2855 glEnable(GL_DITHER);
2856 checkGLcall("glEnable GL_DITHER");
2858 glDisable(GL_DITHER);
2859 checkGLcall("glDisable GL_DITHER");
2863 case WINED3DRS_ZWRITEENABLE :
2866 checkGLcall("glDepthMask");
2869 checkGLcall("glDepthMask");
2873 case WINED3DRS_ZFUNC :
2875 int glParm = GL_LESS;
2877 switch ((D3DCMPFUNC) Value) {
2878 case D3DCMP_NEVER: glParm=GL_NEVER; break;
2879 case D3DCMP_LESS: glParm=GL_LESS; break;
2880 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
2881 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
2882 case D3DCMP_GREATER: glParm=GL_GREATER; break;
2883 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
2884 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
2885 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
2887 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2889 glDepthFunc(glParm);
2890 checkGLcall("glDepthFunc");
2894 case WINED3DRS_AMBIENT :
2897 D3DCOLORTOGLFLOAT4(Value, col);
2898 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
2899 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
2900 checkGLcall("glLightModel for MODEL_AMBIENT");
2905 case WINED3DRS_ALPHABLENDENABLE :
2908 checkGLcall("glEnable GL_BLEND");
2910 glDisable(GL_BLEND);
2911 checkGLcall("glDisable GL_BLEND");
2915 case WINED3DRS_SRCBLEND :
2916 case WINED3DRS_DESTBLEND :
2918 int newVal = GL_ZERO;
2920 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
2921 case D3DBLEND_ONE : newVal = GL_ONE; break;
2922 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
2923 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
2924 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
2925 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
2926 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
2927 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
2928 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
2929 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
2930 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
2932 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
2933 This->srcBlend = newVal;
2934 This->dstBlend = newVal;
2937 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
2938 This->srcBlend = newVal;
2939 This->dstBlend = newVal;
2942 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
2945 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
2946 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
2947 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
2948 glBlendFunc(This->srcBlend, This->dstBlend);
2950 checkGLcall("glBlendFunc");
2954 case WINED3DRS_ALPHATESTENABLE :
2956 glEnable(GL_ALPHA_TEST);
2957 checkGLcall("glEnable GL_ALPHA_TEST");
2959 glDisable(GL_ALPHA_TEST);
2960 checkGLcall("glDisable GL_ALPHA_TEST");
2964 case WINED3DRS_ALPHAFUNC :
2966 int glParm = GL_LESS;
2967 float ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
2969 switch ((D3DCMPFUNC) Value) {
2970 case D3DCMP_NEVER: glParm = GL_NEVER; break;
2971 case D3DCMP_LESS: glParm = GL_LESS; break;
2972 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
2973 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
2974 case D3DCMP_GREATER: glParm = GL_GREATER; break;
2975 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
2976 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
2977 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
2979 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2981 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2982 glAlphaFunc(glParm, ref);
2983 This->alphafunc = glParm;
2984 checkGLcall("glAlphaFunc");
2988 case WINED3DRS_ALPHAREF :
2990 int glParm = This->alphafunc;
2993 ref = ((float) Value) / 255.0f;
2994 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2995 glAlphaFunc(glParm, ref);
2996 checkGLcall("glAlphaFunc");
3000 case WINED3DRS_CLIPPLANEENABLE :
3001 case WINED3DRS_CLIPPING :
3003 /* Ensure we only do the changed clip planes */
3004 DWORD enable = 0xFFFFFFFF;
3005 DWORD disable = 0x00000000;
3007 /* If enabling / disabling all */
3008 if (State == WINED3DRS_CLIPPING) {
3010 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3013 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3017 enable = Value & ~OldValue;
3018 disable = ~Value & OldValue;
3021 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3022 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3023 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3024 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3025 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3026 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3028 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3029 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3030 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3031 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3032 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3033 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3035 /** update clipping status */
3037 This->stateBlock->clip_status.ClipUnion = 0;
3038 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3040 This->stateBlock->clip_status.ClipUnion = 0;
3041 This->stateBlock->clip_status.ClipIntersection = 0;
3046 case WINED3DRS_BLENDOP :
3048 int glParm = GL_FUNC_ADD;
3050 switch ((D3DBLENDOP) Value) {
3051 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3052 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3053 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3054 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3055 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3057 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3059 TRACE("glBlendEquation(%x)\n", glParm);
3060 glBlendEquation(glParm);
3061 checkGLcall("glBlendEquation");
3065 case WINED3DRS_TEXTUREFACTOR :
3069 /* Note the texture color applies to all textures whereas
3070 GL_TEXTURE_ENV_COLOR applies to active only */
3072 D3DCOLORTOGLFLOAT4(Value, col);
3073 /* Set the default alpha blend color */
3074 glBlendColor(col[0], col[1], col[2], col[3]);
3075 checkGLcall("glBlendColor");
3077 /* And now the default texture color as well */
3078 for (i = 0; i < GL_LIMITS(textures); i++) {
3080 /* Note the D3DRS value applies to all textures, but GL has one
3081 per texture, so apply it now ready to be used! */
3082 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3085 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3088 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3089 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3094 case WINED3DRS_SPECULARENABLE :
3096 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3097 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3098 specular color. This is wrong:
3099 Separate specular color means the specular colour is maintained separately, whereas
3100 single color means it is merged in. However in both cases they are being used to
3102 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3103 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3107 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3108 checkGLcall("glMaterialfv");
3109 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3110 glEnable(GL_COLOR_SUM_EXT);
3112 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3114 checkGLcall("glEnable(GL_COLOR_SUM)");
3116 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3118 /* for the case of enabled lighting: */
3119 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3120 checkGLcall("glMaterialfv");
3122 /* for the case of disabled lighting: */
3123 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3124 glDisable(GL_COLOR_SUM_EXT);
3126 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3128 checkGLcall("glDisable(GL_COLOR_SUM)");
3133 case WINED3DRS_STENCILENABLE :
3135 glEnable(GL_STENCIL_TEST);
3136 checkGLcall("glEnable GL_STENCIL_TEST");
3138 glDisable(GL_STENCIL_TEST);
3139 checkGLcall("glDisable GL_STENCIL_TEST");
3143 case WINED3DRS_STENCILFUNC :
3145 int glParm = GL_ALWAYS;
3146 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3147 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3149 switch ((D3DCMPFUNC) Value) {
3150 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3151 case D3DCMP_LESS: glParm=GL_LESS; break;
3152 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3153 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3154 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3155 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3156 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3157 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3159 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3161 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3162 This->stencilfunc = glParm;
3163 glStencilFunc(glParm, ref, mask);
3164 checkGLcall("glStencilFunc");
3168 case WINED3DRS_STENCILREF :
3170 int glParm = This->stencilfunc;
3172 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3175 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3176 glStencilFunc(glParm, ref, mask);
3177 checkGLcall("glStencilFunc");
3181 case WINED3DRS_STENCILMASK :
3183 int glParm = This->stencilfunc;
3184 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3185 GLuint mask = Value;
3187 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3188 glStencilFunc(glParm, ref, mask);
3189 checkGLcall("glStencilFunc");
3193 case WINED3DRS_STENCILFAIL :
3199 fail = StencilOp(Value);
3200 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3201 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3202 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3203 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3205 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3206 glStencilOp(fail, zfail, zpass);
3207 checkGLcall("glStencilOp(fail, zfail, zpass);");
3210 case WINED3DRS_STENCILZFAIL :
3216 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3217 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3218 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3219 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3220 zfail = StencilOp(Value);
3222 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3223 glStencilOp(fail, zfail, zpass);
3224 checkGLcall("glStencilOp(fail, zfail, zpass);");
3227 case WINED3DRS_STENCILPASS :
3233 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3234 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3235 zpass = StencilOp(Value);
3236 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3237 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3239 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3240 glStencilOp(fail, zfail, zpass);
3241 checkGLcall("glStencilOp(fail, zfail, zpass);");
3245 case WINED3DRS_STENCILWRITEMASK :
3247 glStencilMask(Value);
3248 TRACE("glStencilMask(%lu)\n", Value);
3249 checkGLcall("glStencilMask");
3253 case WINED3DRS_FOGENABLE :
3255 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3257 checkGLcall("glEnable GL_FOG");
3260 checkGLcall("glDisable GL_FOG");
3265 case WINED3DRS_RANGEFOGENABLE :
3268 TRACE("Enabled RANGEFOG");
3270 TRACE("Disabled RANGEFOG");
3275 case WINED3DRS_FOGCOLOR :
3278 D3DCOLORTOGLFLOAT4(Value, col);
3279 /* Set the default alpha blend color */
3280 glFogfv(GL_FOG_COLOR, &col[0]);
3281 checkGLcall("glFog GL_FOG_COLOR");
3285 case WINED3DRS_FOGTABLEMODE :
3287 glHint(GL_FOG_HINT, GL_NICEST);
3289 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3290 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3291 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3292 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3294 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3296 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3297 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3302 case WINED3DRS_FOGVERTEXMODE :
3304 glHint(GL_FOG_HINT, GL_FASTEST);
3306 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3307 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3308 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3309 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3311 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3313 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3314 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3319 case WINED3DRS_FOGSTART :
3322 glFogfv(GL_FOG_START, &tmpvalue.f);
3323 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3324 TRACE("Fog Start == %f\n", tmpvalue.f);
3328 case WINED3DRS_FOGEND :
3331 glFogfv(GL_FOG_END, &tmpvalue.f);
3332 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3333 TRACE("Fog End == %f\n", tmpvalue.f);
3337 case WINED3DRS_FOGDENSITY :
3340 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3341 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3345 case WINED3DRS_VERTEXBLEND :
3347 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3348 TRACE("Vertex Blending state to %ld\n", Value);
3352 case WINED3DRS_TWEENFACTOR :
3355 This->updateStateBlock->tween_factor = tmpvalue.f;
3356 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3360 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3362 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3366 case WINED3DRS_COLORVERTEX :
3367 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3368 case WINED3DRS_SPECULARMATERIALSOURCE :
3369 case WINED3DRS_AMBIENTMATERIALSOURCE :
3370 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3372 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3374 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3375 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3376 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3377 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3378 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3379 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3381 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3382 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3383 Parm = GL_AMBIENT_AND_DIFFUSE;
3387 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3389 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3391 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3398 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3400 This->tracking_color = NEEDS_TRACKING;
3401 This->tracking_parm = Parm;
3405 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3410 case WINED3DRS_LINEPATTERN :
3416 tmppattern.d = Value;
3418 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3420 if (tmppattern.lp.wRepeatFactor) {
3421 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3422 checkGLcall("glLineStipple(repeat, linepattern)");
3423 glEnable(GL_LINE_STIPPLE);
3424 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3426 glDisable(GL_LINE_STIPPLE);
3427 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3432 case WINED3DRS_ZBIAS : /* D3D8 only */
3436 TRACE("ZBias value %f\n", tmpvalue.f);
3437 glPolygonOffset(0, -tmpvalue.f);
3438 checkGLcall("glPolygonOffset(0, -Value)");
3439 glEnable(GL_POLYGON_OFFSET_FILL);
3440 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3441 glEnable(GL_POLYGON_OFFSET_LINE);
3442 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3443 glEnable(GL_POLYGON_OFFSET_POINT);
3444 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3446 glDisable(GL_POLYGON_OFFSET_FILL);
3447 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3448 glDisable(GL_POLYGON_OFFSET_LINE);
3449 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3450 glDisable(GL_POLYGON_OFFSET_POINT);
3451 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3456 case WINED3DRS_NORMALIZENORMALS :
3458 glEnable(GL_NORMALIZE);
3459 checkGLcall("glEnable(GL_NORMALIZE);");
3461 glDisable(GL_NORMALIZE);
3462 checkGLcall("glDisable(GL_NORMALIZE);");
3466 case WINED3DRS_POINTSIZE :
3467 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3469 TRACE("Set point size to %f\n", tmpvalue.f);
3470 glPointSize(tmpvalue.f);
3471 checkGLcall("glPointSize(...);");
3474 case WINED3DRS_POINTSIZE_MIN :
3475 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3477 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3478 checkGLcall("glPointParameterfEXT(...);");
3480 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3484 case WINED3DRS_POINTSIZE_MAX :
3485 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3487 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3488 checkGLcall("glPointParameterfEXT(...);");
3490 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3494 case WINED3DRS_POINTSCALE_A :
3495 case WINED3DRS_POINTSCALE_B :
3496 case WINED3DRS_POINTSCALE_C :
3497 case WINED3DRS_POINTSCALEENABLE :
3500 * POINTSCALEENABLE controls how point size value is treated. If set to
3501 * true, the point size is scaled with repsect to height of viewport.
3502 * When set to false point size is in pixels.
3504 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3507 /* Default values */
3508 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3511 * Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3512 * This means that OpenGL will clamp really small point sizes to 1.0f.
3513 * To correct for this we need to multiply by the scale factor when sizes
3514 * are less than 1.0f. scale_factor = 1.0f / point_size.
3516 GLfloat pointSize = *((float*)&This->stateBlock->renderState[D3DRS_POINTSIZE]);
3517 GLfloat scaleFactor;
3518 if(pointSize < 1.0f) {
3519 scaleFactor = pointSize * pointSize;
3524 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3525 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3526 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3527 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3528 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3529 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3530 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3533 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3534 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3535 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3537 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3538 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3539 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3541 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3545 case WINED3DRS_COLORWRITEENABLE :
3547 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3548 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3549 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3550 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3551 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3552 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3553 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3554 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3555 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3556 checkGLcall("glColorMask(...)");
3560 case WINED3DRS_LOCALVIEWER :
3562 GLint state = (Value) ? 1 : 0;
3563 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3564 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3568 case WINED3DRS_LASTPIXEL :
3571 TRACE("Last Pixel Drawing Enabled\n");
3573 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3578 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3581 TRACE("Software Processing Enabled\n");
3583 TRACE("Software Processing Disabled\n");
3588 /** not supported */
3589 case WINED3DRS_ZVISIBLE :
3592 return D3DERR_INVALIDCALL;
3594 case WINED3DRS_POINTSPRITEENABLE :
3596 /* TODO: NV_POINT_SPRITE */
3597 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3598 TRACE("Point sprites not supported\n");
3603 * Point sprites are always enabled. Value controls texture coordinate
3604 * replacement mode. Must be set true for point sprites to use
3607 glEnable(GL_POINT_SPRITE_ARB);
3608 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3611 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3612 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3614 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3615 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3619 case WINED3DRS_EDGEANTIALIAS :
3622 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3624 checkGLcall("glEnable(GL_BLEND)");
3625 glEnable(GL_LINE_SMOOTH);
3626 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3628 glDisable(GL_BLEND);
3629 checkGLcall("glDisable(GL_BLEND)");
3630 glDisable(GL_LINE_SMOOTH);
3631 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3635 case WINED3DRS_WRAP0 :
3636 case WINED3DRS_WRAP1 :
3637 case WINED3DRS_WRAP2 :
3638 case WINED3DRS_WRAP3 :
3639 case WINED3DRS_WRAP4 :
3640 case WINED3DRS_WRAP5 :
3641 case WINED3DRS_WRAP6 :
3642 case WINED3DRS_WRAP7 :
3644 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3645 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3646 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3647 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3648 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3650 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3652 TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
3654 case WINED3DRS_MULTISAMPLEANTIALIAS :
3656 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3657 TRACE("Multisample antialiasing not supported\n");
3662 glEnable(GL_MULTISAMPLE_ARB);
3663 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3665 glDisable(GL_MULTISAMPLE_ARB);
3666 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3670 case WINED3DRS_MULTISAMPLEMASK :
3671 case WINED3DRS_PATCHEDGESTYLE :
3672 case WINED3DRS_PATCHSEGMENTS :
3673 case WINED3DRS_DEBUGMONITORTOKEN :
3674 case WINED3DRS_POSITIONORDER :
3675 case WINED3DRS_NORMALORDER :
3676 /*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
3677 FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
3680 FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
3688 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
3689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3690 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
3691 *pValue = This->stateBlock->renderState[State];
3696 * Get / Set Sampler States
3697 * TODO: Verify against dx9 definitions
3700 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3701 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3703 * SetSampler is designed to allow for more than the standard up to 8 textures
3704 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3705 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3707 * http://developer.nvidia.com/object/General_FAQ.html#t6
3709 * There are two new settings for GForce
3711 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3712 * and the texture one:
3713 * GL_MAX_TEXTURE_COORDS_ARB.
3714 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3716 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3717 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
3719 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3720 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
3721 return D3DERR_INVALIDCALL;
3723 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
3724 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3725 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3726 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3728 /* Handle recording of state blocks */
3729 if (This->isRecordingState) {
3730 TRACE("Recording... not performing anything\n");
3737 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3739 /** TODO: check that sampler is in range **/
3740 *Value = This->updateStateBlock->samplerState[Sampler][Type];
3741 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
3746 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3750 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3751 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3752 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3758 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3760 GLint scissorBox[4];
3763 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3764 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3765 pRect->left = scissorBox[1];
3766 pRect->top = scissorBox[2];
3767 pRect->right = scissorBox[1] + scissorBox[3];
3768 pRect->bottom = scissorBox[2] + scissorBox[4];
3769 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3774 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3775 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3776 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3778 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3780 This->updateStateBlock->vertexDecl = pDecl;
3781 This->updateStateBlock->changed.vertexDecl = TRUE;
3782 This->updateStateBlock->set.vertexDecl = TRUE;
3784 if (This->isRecordingState) {
3785 TRACE("Recording... not performing anything\n");
3788 if (NULL != pDecl) {
3789 IWineD3DVertexDeclaration_AddRef(pDecl);
3791 if (NULL != oldDecl) {
3792 IWineD3DVertexDeclaration_Release(oldDecl);
3797 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3800 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3802 *ppDecl = This->stateBlock->vertexDecl;
3803 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3807 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3809 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3811 This->updateStateBlock->vertexShader = pShader;
3812 This->updateStateBlock->changed.vertexShader = TRUE;
3813 This->updateStateBlock->set.vertexShader = TRUE;
3815 if (This->isRecordingState) {
3816 TRACE("Recording... not performing anything\n");
3819 if (NULL != pShader) {
3820 IWineD3DVertexShader_AddRef(pShader);
3822 if (NULL != oldShader) {
3823 IWineD3DVertexShader_Release(oldShader);
3826 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3828 * TODO: merge HAL shaders context switching from prototype
3833 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3836 if (NULL == ppShader) {
3837 return D3DERR_INVALIDCALL;
3839 *ppShader = This->stateBlock->vertexShader;
3840 if( NULL != *ppShader)
3841 IWineD3DVertexShader_AddRef(*ppShader);
3843 TRACE("(%p) : returning %p\n", This, *ppShader);
3847 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3848 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3851 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3853 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3854 iface, dstData, srcData, type, start, count, registersize);
3856 if (type != WINESHADERCNST_NONE) {
3857 if (srcData == NULL || cnt < 0) {
3858 return D3DERR_INVALIDCALL;
3861 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
3864 for (i = start; i < cnt + start; ++i) {
3865 This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
3866 This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
3867 This->updateStateBlock->vertexShaderConstantT[i] = type;
3873 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3877 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3879 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3880 iface, dstData, srcData, type, start, count, registersize);
3882 /* Verify that the requested shader constant was populated with the correct type */
3883 for (i = start; i < cnt + start; ++i) {
3884 if (This->updateStateBlock->vertexShaderConstantT[i] != type) {
3885 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
3886 This, type, This->updateStateBlock->vertexShaderConstantT[i]);
3887 return D3DERR_INVALIDCALL;
3891 if (dstData == NULL || cnt < 0) {
3892 return D3DERR_INVALIDCALL;
3895 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
3900 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
3901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3903 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3904 This->updateStateBlock->vertexShaderConstantB,
3906 WINESHADERCNST_BOOL,
3909 sizeof(*pConstantData));
3912 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
3913 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3915 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3917 This->updateStateBlock->vertexShaderConstantB,
3918 WINESHADERCNST_BOOL,
3921 sizeof(*pConstantData));
3924 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
3925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3927 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3928 This->updateStateBlock->vertexShaderConstantI,
3930 WINESHADERCNST_INTEGER,
3933 4 * sizeof(*pConstantData));
3936 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
3937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3939 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3941 This->updateStateBlock->vertexShaderConstantI,
3942 WINESHADERCNST_INTEGER,
3945 4 * sizeof(*pConstantData));
3949 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
3950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3952 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3953 This->updateStateBlock->vertexShaderConstantF,
3955 WINESHADERCNST_FLOAT,
3958 4 * sizeof(*pConstantData));
3961 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
3962 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3964 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3966 This->updateStateBlock->vertexShaderConstantF,
3967 WINESHADERCNST_FLOAT,
3970 4 * sizeof(*pConstantData));
3973 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
3974 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3977 WINESHADERCNST_NONE,
3983 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3984 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3985 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3986 This->updateStateBlock->pixelShader = pShader;
3987 This->updateStateBlock->changed.pixelShader = TRUE;
3988 This->updateStateBlock->set.pixelShader = TRUE;
3990 /* Handle recording of state blocks */
3991 if (This->isRecordingState) {
3992 TRACE("Recording... not performing anything\n");
3995 if (NULL != pShader) {
3996 IWineD3DPixelShader_AddRef(pShader);
3998 if (NULL != oldShader) {
3999 IWineD3DPixelShader_Release(oldShader);
4002 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4004 * TODO: merge HAL shaders context switching from prototype
4009 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4012 if (NULL == ppShader) {
4013 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4014 return D3DERR_INVALIDCALL;
4017 *ppShader = This->stateBlock->pixelShader;
4018 if (NULL != ppShader) {
4019 IWineD3DPixelShader_AddRef(*ppShader);
4021 TRACE("(%p) : returning %p\n", This, *ppShader);
4025 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4026 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4029 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4031 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4032 iface, dstData, srcData, type, start, count, registersize);
4034 if (type != WINESHADERCNST_NONE) {
4035 if (srcData == NULL || cnt < 0) {
4036 return D3DERR_INVALIDCALL;
4039 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4042 for (i = start; i < cnt + start; ++i) {
4043 This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
4044 This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
4045 This->updateStateBlock->pixelShaderConstantT[i] = type;
4051 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4052 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4055 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4057 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4058 iface, dstData, srcData, type, start, count, registersize);
4060 /* Verify that the requested shader constant was populated with the correct type */
4061 for (i = start; i < cnt + start; ++i) {
4062 if (This->updateStateBlock->pixelShaderConstantT[i] != type) {
4063 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
4064 This, type, This->updateStateBlock->pixelShaderConstantT[i]);
4065 return D3DERR_INVALIDCALL;
4069 if (dstData == NULL || cnt < 0) {
4070 return D3DERR_INVALIDCALL;
4073 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4078 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
4079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4081 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4082 This->updateStateBlock->pixelShaderConstantB,
4084 WINESHADERCNST_BOOL,
4087 sizeof(*pConstantData));
4090 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
4091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4093 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4095 This->updateStateBlock->pixelShaderConstantB,
4096 WINESHADERCNST_BOOL,
4099 sizeof(*pConstantData));
4102 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
4103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4105 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4106 This->updateStateBlock->pixelShaderConstantI,
4108 WINESHADERCNST_INTEGER,
4111 4 * sizeof(*pConstantData));
4114 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
4115 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4117 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4119 This->updateStateBlock->pixelShaderConstantI,
4120 WINESHADERCNST_INTEGER,
4123 4 * sizeof(*pConstantData));
4126 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
4127 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4129 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4130 This->updateStateBlock->pixelShaderConstantF,
4132 WINESHADERCNST_FLOAT,
4135 4 * sizeof(*pConstantData));
4138 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
4139 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4141 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4143 This->updateStateBlock->pixelShaderConstantF,
4144 WINESHADERCNST_FLOAT,
4147 4 * sizeof(*pConstantData));
4150 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4151 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4154 WINESHADERCNST_NONE,
4160 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4162 FIXME("(%p) : stub\n", This);
4167 * Apply / Get / Set Texture Stage States
4168 * TODO: Verify against dx9 definitions
4171 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4172 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4173 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4174 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4175 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4177 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4179 /* Check that the stage is within limits */
4180 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4181 TRACE("Attempt to access invalid texture rejected\n");
4188 case WINED3DTSS_ALPHAOP :
4189 case WINED3DTSS_COLOROP :
4190 /* nothing to do as moved to drawprim for now */
4192 case WINED3DTSS_ADDRESSW :
4193 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4194 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4195 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4198 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4199 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4200 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4201 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4204 case WINED3DTSS_TEXCOORDINDEX :
4206 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4208 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4209 one flag, you can still specify an index value, which the system uses to
4210 determine the texture wrapping mode.
4211 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4212 means use the vertex position (camera-space) as the input texture coordinates
4213 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4214 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4215 to the TEXCOORDINDEX value */
4218 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4220 switch (Value & 0xFFFF0000) {
4221 case D3DTSS_TCI_PASSTHRU:
4222 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4223 glDisable(GL_TEXTURE_GEN_S);
4224 glDisable(GL_TEXTURE_GEN_T);
4225 glDisable(GL_TEXTURE_GEN_R);
4226 glDisable(GL_TEXTURE_GEN_Q);
4227 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
4230 case D3DTSS_TCI_CAMERASPACEPOSITION:
4231 /* CameraSpacePosition means use the vertex position, transformed to camera space,
4232 as the input texture coordinates for this stage's texture transformation. This
4233 equates roughly to EYE_LINEAR */
4235 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4236 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4237 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4238 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4239 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
4241 glMatrixMode(GL_MODELVIEW);
4244 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4245 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4246 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4247 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4250 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
4251 glEnable(GL_TEXTURE_GEN_S);
4252 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4253 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4254 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4255 glEnable(GL_TEXTURE_GEN_T);
4256 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4257 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4258 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4259 glEnable(GL_TEXTURE_GEN_R);
4260 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4261 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4262 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4266 case D3DTSS_TCI_CAMERASPACENORMAL:
4268 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4269 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4270 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4271 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4272 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4273 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
4275 glMatrixMode(GL_MODELVIEW);
4278 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4279 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4280 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4281 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4284 glEnable(GL_TEXTURE_GEN_S);
4285 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4286 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4287 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4288 glEnable(GL_TEXTURE_GEN_T);
4289 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4290 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4291 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4292 glEnable(GL_TEXTURE_GEN_R);
4293 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4294 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4295 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4300 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
4302 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4303 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4304 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4305 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4306 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4307 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
4309 glMatrixMode(GL_MODELVIEW);
4312 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4313 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4314 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4315 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4318 glEnable(GL_TEXTURE_GEN_S);
4319 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4320 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4321 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4322 glEnable(GL_TEXTURE_GEN_T);
4323 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4325 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4326 glEnable(GL_TEXTURE_GEN_R);
4327 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4328 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4329 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4334 /* Unhandled types: */
4337 /* ? disable GL_TEXTURE_GEN_n ? */
4338 glDisable(GL_TEXTURE_GEN_S);
4339 glDisable(GL_TEXTURE_GEN_T);
4340 glDisable(GL_TEXTURE_GEN_R);
4341 glDisable(GL_TEXTURE_GEN_Q);
4342 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
4349 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4350 set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
4353 case WINED3DTSS_BUMPENVMAT00 :
4354 case WINED3DTSS_BUMPENVMAT01 :
4355 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4357 case WINED3DTSS_BUMPENVMAT10 :
4358 case WINED3DTSS_BUMPENVMAT11 :
4359 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4362 case WINED3DTSS_BUMPENVLSCALE :
4363 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4366 case WINED3DTSS_BUMPENVLOFFSET :
4367 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4370 case WINED3DTSS_RESULTARG :
4371 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4375 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
4376 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4385 * Get / Set Texture Stage States
4386 * TODO: Verify against dx9 definitions
4388 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4389 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4391 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4393 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4395 /* Reject invalid texture units */
4396 if (Stage >= GL_LIMITS(textures)) {
4397 TRACE("Attempt to access invalid texture rejected\n");
4398 return D3DERR_INVALIDCALL;
4401 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4402 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4403 This->updateStateBlock->textureState[Stage][Type] = Value;
4408 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4410 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4411 *pValue = This->updateStateBlock->textureState[Stage][Type];
4418 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4421 IWineD3DBaseTexture *oldTexture;
4423 oldTexture = This->updateStateBlock->textures[Stage];
4424 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
4426 #if 0 /* TODO: check so vertex textures */
4427 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4428 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4433 /* Reject invalid texture units */
4434 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4435 WARN("Attempt to access invalid texture rejected\n");
4436 return D3DERR_INVALIDCALL;
4439 oldTexture = This->updateStateBlock->textures[Stage];
4440 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
4441 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4443 This->updateStateBlock->set.textures[Stage] = TRUE;
4444 This->updateStateBlock->changed.textures[Stage] = TRUE;
4445 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4446 This->updateStateBlock->textures[Stage] = pTexture;
4448 /* Handle recording of state blocks */
4449 if (This->isRecordingState) {
4450 TRACE("Recording... not performing anything\n");
4454 /** NOTE: MSDN says that setTexture increases the reference count,
4455 * and the the application nust set the texture back to null (or have a leaky application),
4456 * This means we should pass the refcount up to the parent
4457 *******************************/
4458 if (NULL != This->updateStateBlock->textures[Stage]) {
4459 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4462 if (NULL != oldTexture) {
4463 IWineD3DBaseTexture_Release(oldTexture);
4469 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4470 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4471 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4473 /* Reject invalid texture units */
4474 if (Stage >= GL_LIMITS(textures)) {
4475 TRACE("Attempt to access invalid texture rejected\n");
4476 return D3DERR_INVALIDCALL;
4478 *ppTexture=This->updateStateBlock->textures[Stage];
4480 IWineD3DBaseTexture_AddRef(*ppTexture);
4482 return D3DERR_INVALIDCALL;
4489 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
4490 IWineD3DSurface **ppBackBuffer) {
4491 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4492 IWineD3DSwapChain *swapChain;
4495 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4497 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4499 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4500 IWineD3DSwapChain_Release(swapChain);
4502 *ppBackBuffer = NULL;
4507 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4508 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4509 WARN("(%p) : stub, calling idirect3d for now\n", This);
4510 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4513 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, D3DDISPLAYMODE* pMode) {
4514 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4515 IWineD3DSwapChain *swapChain;
4518 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4520 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4521 IWineD3DSwapChain_Release(swapChain);
4523 FIXME("(%p) Error getting display mode\n", This);
4528 * Stateblock related functions
4531 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4532 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4533 IWineD3DStateBlockImpl *object;
4534 TRACE("(%p)", This);
4536 if (This->isRecordingState) {
4537 return D3DERR_INVALIDCALL;
4540 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4541 if (NULL == object ) {
4542 FIXME("(%p)Error allocating memory for stateblock\n", This);
4543 return E_OUTOFMEMORY;
4545 TRACE("(%p) creted object %p\n", This, object);
4546 object->wineD3DDevice= This;
4547 /** FIXME: object->parent = parent; **/
4548 object->parent = NULL;
4549 object->blockType = WINED3DSBT_ALL;
4551 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4553 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4554 This->updateStateBlock = object;
4555 This->isRecordingState = TRUE;
4557 TRACE("(%p) recording stateblock %p\n",This , object);
4561 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4564 if (!This->isRecordingState) {
4565 FIXME("(%p) not recording! returning error\n", This);
4566 *ppStateBlock = NULL;
4567 return D3DERR_INVALIDCALL;
4570 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4571 This->isRecordingState = FALSE;
4572 This->updateStateBlock = This->stateBlock;
4573 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4574 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4575 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4580 * Scene related functions
4582 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4583 /* At the moment we have no need for any functionality at the beginning
4585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4586 TRACE("(%p) : stub\n", This);
4590 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4592 TRACE("(%p)\n", This);
4594 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4596 checkGLcall("glFlush");
4598 TRACE("End Scene\n");
4599 if(This->renderTarget != NULL) {
4601 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4602 IUnknown *targetContainer = NULL;
4603 if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4604 || D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
4605 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
4606 /** always dirtify for now. we must find a better way to see that surface have been modified
4607 (Modifications should will only occur via draw-primitive, but we do need better locking
4608 switching to render-to-texture should remove the overhead though.
4610 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
4611 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
4612 IWineD3DSurface_PreLoad(This->renderTarget);
4613 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
4614 IUnknown_Release(targetContainer);
4617 This->sceneEnded = TRUE;
4622 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4623 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4624 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4626 IWineD3DSwapChain *swapChain = NULL;
4628 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4630 TRACE("(%p) Presenting the frame\n", This);
4632 for(i = 0 ; i < swapchains ; i ++) {
4634 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4635 TRACE("presentinng chain %d, %p\n", i, swapChain);
4636 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4637 IWineD3DSwapChain_Release(swapChain);
4643 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
4644 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
4645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4647 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
4648 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
4649 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4650 GLbitfield glMask = 0;
4651 GLboolean old_ztest;
4652 GLfloat old_z_clear_value;
4653 GLint old_stencil_clear_value;
4654 GLfloat old_color_clear_value[4];
4656 CONST D3DRECT* curRect;
4658 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
4659 Count, pRects, Flags, Z, Stencil);
4663 glEnable(GL_SCISSOR_TEST);
4664 checkGLcall("glEnable GL_SCISSOR_TEST");
4666 if (Count > 0 && pRects) {
4672 /* Only set the values up once, as they are not changing */
4673 if (Flags & D3DCLEAR_STENCIL) {
4674 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4675 glClearStencil(Stencil);
4676 checkGLcall("glClearStencil");
4677 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4678 glStencilMask(0xFFFFFFFF);
4681 if (Flags & D3DCLEAR_ZBUFFER) {
4682 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4683 glDepthMask(GL_TRUE);
4684 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4686 checkGLcall("glClearDepth");
4687 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4690 if (Flags & D3DCLEAR_TARGET) {
4691 TRACE("Clearing screen with glClear to color %lx\n", Color);
4692 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4693 glClearColor(D3DCOLOR_R(Color),
4697 checkGLcall("glClearColor");
4699 /* Clear ALL colors! */
4700 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4701 glMask = glMask | GL_COLOR_BUFFER_BIT;
4704 /* Now process each rect in turn */
4705 for (i = 0; i < Count || i == 0; i++) {
4708 /* Note gl uses lower left, width/height */
4709 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
4710 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4711 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4712 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4713 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4714 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4715 checkGLcall("glScissor");
4717 glScissor(This->stateBlock->viewport.X,
4718 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
4719 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4720 This->stateBlock->viewport.Width,
4721 This->stateBlock->viewport.Height);
4722 checkGLcall("glScissor");
4725 /* Clear the selected rectangle (or full screen) */
4727 checkGLcall("glClear");
4729 /* Step to the next rectangle */
4730 if (curRect) curRect = curRect + sizeof(D3DRECT);
4733 /* Restore the old values (why..?) */
4734 if (Flags & D3DCLEAR_STENCIL) {
4735 glClearStencil(old_stencil_clear_value);
4736 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4738 if (Flags & D3DCLEAR_ZBUFFER) {
4739 glDepthMask(old_ztest);
4740 glClearDepth(old_z_clear_value);
4742 if (Flags & D3DCLEAR_TARGET) {
4743 glClearColor(old_color_clear_value[0],
4744 old_color_clear_value[1],
4745 old_color_clear_value[2],
4746 old_color_clear_value[3]);
4747 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4748 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4749 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4750 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4753 glDisable(GL_SCISSOR_TEST);
4754 checkGLcall("glDisable");
4763 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4764 UINT PrimitiveCount) {
4766 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4767 This->stateBlock->streamIsUP = FALSE;
4769 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4770 debug_d3dprimitivetype(PrimitiveType),
4771 StartVertex, PrimitiveCount);
4772 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4773 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4779 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4780 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4781 D3DPRIMITIVETYPE PrimitiveType,
4782 INT baseVIndex, UINT minIndex,
4783 UINT NumVertices, UINT startIndex, UINT primCount) {
4785 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4787 IWineD3DIndexBuffer *pIB;
4788 D3DINDEXBUFFER_DESC IdxBufDsc;
4790 pIB = This->stateBlock->pIndexData;
4791 This->stateBlock->streamIsUP = FALSE;
4793 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
4794 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4795 minIndex, NumVertices, startIndex, baseVIndex, primCount);
4797 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4798 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4804 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
4805 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4810 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4811 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4812 UINT VertexStreamZeroStride) {
4813 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4815 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4816 debug_d3dprimitivetype(PrimitiveType),
4817 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4819 /* release the stream source */
4820 if (This->stateBlock->streamSource[0] != NULL) {
4821 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4824 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4825 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4826 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4827 This->stateBlock->streamIsUP = TRUE;
4829 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4830 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4831 /* stream zero settings set to null at end, as per the msdn
4832 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4834 This->stateBlock->streamStride[0] = 0;
4835 This->stateBlock->streamSource[0] = NULL;
4837 /*stream zero settings set to null at end, as per the msdn */
4841 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4842 UINT MinVertexIndex, UINT NumVertices,
4843 UINT PrimitiveCount, CONST void* pIndexData,
4844 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4845 UINT VertexStreamZeroStride) {
4847 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4849 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4850 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4851 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4852 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4854 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4860 /* release the stream and index data */
4861 if (This->stateBlock->streamSource[0] != NULL) {
4862 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4864 if (This->stateBlock->pIndexData) {
4865 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
4868 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4869 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4870 This->stateBlock->streamIsUP = TRUE;
4871 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4873 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4874 /* stream zero settings set to null at end as per the msdn
4875 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4878 /* stream zero settings set to null at end as per the msdn */
4879 This->stateBlock->streamSource[0] = NULL;
4880 This->stateBlock->streamStride[0] = 0;
4885 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4886 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4887 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4888 HRESULT hr = D3D_OK;
4889 D3DRESOURCETYPE sourceType;
4890 D3DRESOURCETYPE destinationType;
4893 /* TODO: think about moving the code into IWineD3DBaseTexture */
4895 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4897 /* verify that the source and destination textures aren't NULL */
4898 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4899 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning D3DERR_INVALIDCALL\n",
4900 This, pSourceTexture, pDestinationTexture);
4901 hr = D3DERR_INVALIDCALL;
4904 if (pSourceTexture == pDestinationTexture) {
4905 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning D3DERR_INVALIDCALL\n",
4906 This, pSourceTexture, pDestinationTexture);
4907 hr = D3DERR_INVALIDCALL;
4909 /* Verify that the source and destination textures are the same type */
4910 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4911 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4913 if (sourceType != destinationType) {
4914 WARN("(%p) Sorce and destination types must match, returning D3DERR_INVALIDCALL\n",
4916 hr = D3DERR_INVALIDCALL;
4919 /* check that both textures have the identical numbers of levels */
4920 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4921 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning D3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4922 hr = D3DERR_INVALIDCALL;
4927 /* Make sure that the destination texture is loaded */
4928 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4930 /* Update every surface level of the texture */
4931 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4933 switch (sourceType) {
4934 case D3DRTYPE_TEXTURE:
4936 IWineD3DSurface *srcSurface;
4937 IWineD3DSurface *destSurface;
4939 for (i = 0 ; i < levels ; ++i) {
4940 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4941 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4942 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4943 IWineD3DSurface_Release(srcSurface);
4944 IWineD3DSurface_Release(destSurface);
4946 WARN("(%p) : Call to update surface failed\n", This);
4952 case D3DRTYPE_CUBETEXTURE:
4954 IWineD3DSurface *srcSurface;
4955 IWineD3DSurface *destSurface;
4956 D3DCUBEMAP_FACES faceType;
4958 for (i = 0 ; i < levels ; ++i) {
4959 /* Update each cube face */
4960 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4961 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4963 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4965 TRACE("Got srcSurface %p\n", srcSurface);
4967 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4969 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4971 TRACE("Got desrSurface %p\n", destSurface);
4973 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4974 IWineD3DSurface_Release(srcSurface);
4975 IWineD3DSurface_Release(destSurface);
4977 WARN("(%p) : Call to update surface failed\n", This);
4984 #if 0 /* TODO: Add support for volume textures */
4985 case D3DRTYPE_VOLUMETEXTURE:
4987 IWineD3DVolume srcVolume = NULL;
4988 IWineD3DSurface destVolume = NULL;
4990 for (i = 0 ; i < levels ; ++i) {
4991 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4992 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4993 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4994 IWineD3DVolume_Release(srcSurface);
4995 IWineD3DVolume_Release(destSurface);
4997 WARN("(%p) : Call to update volume failed\n", This);
5005 FIXME("(%p) : Unsupported source and destination type\n", This);
5006 hr = D3DERR_INVALIDCALL;
5013 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5014 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5015 CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) {
5016 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5018 TRACE("(%p) : stub\n", This);
5021 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5022 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5023 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5024 * NOTE It may be best to move the code into surface to occomplish this
5025 ****************************************/
5027 WINED3DSURFACE_DESC surfaceDesc;
5028 unsigned int surfaceWidth, surfaceHeight;
5029 glDescriptor *targetGlDescription = NULL;
5030 glDescriptor *surfaceGlDescription = NULL;
5031 IWineD3DSwapChainImpl *container = NULL;
5033 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5034 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5035 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5037 surfaceDesc.Width = &surfaceWidth;
5038 surfaceDesc.Height = &surfaceHeight;
5039 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5040 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5042 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5043 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5045 /* TODO: opengl Context switching for swapchains etc... */
5046 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5047 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5048 glReadBuffer(GL_BACK);
5049 vcheckGLcall("glReadBuffer(GL_BACK)");
5050 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5051 glReadBuffer(GL_FRONT);
5052 vcheckGLcall("glReadBuffer(GL_FRONT)");
5053 } else if (pRenderTarget == This->depthStencilBuffer) {
5054 FIXME("Reading of depthstencil not yet supported\n");
5057 glReadPixels(surfaceGlDescription->target,
5058 surfaceGlDescription->level,
5061 surfaceGlDescription->glFormat,
5062 surfaceGlDescription->glType,
5063 (void *)IWineD3DSurface_GetData(pSurface));
5064 vcheckGLcall("glReadPixels(...)");
5065 if(NULL != container ){
5066 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5069 IWineD3DBaseTexture *container;
5070 GLenum textureDimensions = GL_TEXTURE_2D;
5072 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5073 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5074 IWineD3DBaseTexture_Release(container);
5076 /* TODO: 2D -> Cube surface coppies etc.. */
5077 if (surfaceGlDescription->target != textureDimensions) {
5078 FIXME("(%p) : Texture dimension mismatch\n", This);
5080 glEnable(textureDimensions);
5081 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5082 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5083 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5084 vcheckGLcall("glBindTexture");
5085 glGetTexImage(surfaceGlDescription->target,
5086 surfaceGlDescription->level,
5087 surfaceGlDescription->glFormat,
5088 surfaceGlDescription->glType,
5089 (void *)IWineD3DSurface_GetData(pSurface));
5090 glDisable(textureDimensions);
5091 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5098 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5099 IWineD3DSwapChain *swapChain;
5101 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5103 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5104 IWineD3DSwapChain_Release(swapChain);
5109 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5110 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5111 /* return a sensible default */
5113 /* TODO: If the window is minimized then validate device should return something other than d3d_ok */
5114 FIXME("(%p) : stub\n", This);
5118 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5121 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5122 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5123 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5124 return D3DERR_INVALIDCALL;
5126 for (j = 0; j < 256; ++j) {
5127 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5128 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5129 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5130 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5132 TRACE("(%p) : returning\n", This);
5136 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5139 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5140 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5141 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5142 return D3DERR_INVALIDCALL;
5144 for (j = 0; j < 256; ++j) {
5145 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5146 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5147 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5148 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5150 TRACE("(%p) : returning\n", This);
5154 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5155 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5156 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5157 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5158 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5159 return D3DERR_INVALIDCALL;
5161 /*TODO: stateblocks */
5162 This->currentPalette = PaletteNumber;
5163 TRACE("(%p) : returning\n", This);
5167 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5169 if (PaletteNumber == NULL) {
5170 WARN("(%p) : returning Invalid Call\n", This);
5171 return D3DERR_INVALIDCALL;
5173 /*TODO: stateblocks */
5174 *PaletteNumber = This->currentPalette;
5175 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5179 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5180 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5181 static BOOL showFixmes = TRUE;
5183 FIXME("(%p) : stub\n", This);
5187 This->softwareVertexProcessing = bSoftware;
5192 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5194 static BOOL showFixmes = TRUE;
5196 FIXME("(%p) : stub\n", This);
5199 return This->softwareVertexProcessing;
5203 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) {
5204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5205 IWineD3DSwapChain *swapChain;
5208 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5210 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5212 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5213 IWineD3DSwapChain_Release(swapChain);
5215 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5221 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5222 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5223 static BOOL showfixmes = TRUE;
5224 if(nSegments != 0.0f) {
5226 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5233 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5234 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5235 static BOOL showfixmes = TRUE;
5237 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5243 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5245 /** TODO: remove casts to IWineD3DSurfaceImpl
5246 * NOTE: move code to surface to accomplish this
5247 ****************************************/
5248 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5249 int srcWidth, srcHeight;
5250 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5251 WINED3DFORMAT destFormat, srcFormat;
5253 int destLeft, destTop;
5254 D3DPOOL srcPool, destPool;
5256 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5257 glDescriptor *glDescription = NULL;
5258 GLenum textureDimensions = GL_TEXTURE_2D;
5259 IWineD3DBaseTexture *baseTexture;
5261 WINED3DSURFACE_DESC winedesc;
5263 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5264 memset(&winedesc, 0, sizeof(winedesc));
5265 winedesc.Width = &srcSurfaceWidth;
5266 winedesc.Height = &srcSurfaceHeight;
5267 winedesc.Pool = &srcPool;
5268 winedesc.Format = &srcFormat;
5270 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5272 winedesc.Width = &destSurfaceWidth;
5273 winedesc.Height = &destSurfaceHeight;
5274 winedesc.Pool = &destPool;
5275 winedesc.Format = &destFormat;
5276 winedesc.Size = &destSize;
5278 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5280 if(srcPool != D3DPOOL_SYSTEMMEM || destPool != D3DPOOL_DEFAULT){
5281 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning D3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5282 return D3DERR_INVALIDCALL;
5285 if (destFormat == WINED3DFMT_UNKNOWN) {
5286 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5287 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5289 /* Get the update surface description */
5290 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5293 /* Make sure the surface is loaded and up to date */
5294 IWineD3DSurface_PreLoad(pDestinationSurface);
5296 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5300 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5301 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5302 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5303 destLeft = pDestPoint ? pDestPoint->x : 0;
5304 destTop = pDestPoint ? pDestPoint->y : 0;
5307 /* This function doesn't support compressed textures
5308 the pitch is just bytesPerPixel * width */
5309 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5310 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5311 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5312 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5314 /* TODO DXT formats */
5316 if(pSourceRect != NULL && pSourceRect->top != 0){
5317 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5319 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5321 ,glDescription->level
5326 ,glDescription->glFormat
5327 ,glDescription->glType
5328 ,IWineD3DSurface_GetData(pSourceSurface)
5332 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5334 /* need to lock the surface to get the data */
5335 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5338 /* TODO: Cube and volume support */
5340 /* not a whole row so we have to do it a line at a time */
5343 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5344 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5346 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5348 glTexSubImage2D(glDescription->target
5349 ,glDescription->level
5354 ,glDescription->glFormat
5355 ,glDescription->glType
5356 ,data /* could be quicker using */
5361 } else { /* Full width, so just write out the whole texture */
5363 if (WINED3DFMT_DXT1 == destFormat ||
5364 WINED3DFMT_DXT2 == destFormat ||
5365 WINED3DFMT_DXT3 == destFormat ||
5366 WINED3DFMT_DXT4 == destFormat ||
5367 WINED3DFMT_DXT5 == destFormat) {
5368 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5369 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5370 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
5371 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5372 } if (destFormat != srcFormat) {
5373 FIXME("Updating mixed format compressed texture is not curretly support\n");
5375 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5376 glDescription->level,
5377 glDescription->glFormatInternal,
5382 IWineD3DSurface_GetData(pSourceSurface));
5385 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5390 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5392 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5393 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5394 data returned by GetData non-power2 width/height with hardware non-power2
5395 pow2Width/height are set to surface width height, repacking isn't needed so it
5396 doesn't matter which function gets called. */
5397 glTexSubImage2D(glDescription->target
5398 ,glDescription->level
5403 ,glDescription->glFormat
5404 ,glDescription->glType
5405 ,IWineD3DSurface_GetData(pSourceSurface)
5409 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5410 glTexSubImage2D(glDescription->target
5411 ,glDescription->level
5414 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5415 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5416 ,glDescription->glFormat
5417 ,glDescription->glType
5418 ,IWineD3DSurface_GetData(pSourceSurface)
5424 checkGLcall("glTexSubImage2D");
5426 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5427 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5428 * surface bigger than it needs to be hmm.. */
5429 if (D3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5430 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5431 IWineD3DBaseTexture_Release(baseTexture);
5434 glDisable(textureDimensions); /* This needs to be managed better.... */
5440 /* Implementation details at http://developer.nvidia.com/attach/6494
5442 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5443 hmm.. no longer supported use
5444 OpenGL evaluators or tessellate surfaces within your application.
5447 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5448 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
5449 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5450 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5451 FIXME("(%p) : Stub\n", This);
5456 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5457 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
5458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5459 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5460 FIXME("(%p) : Stub\n", This);
5464 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5465 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5466 TRACE("(%p) Handle(%d)\n", This, Handle);
5467 FIXME("(%p) : Stub\n", This);
5471 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
5472 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
5473 fill a surface with a block of color! */
5474 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5475 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
5476 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
5477 IWineD3DSwapChainImpl *container = NULL;
5478 BOOL isRenderTarget = FALSE;
5479 unsigned int width, height;
5480 unsigned int top, left;
5483 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
5485 if (surface->resource.pool != D3DPOOL_DEFAULT) {
5486 FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
5487 return D3DERR_INVALIDCALL;
5490 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
5491 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
5492 if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
5493 /* TODO: make sure we set everything back to the way it was, and context management!
5494 glGetIntegerv(GL_READ_BUFFER, &prev_read);
5495 vcheckGLcall("glIntegerv");
5496 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
5497 vcheckGLcall("glIntegerv");
5499 TRACE("Color fill to render targets may cause some graphics issues\n");
5500 if (pSurface == container->frontBuffer) {
5501 glDrawBuffer(GL_FRONT);
5503 glDrawBuffer(GL_BACK);
5506 if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
5507 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
5509 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
5511 if (container != NULL) {
5512 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5514 /* we can use GL_STENCIL_INDEX etc...*/
5517 if (container != NULL) {
5518 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5520 isRenderTarget = TRUE;
5522 /* TODO: drawing to GL_FRONT and GL_BACK */
5523 /* TODO: see if things can be speeded up by using the correct
5524 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
5525 if (pRect == NULL) {
5528 width = surface->currentDesc.Width;
5529 height = surface->currentDesc.Height;
5533 width = pRect->x2 - left;
5534 height = pRect->y2 - top;
5537 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
5538 /* Create a 'line' of color color, in the correct format for the surface */
5539 for (u = 0 ; u < width ; u ++) {
5544 if (isRenderTarget == FALSE) {
5545 glDescriptor *glDesc;
5546 IWineD3DSurface_PreLoad(pSurface);
5548 /* draw a block of the coloured line on the sufrace */
5549 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
5550 for (v = 0 ; v< height;v++) {
5551 glTexSubImage2D(glDesc->target
5552 ,glDesc->level /* level */
5562 checkGLcall("glTexSubImage2D");
5564 glDisable(glDesc->target);
5566 /** FIXME: Using GLClear may be faster **/
5567 glRasterPos2i(left, top);
5568 glPixelZoom((float)width ,(float)height);
5569 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
5570 checkGLcall("glDrawPixels");
5572 HeapFree(GetProcessHeap(), 0, data);
5578 /* rendertarget and deptth stencil functions */
5579 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5582 /* FIXME: Implelent RenderTargetIndex >0 */
5583 if(RenderTargetIndex > 0)
5584 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
5586 *ppRenderTarget = This->renderTarget;
5587 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5588 /* Note inc ref on returned surface */
5589 if(*ppRenderTarget != NULL)
5590 IWineD3DSurface_AddRef(*ppRenderTarget);
5594 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5595 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5596 *ppZStencilSurface = This->depthStencilBuffer;
5597 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5599 if(*ppZStencilSurface != NULL) {
5600 /* Note inc ref on returned surface */
5601 IWineD3DSurface_AddRef(*ppZStencilSurface);
5606 /* internal static helper functions */
5607 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5608 IWineD3DSurface *RenderSurface);
5610 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5611 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5612 HRESULT hr = D3D_OK;
5613 WINED3DVIEWPORT viewport;
5615 TRACE("(%p) Swapping rendertarget\n",This);
5616 if (RenderTargetIndex > 0) {
5617 FIXME("(%p) Render targets other than the first are not supported\n",This);
5618 RenderTargetIndex = 0;
5621 /* MSDN says that null disables the render target
5622 but a device must always be associated with a render target
5623 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5625 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5628 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5629 FIXME("Trying to set render target 0 to NULL\n");
5630 return D3DERR_INVALIDCALL;
5632 /* TODO: replace Impl* usage with interface usage */
5633 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & D3DUSAGE_RENDERTARGET) {
5634 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5635 return D3DERR_INVALIDCALL;
5637 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5638 * builds, but I think wine counts as a 'debug' build for now.
5639 ******************************/
5640 /* If we are trying to set what we already have, don't bother */
5641 if (pRenderTarget == This->renderTarget) {
5642 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5644 /* Otherwise, set the render target up */
5646 if (FALSE == This->sceneEnded) {
5647 IWineD3DDevice_EndScene(iface);
5649 TRACE("clearing renderer\n");
5650 /* IWineD3DDeviceImpl_CleanRender(iface); */
5651 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5652 depending on the renter target implementation being used.
5653 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5654 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5655 stencil buffer and incure an extra memory overhead */
5656 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5659 if (SUCCEEDED(hr)) {
5660 /* Finally, reset the viewport as the MSDN states. */
5661 /* TODO: Replace impl usage */
5662 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
5663 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
5666 viewport.MaxZ = 1.0f;
5667 viewport.MinZ = 0.0f;
5668 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5670 FIXME("Unknown error setting the render target\n");
5672 This->sceneEnded = FALSE;
5676 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5677 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5678 HRESULT hr = D3D_OK;
5679 IWineD3DSurface *tmp;
5681 TRACE("(%p) Swapping z-buffer\n",This);
5683 if (pNewZStencil == This->stencilBufferTarget) {
5684 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5686 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5687 * depending on the renter target implementation being used.
5688 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5689 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5690 * stencil buffer and incure an extra memory overhead
5691 ******************************************************/
5694 tmp = This->stencilBufferTarget;
5695 This->stencilBufferTarget = pNewZStencil;
5696 /* should we be calling the parent or the wined3d surface? */
5697 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5698 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5700 /** TODO: glEnable/glDisable on depth/stencil depending on
5701 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5702 **********************************************************/
5709 #ifdef GL_VERSION_1_3
5710 /* Internal functions not in DirectX */
5711 /** TODO: move this off to the opengl context manager
5712 *(the swapchain doesn't need to know anything about offscreen rendering!)
5713 ****************************************************/
5715 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5717 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5719 TRACE("(%p), %p\n", This, swapchain);
5721 if (swapchain->win != swapchain->drawable) {
5722 /* Set everything back the way it ws */
5723 swapchain->render_ctx = swapchain->glCtx;
5724 swapchain->drawable = swapchain->win;
5729 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5730 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5731 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5734 unsigned int height;
5735 WINED3DFORMAT format;
5736 WINED3DSURFACE_DESC surfaceDesc;
5737 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5738 surfaceDesc.Width = &width;
5739 surfaceDesc.Height = &height;
5740 surfaceDesc.Format = &format;
5741 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5743 /* I need a get width/height function (and should do something with the format) */
5744 for (i = 0; i < CONTEXT_CACHE; ++i) {
5745 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5746 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5747 the pSurface can be set to 0 allowing it to be reused from cache **/
5748 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5749 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5750 *context = &This->contextCache[i];
5753 if (This->contextCache[i].Width == 0) {
5754 This->contextCache[i].pSurface = pSurface;
5755 This->contextCache[i].Width = width;
5756 This->contextCache[i].Height = height;
5757 *context = &This->contextCache[i];
5761 if (i == CONTEXT_CACHE) {
5762 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5763 glContext *dropContext = 0;
5764 for (i = 0; i < CONTEXT_CACHE; i++) {
5765 if (This->contextCache[i].usedcount < minUsage) {
5766 dropContext = &This->contextCache[i];
5767 minUsage = This->contextCache[i].usedcount;
5770 /* clean up the context (this doesn't work for ATI at the moment */
5772 glXDestroyContext(swapchain->display, dropContext->context);
5773 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5776 dropContext->Width = 0;
5777 dropContext->pSurface = pSurface;
5778 *context = dropContext;
5780 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5781 for (i = 0; i < CONTEXT_CACHE; i++) {
5782 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5786 if (*context != NULL)
5789 return E_OUTOFMEMORY;
5793 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
5794 * the functionality needs splitting up so that we don't do more than we should do.
5795 * this only seems to impact performance a little.
5796 ******************************/
5797 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5798 IWineD3DSurface *RenderSurface) {
5799 HRESULT ret = D3DERR_INVALIDCALL;
5802 * Currently only active for GLX >= 1.3
5803 * for others versions we'll have to use GLXPixmaps
5805 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
5806 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
5807 * so only check OpenGL version
5808 * ..........................
5809 * I don't believe that it is a problem with NVidia headers,
5810 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
5811 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
5813 * Your application will report GLX version 1.2 on glXQueryVersion.
5814 * However, it is safe to call the GLX 1.3 functions as described below.
5816 #if defined(GL_VERSION_1_3)
5818 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5819 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
5820 IWineD3DSurface *tmp;
5821 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
5822 GLXFBConfig* cfgs = NULL;
5826 IWineD3DSwapChain *currentSwapchain;
5827 IWineD3DSwapChainImpl *swapchain;
5828 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
5829 * but switch them off if the StencilSurface is set to NULL
5830 ** *********************************************************/
5831 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
5832 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
5835 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
5836 it StencilSurface != NULL && zBufferTarget == NULL switch it on
5839 #define PUSH1(att) attribs[nAttribs++] = (att);
5840 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
5842 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
5844 /** TODO: remove the reff to Impl (context manager should fix this!) **/
5845 IWineD3DSwapChainImpl *impSwapChain;
5846 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
5847 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
5848 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
5853 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
5854 PUSH2(GLX_X_RENDERABLE, TRUE);
5855 PUSH2(GLX_DOUBLEBUFFER, TRUE);
5856 TRACE("calling makeglcfg\n");
5857 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
5860 TRACE("calling chooseFGConfig\n");
5861 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
5864 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
5865 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
5866 why we failed and only show this message once! */
5867 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
5869 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
5870 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
5871 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
5872 PUSH2(GLX_DOUBLEBUFFER, FALSE);
5873 TRACE("calling makeglcfg\n");
5874 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
5876 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
5883 for (i = 0; i < nCfgs; ++i) {
5884 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
5885 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
5886 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
5889 if (NULL != This->renderTarget) {
5891 vcheckGLcall("glFlush");
5892 /** This is only useful if the old render target was a swapchain,
5893 * we need to supercede this with a function that displays
5894 * the current buffer on the screen. This is easy to do in glx1.3 but
5895 * we need to do copy-write pixels in glx 1.2.
5896 ************************************************/
5897 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
5899 printf("Hit Enter to get next frame ...\n");
5905 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain) != D3D_OK) {
5906 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
5907 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
5911 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
5912 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
5913 **********************************************************************/
5914 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK) {
5915 /* We also need to make sure that the lights &co are also in the context of the swapchains */
5916 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
5917 TRACE("making swapchain active\n");
5918 if (RenderSurface != This->renderTarget) {
5919 if (RenderSurface == swapchain->backBuffer) {
5921 /* This could be flagged so that some operations work directly with the front buffer */
5922 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
5924 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
5926 TRACE("Error in setting current context: context %p drawable %ld !\n",
5927 impSwapChain->glCtx, impSwapChain->win);
5930 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
5932 checkGLcall("glXMakeContextCurrent");
5934 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5936 else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
5938 /** ********************************************************************
5939 * This is a quickly hacked out implementation of offscreen textures.
5940 * It will work in most cases but there may be problems if the client
5941 * modifies the texture directly, or expects the contents of the rendertarget
5944 * There are some real speed vs compatibility issues here:
5945 * we should really use a new context for every texture, but that eats ram.
5946 * we should also be restoring the texture to the pbuffer but that eats CPU
5947 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
5948 * but if this means reusing the display backbuffer then we need to make sure that
5949 * states are correctly preserved.
5950 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
5951 * and gain a good performance increase at the cost of compatibility.
5952 * I would suggest that, when this is the case, a user configurable flag be made
5953 * available, allowing the user to choose the best emulated experience for them.
5954 *********************************************************************/
5956 XVisualInfo *visinfo;
5957 glContext *newContext;
5959 /* Here were using a shared context model */
5960 if (D3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
5961 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
5964 /* If the context doesn't exist then create a new one */
5965 /* TODO: This should really be part of findGlContext */
5966 if (NULL == newContext->context) {
5968 TRACE("making new buffer\n");
5970 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
5971 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
5974 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
5976 /** ****************************************
5977 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
5979 * In future releases, we may provide the calls glXCreateNewContext,
5980 * glXQueryDrawable and glXMakeContextCurrent.
5981 * so until then we have to use glXGetVisualFromFBConfig &co..
5982 ********************************************/
5985 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
5987 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
5989 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
5993 if (NULL == newContext || NULL == newContext->context) {
5994 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
5996 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
5997 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
5998 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
6001 /* Clean up the old context */
6002 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6003 /* Set the current context of the swapchain to the new context */
6004 impSwapChain->drawable = newContext->drawable;
6005 impSwapChain->render_ctx = newContext->context;
6009 #if 1 /* Apply the stateblock to the new context
6010 FIXME: This is a bit of a hack, each context should know it's own state,
6011 the directX current directX state should then be applied to the context */
6014 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6015 oldUpdateStateBlock = This->updateStateBlock;
6016 oldRecording= This->isRecordingState;
6017 This->isRecordingState = FALSE;
6018 This->updateStateBlock = This->stateBlock;
6019 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6021 This->isRecordingState = oldRecording;
6022 This->updateStateBlock = oldUpdateStateBlock;
6027 /* clean up the current rendertargets swapchain (if it belonged to one) */
6028 if (currentSwapchain != NULL) {
6029 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
6032 /* Were done with the opengl context management, setup the rendertargets */
6034 tmp = This->renderTarget;
6035 This->renderTarget = RenderSurface;
6036 IWineD3DSurface_AddRef(This->renderTarget);
6037 IWineD3DSurface_Release(tmp);
6043 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
6044 /* Check that the container is not a swapchain member */
6046 IWineD3DSwapChain *tmpSwapChain;
6047 if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
6048 This->renderUpsideDown = TRUE;
6050 This->renderUpsideDown = FALSE;
6051 IWineD3DSwapChain_Release(tmpSwapChain);
6053 /* Force updating the cull mode */
6054 TRACE("setting render state\n");
6055 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
6056 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
6058 /* Force updating projection matrix */
6059 This->last_was_rhw = FALSE;
6060 This->proj_valid = FALSE;
6068 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
6069 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6074 if ( NULL != impSwapChain) {
6075 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
6083 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6084 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6085 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6086 /* TODO: the use of Impl is deprecated. */
6087 /* some basic validation checks */
6088 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6090 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6092 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6093 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6094 return D3DERR_INVALIDCALL;
6096 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
6097 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
6098 return D3DERR_INVALIDCALL;
6100 /* TODO: make the cursor 'real' */
6102 This->xHotSpot = XHotSpot;
6103 This->yHotSpot = YHotSpot;
6108 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6110 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6112 This->xScreenSpace = XScreenSpace;
6113 This->yScreenSpace = YScreenSpace;
6119 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6121 TRACE("(%p) : visible(%d)\n", This, bShow);
6123 This->bCursorVisible = bShow;
6128 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6129 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6130 TRACE("(%p) : state (%lu)\n", This, This->state);
6131 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6132 switch (This->state) {
6135 case D3DERR_DEVICELOST:
6137 ResourceList *resourceList = This->resources;
6138 while (NULL != resourceList) {
6139 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == D3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6140 return D3DERR_DEVICENOTRESET;
6141 resourceList = resourceList->next;
6143 return D3DERR_DEVICELOST;
6145 case D3DERR_DRIVERINTERNALERROR:
6146 return D3DERR_DRIVERINTERNALERROR;
6150 return D3DERR_DRIVERINTERNALERROR;
6154 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6155 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6156 /** FIXME: Resource tracking needs to be done,
6157 * The closes we can do to this is set the priorities of all managed textures low
6158 * and then reset them.
6159 ***********************************************************/
6160 FIXME("(%p) : stub\n", This);
6164 HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
6165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6166 /** FIXME: Resource trascking needs to be done.
6167 * in effect this pulls all non only default
6168 * textures out of video memory and deletes all glTextures (glDeleteTextures)
6169 * and should clear down the context and set it up according to pPresentationParameters
6170 ***********************************************************/
6171 FIXME("(%p) : stub\n", This);
6175 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6176 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6177 /** FIXME: always true at the moment **/
6178 if(bEnableDialogs == FALSE) {
6179 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6185 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
6186 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6188 FIXME("(%p) : stub\n", This);
6189 /* Setup some reasonable defaults */
6190 pParameters->AdapterOrdinal = 0; /* always for now */
6191 pParameters->DeviceType = D3DDEVTYPE_HAL; /* always for now */
6192 pParameters->hFocusWindow = 0;
6193 pParameters->BehaviorFlags =0;
6197 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
6198 IWineD3DSwapChain *swapchain;
6199 HRESULT hrc = D3D_OK;
6201 TRACE("Relaying to swapchain\n");
6203 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6204 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (D3DGAMMARAMP *)pRamp);
6205 IWineD3DSwapChain_Release(swapchain);
6210 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, D3DGAMMARAMP* pRamp) {
6211 IWineD3DSwapChain *swapchain;
6212 HRESULT hrc = D3D_OK;
6214 TRACE("Relaying to swapchain\n");
6216 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6217 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6218 IWineD3DSwapChain_Release(swapchain);
6224 /** ********************************************************
6225 * Notification functions
6226 ** ********************************************************/
6227 /** This function must be called in the release of a resource when ref == 0,
6228 * the contents of resource must still be correct,
6229 * any handels to other resource held by the caller must be closed
6230 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6231 *****************************************************/
6232 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6234 ResourceList* resourceList;
6236 TRACE("(%p) : resource %p\n", This, resource);
6238 EnterCriticalSection(&resourceStoreCriticalSection);
6240 /* add a new texture to the frot of the linked list */
6241 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6242 resourceList->resource = resource;
6244 /* Get the old head */
6245 resourceList->next = This->resources;
6247 This->resources = resourceList;
6248 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6251 LeaveCriticalSection(&resourceStoreCriticalSection);
6256 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6257 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6258 ResourceList* resourceList = NULL;
6259 ResourceList* previousResourceList = NULL;
6261 TRACE("(%p) : resource %p\n", This, resource);
6264 EnterCriticalSection(&resourceStoreCriticalSection);
6266 resourceList = This->resources;
6268 while (resourceList != NULL) {
6269 if(resourceList->resource == resource) break;
6270 previousResourceList = resourceList;
6271 resourceList = resourceList->next;
6274 if (resourceList == NULL) {
6275 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6277 LeaveCriticalSection(&resourceStoreCriticalSection);
6281 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6283 /* make sure we don't leave a hole in the list */
6284 if (previousResourceList != NULL) {
6285 previousResourceList->next = resourceList->next;
6287 This->resources = resourceList->next;
6291 LeaveCriticalSection(&resourceStoreCriticalSection);
6297 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6298 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6301 TRACE("(%p) : resource %p\n", This, resource);
6302 switch(IWineD3DResource_GetType(resource)){
6303 case D3DRTYPE_SURFACE:
6304 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6306 case D3DRTYPE_TEXTURE:
6307 case D3DRTYPE_CUBETEXTURE:
6308 case D3DRTYPE_VOLUMETEXTURE:
6309 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
6310 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6311 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6312 This->stateBlock->textures[counter] = NULL;
6314 if (This->updateStateBlock != This->stateBlock ){
6315 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6316 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6317 This->updateStateBlock->textures[counter] = NULL;
6322 case D3DRTYPE_VOLUME:
6323 /* TODO: nothing really? */
6325 case D3DRTYPE_VERTEXBUFFER:
6326 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6329 TRACE("Cleaning up stream pointers\n");
6331 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6332 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6333 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6335 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6336 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6337 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6338 This->updateStateBlock->streamSource[streamNumber] = 0;
6339 /* Set changed flag? */
6342 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6343 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6344 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6345 This->stateBlock->streamSource[streamNumber] = 0;
6348 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6349 else { /* This shouldn't happen */
6350 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6357 case D3DRTYPE_INDEXBUFFER:
6358 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6359 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6360 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6361 This->updateStateBlock->pIndexData = NULL;
6364 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6365 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6366 This->stateBlock->pIndexData = NULL;
6372 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6377 /* Remove the resoruce from the resourceStore */
6378 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6380 TRACE("Resource released\n");
6385 /** This function is to be called by the swapchain when it is released and it's ref = 0
6386 *****************************************************/
6387 void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
6388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6389 SwapChainList **nextSwapchain;
6390 nextSwapchain = &This->swapchains;
6392 /* Check to see if the swapchian is being used as the render target */
6393 if (This->renderTarget != NULL) {
6394 IWineD3DSurface *swapchainBackBuffer;
6396 IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
6397 if (This->renderTarget == swapchainBackBuffer) {
6398 /* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
6399 FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
6403 /* Go through the swapchain list and try to find the swapchain being released */
6404 while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
6405 nextSwapchain = &(*nextSwapchain)->next;
6408 /* Check to see if we found the swapchain */
6409 if (NULL != *nextSwapchain) {
6410 /* We found the swapchain so remove it from the list */
6411 TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
6412 HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
6413 *nextSwapchain = (*nextSwapchain)->next;
6415 /* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
6416 FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
6419 TRACE("swapchain (%p) released\n", swapChain);
6423 /**********************************************************
6424 * IWineD3DDevice VTbl follows
6425 **********************************************************/
6427 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6429 /*** IUnknown methods ***/
6430 IWineD3DDeviceImpl_QueryInterface,
6431 IWineD3DDeviceImpl_AddRef,
6432 IWineD3DDeviceImpl_Release,
6433 /*** IWineD3DDevice methods ***/
6434 IWineD3DDeviceImpl_GetParent,
6435 /*** Creation methods**/
6436 IWineD3DDeviceImpl_CreateVertexBuffer,
6437 IWineD3DDeviceImpl_CreateIndexBuffer,
6438 IWineD3DDeviceImpl_CreateStateBlock,
6439 IWineD3DDeviceImpl_CreateSurface,
6440 IWineD3DDeviceImpl_CreateTexture,
6441 IWineD3DDeviceImpl_CreateVolumeTexture,
6442 IWineD3DDeviceImpl_CreateVolume,
6443 IWineD3DDeviceImpl_CreateCubeTexture,
6444 IWineD3DDeviceImpl_CreateQuery,
6445 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6446 IWineD3DDeviceImpl_CreateVertexDeclaration,
6447 IWineD3DDeviceImpl_CreateVertexShader,
6448 IWineD3DDeviceImpl_CreatePixelShader,
6449 /*** Odd functions **/
6450 IWineD3DDeviceImpl_EvictManagedResources,
6451 IWineD3DDeviceImpl_GetAvailableTextureMem,
6452 IWineD3DDeviceImpl_GetBackBuffer,
6453 IWineD3DDeviceImpl_GetCreationParameters,
6454 IWineD3DDeviceImpl_GetDeviceCaps,
6455 IWineD3DDeviceImpl_GetDirect3D,
6456 IWineD3DDeviceImpl_GetDisplayMode,
6457 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6458 IWineD3DDeviceImpl_GetRasterStatus,
6459 IWineD3DDeviceImpl_GetSwapChain,
6460 IWineD3DDeviceImpl_Reset,
6461 IWineD3DDeviceImpl_SetDialogBoxMode,
6462 IWineD3DDeviceImpl_SetCursorProperties,
6463 IWineD3DDeviceImpl_SetCursorPosition,
6464 IWineD3DDeviceImpl_ShowCursor,
6465 IWineD3DDeviceImpl_TestCooperativeLevel,
6466 /*** Getters and setters **/
6467 IWineD3DDeviceImpl_SetClipPlane,
6468 IWineD3DDeviceImpl_GetClipPlane,
6469 IWineD3DDeviceImpl_SetClipStatus,
6470 IWineD3DDeviceImpl_GetClipStatus,
6471 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6472 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6473 IWineD3DDeviceImpl_SetDepthStencilSurface,
6474 IWineD3DDeviceImpl_GetDepthStencilSurface,
6475 IWineD3DDeviceImpl_SetFVF,
6476 IWineD3DDeviceImpl_GetFVF,
6477 IWineD3DDeviceImpl_SetGammaRamp,
6478 IWineD3DDeviceImpl_GetGammaRamp,
6479 IWineD3DDeviceImpl_SetIndices,
6480 IWineD3DDeviceImpl_GetIndices,
6481 IWineD3DDeviceImpl_SetLight,
6482 IWineD3DDeviceImpl_GetLight,
6483 IWineD3DDeviceImpl_SetLightEnable,
6484 IWineD3DDeviceImpl_GetLightEnable,
6485 IWineD3DDeviceImpl_SetMaterial,
6486 IWineD3DDeviceImpl_GetMaterial,
6487 IWineD3DDeviceImpl_SetNPatchMode,
6488 IWineD3DDeviceImpl_GetNPatchMode,
6489 IWineD3DDeviceImpl_SetPaletteEntries,
6490 IWineD3DDeviceImpl_GetPaletteEntries,
6491 IWineD3DDeviceImpl_SetPixelShader,
6492 IWineD3DDeviceImpl_GetPixelShader,
6493 IWineD3DDeviceImpl_SetPixelShaderConstant,
6494 IWineD3DDeviceImpl_GetPixelShaderConstant,
6495 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6496 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6497 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6498 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6499 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6500 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6501 IWineD3DDeviceImpl_SetPixelShaderConstantN,
6502 IWineD3DDeviceImpl_SetRenderState,
6503 IWineD3DDeviceImpl_GetRenderState,
6504 IWineD3DDeviceImpl_SetRenderTarget,
6505 IWineD3DDeviceImpl_GetRenderTarget,
6506 IWineD3DDeviceImpl_SetSamplerState,
6507 IWineD3DDeviceImpl_GetSamplerState,
6508 IWineD3DDeviceImpl_SetScissorRect,
6509 IWineD3DDeviceImpl_GetScissorRect,
6510 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6511 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6512 IWineD3DDeviceImpl_SetStreamSource,
6513 IWineD3DDeviceImpl_GetStreamSource,
6514 IWineD3DDeviceImpl_SetStreamSourceFreq,
6515 IWineD3DDeviceImpl_GetStreamSourceFreq,
6516 IWineD3DDeviceImpl_SetTexture,
6517 IWineD3DDeviceImpl_GetTexture,
6518 IWineD3DDeviceImpl_SetTextureStageState,
6519 IWineD3DDeviceImpl_GetTextureStageState,
6520 IWineD3DDeviceImpl_SetTransform,
6521 IWineD3DDeviceImpl_GetTransform,
6522 IWineD3DDeviceImpl_SetVertexDeclaration,
6523 IWineD3DDeviceImpl_GetVertexDeclaration,
6524 IWineD3DDeviceImpl_SetVertexShader,
6525 IWineD3DDeviceImpl_GetVertexShader,
6526 IWineD3DDeviceImpl_SetVertexShaderConstant,
6527 IWineD3DDeviceImpl_GetVertexShaderConstant,
6528 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6529 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6530 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6531 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6532 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6533 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6534 IWineD3DDeviceImpl_SetVertexShaderConstantN,
6535 IWineD3DDeviceImpl_SetViewport,
6536 IWineD3DDeviceImpl_GetViewport,
6537 IWineD3DDeviceImpl_MultiplyTransform,
6538 IWineD3DDeviceImpl_ValidateDevice,
6539 IWineD3DDeviceImpl_ProcessVertices,
6540 /*** State block ***/
6541 IWineD3DDeviceImpl_BeginStateBlock,
6542 IWineD3DDeviceImpl_EndStateBlock,
6543 /*** Scene management ***/
6544 IWineD3DDeviceImpl_BeginScene,
6545 IWineD3DDeviceImpl_EndScene,
6546 IWineD3DDeviceImpl_Present,
6547 IWineD3DDeviceImpl_Clear,
6549 IWineD3DDeviceImpl_DrawPrimitive,
6550 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6551 IWineD3DDeviceImpl_DrawPrimitiveUP,
6552 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6553 IWineD3DDeviceImpl_DrawRectPatch,
6554 IWineD3DDeviceImpl_DrawTriPatch,
6555 IWineD3DDeviceImpl_DeletePatch,
6556 IWineD3DDeviceImpl_ColorFill,
6557 IWineD3DDeviceImpl_UpdateTexture,
6558 IWineD3DDeviceImpl_UpdateSurface,
6559 IWineD3DDeviceImpl_StretchRect,
6560 IWineD3DDeviceImpl_GetRenderTargetData,
6561 IWineD3DDeviceImpl_GetFrontBufferData,
6562 /*** Internal use IWineD3DDevice methods ***/
6563 IWineD3DDeviceImpl_SetupTextureStates,
6564 /*** object tracking ***/
6565 IWineD3DDeviceImpl_SwapChainReleased,
6566 IWineD3DDeviceImpl_ResourceReleased
6570 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6571 WINED3DRS_ALPHABLENDENABLE ,
6572 WINED3DRS_ALPHAFUNC ,
6573 WINED3DRS_ALPHAREF ,
6574 WINED3DRS_ALPHATESTENABLE ,
6576 WINED3DRS_COLORWRITEENABLE ,
6577 WINED3DRS_DESTBLEND ,
6578 WINED3DRS_DITHERENABLE ,
6579 WINED3DRS_FILLMODE ,
6580 WINED3DRS_FOGDENSITY ,
6582 WINED3DRS_FOGSTART ,
6583 WINED3DRS_LASTPIXEL ,
6584 WINED3DRS_SHADEMODE ,
6585 WINED3DRS_SRCBLEND ,
6586 WINED3DRS_STENCILENABLE ,
6587 WINED3DRS_STENCILFAIL ,
6588 WINED3DRS_STENCILFUNC ,
6589 WINED3DRS_STENCILMASK ,
6590 WINED3DRS_STENCILPASS ,
6591 WINED3DRS_STENCILREF ,
6592 WINED3DRS_STENCILWRITEMASK ,
6593 WINED3DRS_STENCILZFAIL ,
6594 WINED3DRS_TEXTUREFACTOR ,
6605 WINED3DRS_ZWRITEENABLE
6608 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6609 WINED3DTSS_ADDRESSW ,
6610 WINED3DTSS_ALPHAARG0 ,
6611 WINED3DTSS_ALPHAARG1 ,
6612 WINED3DTSS_ALPHAARG2 ,
6613 WINED3DTSS_ALPHAOP ,
6614 WINED3DTSS_BUMPENVLOFFSET ,
6615 WINED3DTSS_BUMPENVLSCALE ,
6616 WINED3DTSS_BUMPENVMAT00 ,
6617 WINED3DTSS_BUMPENVMAT01 ,
6618 WINED3DTSS_BUMPENVMAT10 ,
6619 WINED3DTSS_BUMPENVMAT11 ,
6620 WINED3DTSS_COLORARG0 ,
6621 WINED3DTSS_COLORARG1 ,
6622 WINED3DTSS_COLORARG2 ,
6623 WINED3DTSS_COLOROP ,
6624 WINED3DTSS_RESULTARG ,
6625 WINED3DTSS_TEXCOORDINDEX ,
6626 WINED3DTSS_TEXTURETRANSFORMFLAGS
6629 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6630 WINED3DSAMP_ADDRESSU ,
6631 WINED3DSAMP_ADDRESSV ,
6632 WINED3DSAMP_ADDRESSW ,
6633 WINED3DSAMP_BORDERCOLOR ,
6634 WINED3DSAMP_MAGFILTER ,
6635 WINED3DSAMP_MINFILTER ,
6636 WINED3DSAMP_MIPFILTER ,
6637 WINED3DSAMP_MIPMAPLODBIAS ,
6638 WINED3DSAMP_MAXMIPLEVEL ,
6639 WINED3DSAMP_MAXANISOTROPY ,
6640 WINED3DSAMP_SRGBTEXTURE ,
6641 WINED3DSAMP_ELEMENTINDEX
6644 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6646 WINED3DRS_AMBIENTMATERIALSOURCE ,
6647 WINED3DRS_CLIPPING ,
6648 WINED3DRS_CLIPPLANEENABLE ,
6649 WINED3DRS_COLORVERTEX ,
6650 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6651 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6652 WINED3DRS_FOGDENSITY ,
6654 WINED3DRS_FOGSTART ,
6655 WINED3DRS_FOGTABLEMODE ,
6656 WINED3DRS_FOGVERTEXMODE ,
6657 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6658 WINED3DRS_LIGHTING ,
6659 WINED3DRS_LOCALVIEWER ,
6660 WINED3DRS_MULTISAMPLEANTIALIAS ,
6661 WINED3DRS_MULTISAMPLEMASK ,
6662 WINED3DRS_NORMALIZENORMALS ,
6663 WINED3DRS_PATCHEDGESTYLE ,
6664 WINED3DRS_POINTSCALE_A ,
6665 WINED3DRS_POINTSCALE_B ,
6666 WINED3DRS_POINTSCALE_C ,
6667 WINED3DRS_POINTSCALEENABLE ,
6668 WINED3DRS_POINTSIZE ,
6669 WINED3DRS_POINTSIZE_MAX ,
6670 WINED3DRS_POINTSIZE_MIN ,
6671 WINED3DRS_POINTSPRITEENABLE ,
6672 WINED3DRS_RANGEFOGENABLE ,
6673 WINED3DRS_SPECULARMATERIALSOURCE ,
6674 WINED3DRS_TWEENFACTOR ,
6675 WINED3DRS_VERTEXBLEND
6678 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6679 WINED3DTSS_TEXCOORDINDEX ,
6680 WINED3DTSS_TEXTURETRANSFORMFLAGS
6683 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6684 WINED3DSAMP_DMAPOFFSET