2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2008 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
12 * Copyright 2009 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION This->adapter->gl_info
39 /* Define the default light parameters as specified by MSDN */
40 const WINED3DLIGHT WINED3D_default_light = {
42 WINED3DLIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const float identity[] =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
70 switch(primitive_type)
72 case WINED3DPT_POINTLIST:
75 case WINED3DPT_LINELIST:
78 case WINED3DPT_LINESTRIP:
81 case WINED3DPT_TRIANGLELIST:
84 case WINED3DPT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3DPT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3DPT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3DPT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3DPT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
108 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
113 return WINED3DPT_POINTLIST;
116 return WINED3DPT_LINELIST;
119 return WINED3DPT_LINESTRIP;
122 return WINED3DPT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3DPT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3DPT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3DPT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3DPT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3DPT_TRIANGLESTRIP_ADJ;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3DPT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
178 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
180 /* We need to deal with frequency data! */
181 IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
184 stream_info->use_map = 0;
185 stream_info->swizzle_map = 0;
187 /* Check for transformed vertices, disable vertex shader if present. */
188 stream_info->position_transformed = declaration->position_transformed;
189 if (declaration->position_transformed) use_vshader = FALSE;
191 /* Translate the declaration into strided data. */
192 for (i = 0; i < declaration->element_count; ++i)
194 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
195 GLuint buffer_object = 0;
196 const BYTE *data = NULL;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!This->stateBlock->streamSource[element->input_slot]) continue;
206 stride = This->stateBlock->streamStride[element->input_slot];
207 if (This->stateBlock->streamIsUP)
209 TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
211 data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
215 TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
216 data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], 0, &buffer_object);
218 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
219 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
220 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
221 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
222 * not, drawStridedSlow is needed, including a vertex buffer path. */
223 if (This->stateBlock->loadBaseVertexIndex < 0)
225 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
227 data = buffer_get_sysmem((struct wined3d_buffer *)This->stateBlock->streamSource[element->input_slot]);
228 if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride)
230 FIXME("System memory vertex data load offset is negative!\n");
236 if (buffer_object) *fixup = TRUE;
237 else if (*fixup && !use_vshader
238 && (element->usage == WINED3DDECLUSAGE_COLOR
239 || element->usage == WINED3DDECLUSAGE_POSITIONT))
241 static BOOL warned = FALSE;
244 /* This may be bad with the fixed function pipeline. */
245 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 data += element->offset;
253 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
257 if (element->output_slot == ~0U)
259 /* TODO: Assuming vertexdeclarations are usually used with the
260 * same or a similar shader, it might be worth it to store the
261 * last used output slot and try that one first. */
262 stride_used = vshader_get_input(This->stateBlock->vertexShader,
263 element->usage, element->usage_idx, &idx);
267 idx = element->output_slot;
273 if (!element->ffp_valid)
275 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
276 debug_d3dformat(element->format_desc->format), debug_d3ddeclusage(element->usage));
281 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
287 TRACE("Load %s array %u [usage %s, usage_idx %u, "
288 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
289 use_vshader ? "shader": "fixed function", idx,
290 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
291 element->offset, stride, debug_d3dformat(element->format_desc->format), buffer_object);
293 stream_info->elements[idx].format_desc = element->format_desc;
294 stream_info->elements[idx].stride = stride;
295 stream_info->elements[idx].data = data;
296 stream_info->elements[idx].stream_idx = element->input_slot;
297 stream_info->elements[idx].buffer_object = buffer_object;
299 if (!This->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
300 && element->format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
302 stream_info->swizzle_map |= 1 << idx;
304 stream_info->use_map |= 1 << idx;
308 if (!This->stateBlock->streamIsUP)
310 WORD map = stream_info->use_map;
312 /* PreLoad all the vertex buffers. */
313 for (i = 0; map; map >>= 1, ++i)
315 struct wined3d_stream_info_element *element;
316 struct wined3d_buffer *buffer;
318 if (!(map & 1)) continue;
320 element = &stream_info->elements[i];
321 buffer = (struct wined3d_buffer *)This->stateBlock->streamSource[element->stream_idx];
322 IWineD3DBuffer_PreLoad((IWineD3DBuffer *)buffer);
324 /* If PreLoad dropped the buffer object, update the stream info. */
325 if (buffer->buffer_object != element->buffer_object)
327 element->buffer_object = 0;
328 element->data = buffer_get_sysmem(buffer) + (ptrdiff_t)element->data;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
335 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
337 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(strided->format, gl_info);
338 e->format_desc = format_desc;
339 e->stride = strided->dwStride;
340 e->data = strided->lpData;
342 e->buffer_object = 0;
345 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
350 memset(stream_info, 0, sizeof(*stream_info));
352 if (strided->position.lpData)
353 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
354 if (strided->normal.lpData)
355 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
356 if (strided->diffuse.lpData)
357 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
358 if (strided->specular.lpData)
359 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
361 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
363 if (strided->texCoords[i].lpData)
364 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
365 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
368 stream_info->position_transformed = strided->position_transformed;
370 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
372 if (!stream_info->elements[i].format_desc) continue;
374 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
375 && stream_info->elements[i].format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
377 stream_info->swizzle_map |= 1 << i;
379 stream_info->use_map |= 1 << i;
383 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
385 TRACE("Strided Data:\n");
386 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
387 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
388 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
403 /* Context activation is done by the caller. */
404 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
406 struct wined3d_stream_info *stream_info = &device->strided_streams;
407 IWineD3DStateBlockImpl *stateblock = device->stateBlock;
408 BOOL vs = stateblock->vertexShader && device->vs_selected_mode != SHADER_NONE;
411 if (device->up_strided)
413 /* Note: this is a ddraw fixed-function code path. */
414 TRACE("=============================== Strided Input ================================\n");
415 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
416 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
420 TRACE("============================= Vertex Declaration =============================\n");
421 device_stream_info_from_declaration(device, vs, stream_info, &fixup);
424 if (vs && !stream_info->position_transformed)
426 if (((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->half_float_conv_needed && !fixup)
428 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
429 device->useDrawStridedSlow = TRUE;
433 device->useDrawStridedSlow = FALSE;
438 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
439 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
440 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
442 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
444 device->useDrawStridedSlow = TRUE;
448 device->useDrawStridedSlow = FALSE;
453 static void device_preload_texture(IWineD3DStateBlockImpl *stateblock, unsigned int idx)
455 IWineD3DBaseTextureImpl *texture;
456 enum WINED3DSRGB srgb;
458 if (!(texture = (IWineD3DBaseTextureImpl *)stateblock->textures[idx])) return;
459 srgb = stateblock->samplerState[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
460 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
463 void device_preload_textures(IWineD3DDeviceImpl *device)
465 IWineD3DStateBlockImpl *stateblock = device->stateBlock;
468 if (use_vs(stateblock))
470 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
472 if (((IWineD3DBaseShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.sampler_type[i])
473 device_preload_texture(stateblock, MAX_FRAGMENT_SAMPLERS + i);
477 if (use_ps(stateblock))
479 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
481 if (((IWineD3DBaseShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.sampler_type[i])
482 device_preload_texture(stateblock, i);
487 WORD ffu_map = device->fixed_function_usage_map;
489 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
492 device_preload_texture(stateblock, i);
497 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context)
499 struct wined3d_context **new_array;
501 TRACE("Adding context %p.\n", context);
503 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
504 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, sizeof(*new_array) * (device->numContexts + 1));
508 ERR("Failed to grow the context array.\n");
512 new_array[device->numContexts++] = context;
513 device->contexts = new_array;
517 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context)
519 struct wined3d_context **new_array;
523 TRACE("Removing context %p.\n", context);
525 for (i = 0; i < device->numContexts; ++i)
527 if (device->contexts[i] == context)
536 ERR("Context %p doesn't exist in context array.\n", context);
540 if (!--device->numContexts)
542 HeapFree(GetProcessHeap(), 0, device->contexts);
543 device->contexts = NULL;
547 memmove(&device->contexts[i], &device->contexts[i + 1], (device->numContexts - i) * sizeof(*device->contexts));
548 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->numContexts * sizeof(*device->contexts));
551 ERR("Failed to shrink context array. Oh well.\n");
555 device->contexts = new_array;
559 /**********************************************************
560 * IUnknown parts follows
561 **********************************************************/
563 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
567 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
568 if (IsEqualGUID(riid, &IID_IUnknown)
569 || IsEqualGUID(riid, &IID_IWineD3DBase)
570 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
571 IUnknown_AddRef(iface);
576 return E_NOINTERFACE;
579 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
581 ULONG refCount = InterlockedIncrement(&This->ref);
583 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
587 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
588 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
589 ULONG refCount = InterlockedDecrement(&This->ref);
591 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
596 for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
597 HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
598 This->multistate_funcs[i] = NULL;
601 /* TODO: Clean up all the surfaces and textures! */
602 /* NOTE: You must release the parent if the object was created via a callback
603 ** ***************************/
605 if (!list_empty(&This->resources)) {
606 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
607 dumpResources(&This->resources);
610 if(This->contexts) ERR("Context array not freed!\n");
611 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
612 This->haveHardwareCursor = FALSE;
614 IWineD3D_Release(This->wined3d);
615 This->wined3d = NULL;
616 HeapFree(GetProcessHeap(), 0, This);
617 TRACE("Freed device %p\n", This);
623 /**********************************************************
624 * IWineD3DDevice implementation follows
625 **********************************************************/
626 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
627 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
628 *pParent = This->parent;
629 IUnknown_AddRef(This->parent);
633 static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface, struct wined3d_buffer_desc *desc,
634 const void *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops, IWineD3DBuffer **buffer)
636 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
637 struct wined3d_buffer *object;
640 TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
642 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
645 ERR("Failed to allocate memory\n");
646 return E_OUTOFMEMORY;
649 FIXME("Ignoring access flags (pool)\n");
651 hr = buffer_init(object, This, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
652 WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
655 WARN("Failed to initialize buffer, hr %#x.\n", hr);
656 HeapFree(GetProcessHeap(), 0, object);
659 object->desc = *desc;
661 TRACE("Created buffer %p.\n", object);
663 *buffer = (IWineD3DBuffer *)object;
668 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface,
669 UINT Size, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer,
670 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
673 struct wined3d_buffer *object;
676 TRACE("iface %p, size %u, usage %#x, pool %#x, buffer %p, parent %p, parent_ops %p.\n",
677 iface, Size, Usage, Pool, ppVertexBuffer, parent, parent_ops);
679 if (Pool == WINED3DPOOL_SCRATCH)
681 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
682 * anyway, SCRATCH vertex buffers aren't usable anywhere
684 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
685 *ppVertexBuffer = NULL;
686 return WINED3DERR_INVALIDCALL;
689 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
692 ERR("Out of memory\n");
693 *ppVertexBuffer = NULL;
694 return WINED3DERR_OUTOFVIDEOMEMORY;
697 hr = buffer_init(object, This, Size, Usage, WINED3DFMT_VERTEXDATA,
698 Pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
701 WARN("Failed to initialize buffer, hr %#x.\n", hr);
702 HeapFree(GetProcessHeap(), 0, object);
706 TRACE("Created buffer %p.\n", object);
707 *ppVertexBuffer = (IWineD3DBuffer *)object;
712 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface,
713 UINT Length, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppIndexBuffer,
714 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
717 struct wined3d_buffer *object;
720 TRACE("(%p) Creating index buffer\n", This);
722 /* Allocate the storage for the device */
723 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
726 ERR("Out of memory\n");
727 *ppIndexBuffer = NULL;
728 return WINED3DERR_OUTOFVIDEOMEMORY;
731 hr = buffer_init(object, This, Length, Usage | WINED3DUSAGE_STATICDECL,
732 WINED3DFMT_UNKNOWN, Pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
736 WARN("Failed to initialize buffer, hr %#x\n", hr);
737 HeapFree(GetProcessHeap(), 0, object);
741 TRACE("Created buffer %p.\n", object);
743 *ppIndexBuffer = (IWineD3DBuffer *) object;
748 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
749 WINED3DSTATEBLOCKTYPE type, IWineD3DStateBlock **stateblock, IUnknown *parent)
751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
752 IWineD3DStateBlockImpl *object;
755 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
758 ERR("Failed to allocate stateblock memory.\n");
759 return E_OUTOFMEMORY;
762 hr = stateblock_init(object, This, type);
765 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
766 HeapFree(GetProcessHeap(), 0, object);
770 TRACE("Created stateblock %p.\n", object);
771 *stateblock = (IWineD3DStateBlock *)object;
776 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
777 WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,
778 DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
779 WINED3DSURFTYPE Impl, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 IWineD3DSurfaceImpl *object;
785 TRACE("iface %p, width %u, height %u, format %s (%#x), lockable %#x, discard %#x, level %u\n",
786 iface, Width, Height, debug_d3dformat(Format), Format, Lockable, Discard, Level);
787 TRACE("surface %p, usage %s (%#x), pool %s (%#x), multisample_type %#x, multisample_quality %u\n",
788 ppSurface, debug_d3dusage(Usage), Usage, debug_d3dpool(Pool), Pool, MultiSample, MultisampleQuality);
789 TRACE("surface_type %#x, parent %p, parent_ops %p.\n", Impl, parent, parent_ops);
791 if (Impl == SURFACE_OPENGL && !This->adapter)
793 ERR("OpenGL surfaces are not available without OpenGL.\n");
794 return WINED3DERR_NOTAVAILABLE;
797 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
800 ERR("Failed to allocate surface memory.\n");
801 return WINED3DERR_OUTOFVIDEOMEMORY;
804 hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
805 Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent, parent_ops);
808 WARN("Failed to initialize surface, returning %#x.\n", hr);
809 HeapFree(GetProcessHeap(), 0, object);
813 TRACE("(%p) : Created surface %p\n", This, object);
815 *ppSurface = (IWineD3DSurface *)object;
820 static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
821 IWineD3DResource *resource, IUnknown *parent, IWineD3DRendertargetView **rendertarget_view)
823 struct wined3d_rendertarget_view *object;
825 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
828 ERR("Failed to allocate memory\n");
829 return E_OUTOFMEMORY;
832 object->vtbl = &wined3d_rendertarget_view_vtbl;
833 object->refcount = 1;
834 IWineD3DResource_AddRef(resource);
835 object->resource = resource;
836 object->parent = parent;
838 *rendertarget_view = (IWineD3DRendertargetView *)object;
843 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
844 UINT Width, UINT Height, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
845 IWineD3DTexture **ppTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
847 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
848 IWineD3DTextureImpl *object;
851 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
852 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
853 Format, debug_d3dformat(Format), Pool, ppTexture, parent);
855 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
858 ERR("Out of memory\n");
860 return WINED3DERR_OUTOFVIDEOMEMORY;
863 hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent, parent_ops);
866 WARN("Failed to initialize texture, returning %#x\n", hr);
867 HeapFree(GetProcessHeap(), 0, object);
872 *ppTexture = (IWineD3DTexture *)object;
874 TRACE("(%p) : Created texture %p\n", This, object);
879 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
880 UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
881 IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
883 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
884 IWineD3DVolumeTextureImpl *object;
887 TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
888 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
890 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
893 ERR("Out of memory\n");
894 *ppVolumeTexture = NULL;
895 return WINED3DERR_OUTOFVIDEOMEMORY;
898 hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent, parent_ops);
901 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
902 HeapFree(GetProcessHeap(), 0, object);
903 *ppVolumeTexture = NULL;
907 TRACE("(%p) : Created volume texture %p.\n", This, object);
908 *ppVolumeTexture = (IWineD3DVolumeTexture *)object;
913 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface, UINT Width, UINT Height,
914 UINT Depth, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DVolume **ppVolume,
915 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
917 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
918 IWineD3DVolumeImpl *object;
921 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
922 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
924 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
927 ERR("Out of memory\n");
929 return WINED3DERR_OUTOFVIDEOMEMORY;
932 hr = volume_init(object, This, Width, Height, Depth, Usage, Format, Pool, parent, parent_ops);
935 WARN("Failed to initialize volume, returning %#x.\n", hr);
936 HeapFree(GetProcessHeap(), 0, object);
940 TRACE("(%p) : Created volume %p.\n", This, object);
941 *ppVolume = (IWineD3DVolume *)object;
946 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength, UINT Levels,
947 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture,
948 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
951 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
954 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
957 ERR("Out of memory\n");
958 *ppCubeTexture = NULL;
959 return WINED3DERR_OUTOFVIDEOMEMORY;
962 hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent, parent_ops);
965 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
966 HeapFree(GetProcessHeap(), 0, object);
967 *ppCubeTexture = NULL;
971 TRACE("(%p) : Created Cube Texture %p\n", This, object);
972 *ppCubeTexture = (IWineD3DCubeTexture *)object;
977 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface,
978 WINED3DQUERYTYPE type, IWineD3DQuery **query, IUnknown *parent)
980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
981 IWineD3DQueryImpl *object;
984 TRACE("iface %p, type %#x, query %p, parent %p.\n", iface, type, query, parent);
986 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
989 ERR("Failed to allocate query memory.\n");
990 return E_OUTOFMEMORY;
993 hr = query_init(object, This, type, parent);
996 WARN("Failed to initialize query, hr %#x.\n", hr);
997 HeapFree(GetProcessHeap(), 0, object);
1001 TRACE("Created query %p.\n", object);
1002 *query = (IWineD3DQuery *)object;
1007 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
1008 WINED3DPRESENT_PARAMETERS *present_parameters, IWineD3DSwapChain **swapchain,
1009 IUnknown *parent, WINED3DSURFTYPE surface_type)
1011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1012 IWineD3DSwapChainImpl *object;
1015 TRACE("iface %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1016 iface, present_parameters, swapchain, parent, surface_type);
1018 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1021 ERR("Failed to allocate swapchain memory.\n");
1022 return E_OUTOFMEMORY;
1025 hr = swapchain_init(object, surface_type, This, present_parameters, parent);
1028 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1029 HeapFree(GetProcessHeap(), 0, object);
1033 TRACE("Created swapchain %p.\n", object);
1034 *swapchain = (IWineD3DSwapChain *)object;
1039 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1040 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1041 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1042 TRACE("(%p)\n", This);
1044 return This->NumberOfSwapChains;
1047 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1048 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1049 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1051 if(iSwapChain < This->NumberOfSwapChains) {
1052 *pSwapChain = This->swapchains[iSwapChain];
1053 IWineD3DSwapChain_AddRef(*pSwapChain);
1054 TRACE("(%p) returning %p\n", This, *pSwapChain);
1057 TRACE("Swapchain out of range\n");
1059 return WINED3DERR_INVALIDCALL;
1063 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
1064 IWineD3DVertexDeclaration **declaration, IUnknown *parent, const struct wined3d_parent_ops *parent_ops,
1065 const WINED3DVERTEXELEMENT *elements, UINT element_count)
1067 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1068 IWineD3DVertexDeclarationImpl *object = NULL;
1071 TRACE("iface %p, declaration %p, parent %p, elements %p, element_count %u.\n",
1072 iface, declaration, parent, elements, element_count);
1074 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1077 ERR("Failed to allocate vertex declaration memory.\n");
1078 return E_OUTOFMEMORY;
1081 hr = vertexdeclaration_init(object, This, elements, element_count, parent, parent_ops);
1084 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
1085 HeapFree(GetProcessHeap(), 0, object);
1089 TRACE("Created vertex declaration %p.\n", object);
1090 *declaration = (IWineD3DVertexDeclaration *)object;
1095 static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1096 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1098 unsigned int idx, idx2;
1099 unsigned int offset;
1100 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1101 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1102 BOOL has_blend_idx = has_blend &&
1103 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1104 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1105 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1106 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1107 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1108 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1109 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1111 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1112 DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
1113 WINED3DVERTEXELEMENT *elements = NULL;
1116 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1117 if (has_blend_idx) num_blends--;
1119 /* Compute declaration size */
1120 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1121 has_psize + has_diffuse + has_specular + num_textures;
1123 /* convert the declaration */
1124 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1125 if (!elements) return ~0U;
1129 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1130 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1131 elements[idx].usage = WINED3DDECLUSAGE_POSITIONT;
1133 else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW) {
1134 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1135 elements[idx].usage = WINED3DDECLUSAGE_POSITION;
1138 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1139 elements[idx].usage = WINED3DDECLUSAGE_POSITION;
1141 elements[idx].usage_idx = 0;
1144 if (has_blend && (num_blends > 0)) {
1145 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1146 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1148 switch(num_blends) {
1149 case 1: elements[idx].format = WINED3DFMT_R32_FLOAT; break;
1150 case 2: elements[idx].format = WINED3DFMT_R32G32_FLOAT; break;
1151 case 3: elements[idx].format = WINED3DFMT_R32G32B32_FLOAT; break;
1152 case 4: elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
1154 ERR("Unexpected amount of blend values: %u\n", num_blends);
1157 elements[idx].usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1158 elements[idx].usage_idx = 0;
1161 if (has_blend_idx) {
1162 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1163 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1164 elements[idx].format = WINED3DFMT_R8G8B8A8_UINT;
1165 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1166 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1168 elements[idx].format = WINED3DFMT_R32_FLOAT;
1169 elements[idx].usage = WINED3DDECLUSAGE_BLENDINDICES;
1170 elements[idx].usage_idx = 0;
1174 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1175 elements[idx].usage = WINED3DDECLUSAGE_NORMAL;
1176 elements[idx].usage_idx = 0;
1180 elements[idx].format = WINED3DFMT_R32_FLOAT;
1181 elements[idx].usage = WINED3DDECLUSAGE_PSIZE;
1182 elements[idx].usage_idx = 0;
1186 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1187 elements[idx].usage = WINED3DDECLUSAGE_COLOR;
1188 elements[idx].usage_idx = 0;
1192 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1193 elements[idx].usage = WINED3DDECLUSAGE_COLOR;
1194 elements[idx].usage_idx = 1;
1197 for (idx2 = 0; idx2 < num_textures; idx2++) {
1198 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1199 switch (numcoords) {
1200 case WINED3DFVF_TEXTUREFORMAT1:
1201 elements[idx].format = WINED3DFMT_R32_FLOAT;
1203 case WINED3DFVF_TEXTUREFORMAT2:
1204 elements[idx].format = WINED3DFMT_R32G32_FLOAT;
1206 case WINED3DFVF_TEXTUREFORMAT3:
1207 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1209 case WINED3DFVF_TEXTUREFORMAT4:
1210 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1213 elements[idx].usage = WINED3DDECLUSAGE_TEXCOORD;
1214 elements[idx].usage_idx = idx2;
1218 /* Now compute offsets, and initialize the rest of the fields */
1219 for (idx = 0, offset = 0; idx < size; ++idx)
1221 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(elements[idx].format, &This->adapter->gl_info);
1222 elements[idx].input_slot = 0;
1223 elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
1224 elements[idx].offset = offset;
1225 offset += format_desc->component_count * format_desc->component_size;
1228 *ppVertexElements = elements;
1232 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
1233 IWineD3DVertexDeclaration **declaration, IUnknown *parent,
1234 const struct wined3d_parent_ops *parent_ops, DWORD fvf)
1236 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1237 WINED3DVERTEXELEMENT *elements;
1241 TRACE("iface %p, declaration %p, parent %p, fvf %#x.\n", iface, declaration, parent, fvf);
1243 size = ConvertFvfToDeclaration(This, fvf, &elements);
1244 if (size == ~0U) return E_OUTOFMEMORY;
1246 hr = IWineD3DDevice_CreateVertexDeclaration(iface, declaration, parent, parent_ops, elements, size);
1247 HeapFree(GetProcessHeap(), 0, elements);
1251 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
1252 const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
1253 IWineD3DVertexShader **ppVertexShader, IUnknown *parent,
1254 const struct wined3d_parent_ops *parent_ops)
1256 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1257 IWineD3DVertexShaderImpl *object;
1260 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1263 ERR("Failed to allocate shader memory.\n");
1264 return E_OUTOFMEMORY;
1267 hr = vertexshader_init(object, This, pFunction, output_signature, parent, parent_ops);
1270 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
1271 HeapFree(GetProcessHeap(), 0, object);
1275 TRACE("Created vertex shader %p.\n", object);
1276 *ppVertexShader = (IWineD3DVertexShader *)object;
1281 static HRESULT WINAPI IWineD3DDeviceImpl_CreateGeometryShader(IWineD3DDevice *iface,
1282 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1283 IWineD3DGeometryShader **shader, IUnknown *parent,
1284 const struct wined3d_parent_ops *parent_ops)
1286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1287 struct wined3d_geometryshader *object;
1290 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1293 ERR("Failed to allocate shader memory.\n");
1294 return E_OUTOFMEMORY;
1297 hr = geometryshader_init(object, This, byte_code, output_signature, parent, parent_ops);
1300 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
1301 HeapFree(GetProcessHeap(), 0, object);
1305 TRACE("Created geometry shader %p.\n", object);
1306 *shader = (IWineD3DGeometryShader *)object;
1311 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
1312 const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
1313 IWineD3DPixelShader **ppPixelShader, IUnknown *parent,
1314 const struct wined3d_parent_ops *parent_ops)
1316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1317 IWineD3DPixelShaderImpl *object;
1320 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1323 ERR("Failed to allocate shader memory.\n");
1324 return E_OUTOFMEMORY;
1327 hr = pixelshader_init(object, This, pFunction, output_signature, parent, parent_ops);
1330 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
1331 HeapFree(GetProcessHeap(), 0, object);
1335 TRACE("Created pixel shader %p.\n", object);
1336 *ppPixelShader = (IWineD3DPixelShader *)object;
1341 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
1342 const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
1344 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1345 IWineD3DPaletteImpl *object;
1347 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1349 /* Create the new object */
1350 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1352 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1353 return E_OUTOFMEMORY;
1356 object->lpVtbl = &IWineD3DPalette_Vtbl;
1358 object->Flags = Flags;
1359 object->parent = Parent;
1360 object->device = This;
1361 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1362 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1365 HeapFree( GetProcessHeap(), 0, object);
1366 return E_OUTOFMEMORY;
1369 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1371 IWineD3DPalette_Release((IWineD3DPalette *) object);
1375 *Palette = (IWineD3DPalette *) object;
1380 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1384 HDC dcb = NULL, dcs = NULL;
1385 WINEDDCOLORKEY colorkey;
1387 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1390 GetObjectA(hbm, sizeof(BITMAP), &bm);
1391 dcb = CreateCompatibleDC(NULL);
1393 SelectObject(dcb, hbm);
1397 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1398 * couldn't be loaded
1400 memset(&bm, 0, sizeof(bm));
1405 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *)This, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
1406 FALSE, 0, &This->logo_surface, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL,
1407 NULL, &wined3d_null_parent_ops);
1409 ERR("Wine logo requested, but failed to create surface\n");
1414 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1415 if(FAILED(hr)) goto out;
1416 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1417 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1419 colorkey.dwColorSpaceLowValue = 0;
1420 colorkey.dwColorSpaceHighValue = 0;
1421 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1423 /* Fill the surface with a white color to show that wined3d is there */
1424 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
1428 if (dcb) DeleteDC(dcb);
1429 if (hbm) DeleteObject(hbm);
1432 /* Context activation is done by the caller. */
1433 static void create_dummy_textures(IWineD3DDeviceImpl *This)
1435 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1437 /* Under DirectX you can have texture stage operations even if no texture is
1438 bound, whereas opengl will only do texture operations when a valid texture is
1439 bound. We emulate this by creating dummy textures and binding them to each
1440 texture stage, but disable all stages by default. Hence if a stage is enabled
1441 then the default texture will kick in until replaced by a SetTexture call */
1444 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1446 /* The dummy texture does not have client storage backing */
1447 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1448 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1451 for (i = 0; i < gl_info->limits.textures; ++i)
1453 GLubyte white = 255;
1455 /* Make appropriate texture active */
1456 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1457 checkGLcall("glActiveTextureARB");
1459 /* Generate an opengl texture name */
1460 glGenTextures(1, &This->dummyTextureName[i]);
1461 checkGLcall("glGenTextures");
1462 TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
1464 /* Generate a dummy 2d texture (not using 1d because they cause many
1465 * DRI drivers fall back to sw) */
1466 glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
1467 checkGLcall("glBindTexture");
1469 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1470 checkGLcall("glTexImage2D");
1473 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1475 /* Reenable because if supported it is enabled by default */
1476 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1477 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1483 /* Context activation is done by the caller. */
1484 static void destroy_dummy_textures(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
1487 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1488 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1491 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1494 static HRESULT WINAPI IWineD3DDeviceImpl_AcquireFocusWindow(IWineD3DDevice *iface, HWND window)
1496 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
1498 if (!wined3d_register_window(window, device))
1500 ERR("Failed to register window %p.\n", window);
1504 device->focus_window = window;
1505 SetForegroundWindow(window);
1510 static void WINAPI IWineD3DDeviceImpl_ReleaseFocusWindow(IWineD3DDevice *iface)
1512 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
1514 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1515 device->focus_window = NULL;
1518 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
1519 WINED3DPRESENT_PARAMETERS *pPresentationParameters)
1521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1522 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1523 IWineD3DSwapChainImpl *swapchain = NULL;
1524 struct wined3d_context *context;
1529 TRACE("(%p)->(%p)\n", This, pPresentationParameters);
1531 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1532 if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
1534 TRACE("(%p) : Creating stateblock\n", This);
1535 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
1536 hr = IWineD3DDevice_CreateStateBlock(iface,
1538 (IWineD3DStateBlock **)&This->stateBlock,
1540 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
1541 WARN("Failed to create stateblock\n");
1544 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
1545 This->updateStateBlock = This->stateBlock;
1546 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
1548 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1549 sizeof(IWineD3DSurface *) * gl_info->limits.buffers);
1550 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1551 sizeof(GLenum) * gl_info->limits.buffers);
1553 This->NumberOfPalettes = 1;
1554 This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1555 if(!This->palettes || !This->render_targets || !This->draw_buffers) {
1556 ERR("Out of memory!\n");
1560 This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1561 if(!This->palettes[0]) {
1562 ERR("Out of memory!\n");
1566 for (i = 0; i < 256; ++i) {
1567 This->palettes[0][i].peRed = 0xFF;
1568 This->palettes[0][i].peGreen = 0xFF;
1569 This->palettes[0][i].peBlue = 0xFF;
1570 This->palettes[0][i].peFlags = 0xFF;
1572 This->currentPalette = 0;
1574 /* Initialize the texture unit mapping to a 1:1 mapping */
1575 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1577 if (state < gl_info->limits.fragment_samplers)
1579 This->texUnitMap[state] = state;
1580 This->rev_tex_unit_map[state] = state;
1582 This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1583 This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1587 /* Setup the implicit swapchain. This also initializes a context. */
1588 TRACE("Creating implicit swapchain\n");
1589 hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
1590 pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1593 WARN("Failed to create implicit swapchain\n");
1597 This->NumberOfSwapChains = 1;
1598 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1599 if(!This->swapchains) {
1600 ERR("Out of memory!\n");
1603 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1605 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1606 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1607 This->render_targets[0] = swapchain->backBuffer[0];
1610 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1611 This->render_targets[0] = swapchain->frontBuffer;
1613 IWineD3DSurface_AddRef(This->render_targets[0]);
1615 /* Depth Stencil support */
1616 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
1617 if (NULL != This->stencilBufferTarget) {
1618 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1621 hr = This->shader_backend->shader_alloc_private(iface);
1623 TRACE("Shader private data couldn't be allocated\n");
1626 hr = This->frag_pipe->alloc_private(iface);
1628 TRACE("Fragment pipeline private data couldn't be allocated\n");
1631 hr = This->blitter->alloc_private(iface);
1633 TRACE("Blitter private data couldn't be allocated\n");
1637 /* Set up some starting GL setup */
1639 /* Setup all the devices defaults */
1640 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1642 context = context_acquire(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
1644 create_dummy_textures(This);
1648 /* Initialize the current view state */
1649 This->view_ident = 1;
1650 This->contexts[0]->last_was_rhw = 0;
1651 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1652 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1654 switch(wined3d_settings.offscreen_rendering_mode) {
1656 This->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1659 case ORM_BACKBUFFER:
1661 if (context_get_current()->aux_buffers > 0)
1663 TRACE("Using auxilliary buffer for offscreen rendering\n");
1664 This->offscreenBuffer = GL_AUX0;
1666 TRACE("Using back buffer for offscreen rendering\n");
1667 This->offscreenBuffer = GL_BACK;
1672 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1675 context_release(context);
1677 /* Clear the screen */
1678 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1679 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1682 This->d3d_initialized = TRUE;
1684 if(wined3d_settings.logo) {
1685 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
1687 This->highest_dirty_ps_const = 0;
1688 This->highest_dirty_vs_const = 0;
1692 HeapFree(GetProcessHeap(), 0, This->render_targets);
1693 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
1694 HeapFree(GetProcessHeap(), 0, This->swapchains);
1695 This->NumberOfSwapChains = 0;
1696 if(This->palettes) {
1697 HeapFree(GetProcessHeap(), 0, This->palettes[0]);
1698 HeapFree(GetProcessHeap(), 0, This->palettes);
1700 This->NumberOfPalettes = 0;
1702 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1704 if(This->stateBlock) {
1705 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
1706 This->stateBlock = NULL;
1708 if (This->blit_priv) {
1709 This->blitter->free_private(iface);
1711 if (This->fragment_priv) {
1712 This->frag_pipe->free_private(iface);
1714 if (This->shader_priv) {
1715 This->shader_backend->shader_free_private(iface);
1720 static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
1721 WINED3DPRESENT_PARAMETERS *pPresentationParameters)
1723 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1724 IWineD3DSwapChainImpl *swapchain = NULL;
1727 /* Setup the implicit swapchain */
1728 TRACE("Creating implicit swapchain\n");
1729 hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
1730 pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1733 WARN("Failed to create implicit swapchain\n");
1737 This->NumberOfSwapChains = 1;
1738 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1739 if(!This->swapchains) {
1740 ERR("Out of memory!\n");
1743 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1747 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1751 static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx)
1753 IWineD3DResource_UnLoad(resource);
1754 IWineD3DResource_Release(resource);
1758 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
1759 D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain)
1761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1762 const struct wined3d_gl_info *gl_info;
1763 struct wined3d_context *context;
1766 TRACE("(%p)\n", This);
1768 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1770 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1771 * it was created. Thus make sure a context is active for the glDelete* calls
1773 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
1774 gl_info = context->gl_info;
1776 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
1778 /* Unload resources */
1779 IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
1781 TRACE("Deleting high order patches\n");
1782 for(i = 0; i < PATCHMAP_SIZE; i++) {
1783 struct list *e1, *e2;
1784 struct WineD3DRectPatch *patch;
1785 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
1786 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1787 IWineD3DDevice_DeletePatch(iface, patch->Handle);
1791 /* Delete the mouse cursor texture */
1792 if(This->cursorTexture) {
1794 glDeleteTextures(1, &This->cursorTexture);
1796 This->cursorTexture = 0;
1799 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
1800 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1802 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
1803 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
1806 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1807 * private data, it might contain opengl pointers
1809 if(This->depth_blt_texture) {
1811 glDeleteTextures(1, &This->depth_blt_texture);
1813 This->depth_blt_texture = 0;
1815 if (This->depth_blt_rb) {
1817 gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
1819 This->depth_blt_rb = 0;
1820 This->depth_blt_rb_w = 0;
1821 This->depth_blt_rb_h = 0;
1824 /* Release the update stateblock */
1825 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
1826 if(This->updateStateBlock != This->stateBlock)
1827 FIXME("(%p) Something's still holding the Update stateblock\n",This);
1829 This->updateStateBlock = NULL;
1831 { /* because were not doing proper internal refcounts releasing the primary state block
1832 causes recursion with the extra checks in ResourceReleased, to avoid this we have
1833 to set this->stateBlock = NULL; first */
1834 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
1835 This->stateBlock = NULL;
1837 /* Release the stateblock */
1838 if(IWineD3DStateBlock_Release(stateBlock) > 0){
1839 FIXME("(%p) Something's still holding the Update stateblock\n",This);
1843 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1844 This->blitter->free_private(iface);
1845 This->frag_pipe->free_private(iface);
1846 This->shader_backend->shader_free_private(iface);
1848 /* Release the buffers (with sanity checks)*/
1849 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1850 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1851 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
1852 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
1854 This->stencilBufferTarget = NULL;
1856 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1857 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1858 /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1860 TRACE("Setting rendertarget to NULL\n");
1861 This->render_targets[0] = NULL;
1863 if (This->auto_depth_stencil_buffer) {
1864 if (IWineD3DSurface_Release(This->auto_depth_stencil_buffer) > 0)
1866 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
1868 This->auto_depth_stencil_buffer = NULL;
1871 context_release(context);
1873 for(i=0; i < This->NumberOfSwapChains; i++) {
1874 TRACE("Releasing the implicit swapchain %d\n", i);
1875 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1876 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1880 HeapFree(GetProcessHeap(), 0, This->swapchains);
1881 This->swapchains = NULL;
1882 This->NumberOfSwapChains = 0;
1884 for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
1885 HeapFree(GetProcessHeap(), 0, This->palettes);
1886 This->palettes = NULL;
1887 This->NumberOfPalettes = 0;
1889 HeapFree(GetProcessHeap(), 0, This->render_targets);
1890 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
1891 This->render_targets = NULL;
1892 This->draw_buffers = NULL;
1894 This->d3d_initialized = FALSE;
1899 static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1900 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1903 for(i=0; i < This->NumberOfSwapChains; i++) {
1904 TRACE("Releasing the implicit swapchain %d\n", i);
1905 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1906 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1910 HeapFree(GetProcessHeap(), 0, This->swapchains);
1911 This->swapchains = NULL;
1912 This->NumberOfSwapChains = 0;
1916 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1917 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1918 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1920 * There is no way to deactivate thread safety once it is enabled.
1922 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
1923 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1925 /*For now just store the flag(needed in case of ddraw) */
1926 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1929 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
1930 const WINED3DDISPLAYMODE* pMode) {
1932 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1934 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(pMode->Format, &This->adapter->gl_info);
1937 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1939 /* Resize the screen even without a window:
1940 * The app could have unset it with SetCooperativeLevel, but not called
1941 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1942 * but we don't have any hwnd
1945 memset(&devmode, 0, sizeof(devmode));
1946 devmode.dmSize = sizeof(devmode);
1947 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1948 devmode.dmBitsPerPel = format_desc->byte_count * 8;
1949 devmode.dmPelsWidth = pMode->Width;
1950 devmode.dmPelsHeight = pMode->Height;
1952 devmode.dmDisplayFrequency = pMode->RefreshRate;
1953 if (pMode->RefreshRate != 0) {
1954 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1957 /* Only change the mode if necessary */
1958 if( (This->ddraw_width == pMode->Width) &&
1959 (This->ddraw_height == pMode->Height) &&
1960 (This->ddraw_format == pMode->Format) &&
1961 (pMode->RefreshRate == 0) ) {
1965 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1966 if (ret != DISP_CHANGE_SUCCESSFUL) {
1967 if(devmode.dmDisplayFrequency != 0) {
1968 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1969 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1970 devmode.dmDisplayFrequency = 0;
1971 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1973 if(ret != DISP_CHANGE_SUCCESSFUL) {
1974 return WINED3DERR_NOTAVAILABLE;
1978 /* Store the new values */
1979 This->ddraw_width = pMode->Width;
1980 This->ddraw_height = pMode->Height;
1981 This->ddraw_format = pMode->Format;
1983 /* And finally clip mouse to our screen */
1984 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
1985 ClipCursor(&clip_rc);
1990 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1991 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1992 *ppD3D = This->wined3d;
1993 TRACE("Returning %p.\n", *ppD3D);
1994 IWineD3D_AddRef(*ppD3D);
1998 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2001 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2002 (This->adapter->TextureRam/(1024*1024)),
2003 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2004 /* return simulated texture memory left */
2005 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2009 * Get / Set Stream Source
2011 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
2012 IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
2014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2015 IWineD3DBuffer *oldSrc;
2017 if (StreamNumber >= MAX_STREAMS) {
2018 WARN("Stream out of range %d\n", StreamNumber);
2019 return WINED3DERR_INVALIDCALL;
2020 } else if(OffsetInBytes & 0x3) {
2021 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2022 return WINED3DERR_INVALIDCALL;
2025 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2026 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2028 This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
2030 if(oldSrc == pStreamData &&
2031 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2032 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2033 TRACE("Application is setting the old values over, nothing to do\n");
2037 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2039 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2040 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2043 /* Handle recording of state blocks */
2044 if (This->isRecordingState) {
2045 TRACE("Recording... not performing anything\n");
2046 if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
2047 if (oldSrc) IWineD3DBuffer_Release(oldSrc);
2051 if (pStreamData != NULL) {
2052 InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
2053 IWineD3DBuffer_AddRef(pStreamData);
2055 if (oldSrc != NULL) {
2056 InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
2057 IWineD3DBuffer_Release(oldSrc);
2060 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2065 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
2066 UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
2068 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2070 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2071 This->stateBlock->streamSource[StreamNumber],
2072 This->stateBlock->streamOffset[StreamNumber],
2073 This->stateBlock->streamStride[StreamNumber]);
2075 if (StreamNumber >= MAX_STREAMS) {
2076 WARN("Stream out of range %d\n", StreamNumber);
2077 return WINED3DERR_INVALIDCALL;
2079 *pStream = This->stateBlock->streamSource[StreamNumber];
2080 *pStride = This->stateBlock->streamStride[StreamNumber];
2082 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2085 if (*pStream != NULL) {
2086 IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2091 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2092 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2093 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2094 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2096 /* Verify input at least in d3d9 this is invalid*/
2097 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
2098 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
2099 return WINED3DERR_INVALIDCALL;
2101 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
2102 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
2103 return WINED3DERR_INVALIDCALL;
2106 WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
2107 return WINED3DERR_INVALIDCALL;
2110 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2111 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2113 This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
2114 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2116 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2117 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2118 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2124 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2125 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2127 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2128 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2130 TRACE("(%p) : returning %d\n", This, *Divider);
2136 * Get / Set & Multiply Transform
2138 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2139 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2141 /* Most of this routine, comments included copied from ddraw tree initially: */
2142 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2144 /* Handle recording of state blocks */
2145 if (This->isRecordingState) {
2146 TRACE("Recording... not performing anything\n");
2147 This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
2148 This->updateStateBlock->transforms[d3dts] = *lpmatrix;
2153 * If the new matrix is the same as the current one,
2154 * we cut off any further processing. this seems to be a reasonable
2155 * optimization because as was noticed, some apps (warcraft3 for example)
2156 * tend towards setting the same matrix repeatedly for some reason.
2158 * From here on we assume that the new matrix is different, wherever it matters.
2160 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2161 TRACE("The app is setting the same matrix over again\n");
2164 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2168 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2169 where ViewMat = Camera space, WorldMat = world space.
2171 In OpenGL, camera and world space is combined into GL_MODELVIEW
2172 matrix. The Projection matrix stay projection matrix.
2175 /* Capture the times we can just ignore the change for now */
2176 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2177 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2178 /* Handled by the state manager */
2181 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2185 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2186 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2187 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2188 *pMatrix = This->stateBlock->transforms[State];
2192 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2193 const WINED3DMATRIX *mat = NULL;
2196 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2197 * below means it will be recorded in a state block change, but it
2198 * works regardless where it is recorded.
2199 * If this is found to be wrong, change to StateBlock.
2201 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2202 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2204 if (State <= HIGHEST_TRANSFORMSTATE)
2206 mat = &This->updateStateBlock->transforms[State];
2208 FIXME("Unhandled transform state!!\n");
2211 multiply_matrix(&temp, mat, pMatrix);
2213 /* Apply change via set transform - will reapply to eg. lights this way */
2214 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2220 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2221 you can reference any indexes you want as long as that number max are enabled at any
2222 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2223 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2224 but when recording, just build a chain pretty much of commands to be replayed. */
2226 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2228 struct wined3d_light_info *object = NULL;
2229 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2232 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2233 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2235 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2239 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2240 return WINED3DERR_INVALIDCALL;
2243 switch(pLight->Type) {
2244 case WINED3DLIGHT_POINT:
2245 case WINED3DLIGHT_SPOT:
2246 case WINED3DLIGHT_PARALLELPOINT:
2247 case WINED3DLIGHT_GLSPOT:
2248 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2251 if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
2253 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2254 return WINED3DERR_INVALIDCALL;
2258 case WINED3DLIGHT_DIRECTIONAL:
2259 /* Ignores attenuation */
2263 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2264 return WINED3DERR_INVALIDCALL;
2267 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2269 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
2270 if(object->OriginalIndex == Index) break;
2275 TRACE("Adding new light\n");
2276 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2278 ERR("Out of memory error when allocating a light\n");
2279 return E_OUTOFMEMORY;
2281 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2282 object->glIndex = -1;
2283 object->OriginalIndex = Index;
2286 /* Initialize the object */
2287 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2288 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2289 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2290 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2291 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2292 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2293 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2295 /* Save away the information */
2296 object->OriginalParms = *pLight;
2298 switch (pLight->Type) {
2299 case WINED3DLIGHT_POINT:
2301 object->lightPosn[0] = pLight->Position.x;
2302 object->lightPosn[1] = pLight->Position.y;
2303 object->lightPosn[2] = pLight->Position.z;
2304 object->lightPosn[3] = 1.0f;
2305 object->cutoff = 180.0f;
2309 case WINED3DLIGHT_DIRECTIONAL:
2311 object->lightPosn[0] = -pLight->Direction.x;
2312 object->lightPosn[1] = -pLight->Direction.y;
2313 object->lightPosn[2] = -pLight->Direction.z;
2314 object->lightPosn[3] = 0.0f;
2315 object->exponent = 0.0f;
2316 object->cutoff = 180.0f;
2319 case WINED3DLIGHT_SPOT:
2321 object->lightPosn[0] = pLight->Position.x;
2322 object->lightPosn[1] = pLight->Position.y;
2323 object->lightPosn[2] = pLight->Position.z;
2324 object->lightPosn[3] = 1.0f;
2327 object->lightDirn[0] = pLight->Direction.x;
2328 object->lightDirn[1] = pLight->Direction.y;
2329 object->lightDirn[2] = pLight->Direction.z;
2330 object->lightDirn[3] = 1.0f;
2333 * opengl-ish and d3d-ish spot lights use too different models for the
2334 * light "intensity" as a function of the angle towards the main light direction,
2335 * so we only can approximate very roughly.
2336 * however spot lights are rather rarely used in games (if ever used at all).
2337 * furthermore if still used, probably nobody pays attention to such details.
2339 if (pLight->Falloff == 0) {
2340 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2341 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2342 * will always be 1.0 for both of them, and we don't have to care for the
2343 * rest of the rather complex calculation
2345 object->exponent = 0.0f;
2347 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2348 if (rho < 0.0001f) rho = 0.0001f;
2349 object->exponent = -0.3f/logf(cosf(rho/2));
2351 if (object->exponent > 128.0f)
2353 object->exponent = 128.0f;
2355 object->cutoff = pLight->Phi*90/M_PI;
2361 FIXME("Unrecognized light type %d\n", pLight->Type);
2364 /* Update the live definitions if the light is currently assigned a glIndex */
2365 if (object->glIndex != -1 && !This->isRecordingState) {
2366 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2371 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT *pLight)
2373 struct wined3d_light_info *lightInfo = NULL;
2374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2375 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2377 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2379 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
2381 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2382 if(lightInfo->OriginalIndex == Index) break;
2386 if (lightInfo == NULL) {
2387 TRACE("Light information requested but light not defined\n");
2388 return WINED3DERR_INVALIDCALL;
2391 *pLight = lightInfo->OriginalParms;
2396 * Get / Set Light Enable
2397 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2399 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable)
2401 struct wined3d_light_info *lightInfo = NULL;
2402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2403 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2405 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2407 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2409 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2410 if(lightInfo->OriginalIndex == Index) break;
2413 TRACE("Found light: %p\n", lightInfo);
2415 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2416 if (lightInfo == NULL) {
2418 TRACE("Light enabled requested but light not defined, so defining one!\n");
2419 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2421 /* Search for it again! Should be fairly quick as near head of list */
2422 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2424 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2425 if(lightInfo->OriginalIndex == Index) break;
2428 if (lightInfo == NULL) {
2429 FIXME("Adding default lights has failed dismally\n");
2430 return WINED3DERR_INVALIDCALL;
2435 if(lightInfo->glIndex != -1) {
2436 if(!This->isRecordingState) {
2437 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2440 This->updateStateBlock->activeLights[lightInfo->glIndex] = NULL;
2441 lightInfo->glIndex = -1;
2443 TRACE("Light already disabled, nothing to do\n");
2445 lightInfo->enabled = FALSE;
2447 lightInfo->enabled = TRUE;
2448 if (lightInfo->glIndex != -1) {
2450 TRACE("Nothing to do as light was enabled\n");
2453 /* Find a free gl light */
2454 for(i = 0; i < This->maxConcurrentLights; i++) {
2455 if(This->updateStateBlock->activeLights[i] == NULL) {
2456 This->updateStateBlock->activeLights[i] = lightInfo;
2457 lightInfo->glIndex = i;
2461 if(lightInfo->glIndex == -1) {
2462 /* Our tests show that Windows returns D3D_OK in this situation, even with
2463 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2464 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2465 * as well for those lights.
2467 * TODO: Test how this affects rendering
2469 WARN("Too many concurrently active lights\n");
2473 /* i == lightInfo->glIndex */
2474 if(!This->isRecordingState) {
2475 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2483 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable)
2485 struct wined3d_light_info *lightInfo = NULL;
2486 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2488 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2489 TRACE("(%p) : for idx(%d)\n", This, Index);
2491 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
2493 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2494 if(lightInfo->OriginalIndex == Index) break;
2498 if (lightInfo == NULL) {
2499 TRACE("Light enabled state requested but light not defined\n");
2500 return WINED3DERR_INVALIDCALL;
2502 /* true is 128 according to SetLightEnable */
2503 *pEnable = lightInfo->enabled ? 128 : 0;
2508 * Get / Set Clip Planes
2510 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2512 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2514 /* Validate Index */
2515 if (Index >= This->adapter->gl_info.limits.clipplanes)
2517 TRACE("Application has requested clipplane this device doesn't support\n");
2518 return WINED3DERR_INVALIDCALL;
2521 This->updateStateBlock->changed.clipplane |= 1 << Index;
2523 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2524 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2525 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2526 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2527 TRACE("Application is setting old values over, nothing to do\n");
2531 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2532 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2533 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2534 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2536 /* Handle recording of state blocks */
2537 if (This->isRecordingState) {
2538 TRACE("Recording... not performing anything\n");
2542 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2547 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2548 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2549 TRACE("(%p) : for idx %d\n", This, Index);
2551 /* Validate Index */
2552 if (Index >= This->adapter->gl_info.limits.clipplanes)
2554 TRACE("Application has requested clipplane this device doesn't support\n");
2555 return WINED3DERR_INVALIDCALL;
2558 pPlane[0] = This->stateBlock->clipplane[Index][0];
2559 pPlane[1] = This->stateBlock->clipplane[Index][1];
2560 pPlane[2] = This->stateBlock->clipplane[Index][2];
2561 pPlane[3] = This->stateBlock->clipplane[Index][3];
2566 * Get / Set Clip Plane Status
2567 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2569 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2570 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2571 FIXME("(%p) : stub\n", This);
2572 if (NULL == pClipStatus) {
2573 return WINED3DERR_INVALIDCALL;
2575 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2576 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2580 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2581 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2582 FIXME("(%p) : stub\n", This);
2583 if (NULL == pClipStatus) {
2584 return WINED3DERR_INVALIDCALL;
2586 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2587 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2592 * Get / Set Material
2594 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2595 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2597 This->updateStateBlock->changed.material = TRUE;
2598 This->updateStateBlock->material = *pMaterial;
2600 /* Handle recording of state blocks */
2601 if (This->isRecordingState) {
2602 TRACE("Recording... not performing anything\n");
2606 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
2610 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2611 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2612 *pMaterial = This->updateStateBlock->material;
2613 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2614 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2615 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2616 pMaterial->Ambient.b, pMaterial->Ambient.a);
2617 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2618 pMaterial->Specular.b, pMaterial->Specular.a);
2619 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2620 pMaterial->Emissive.b, pMaterial->Emissive.a);
2621 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2629 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndexBuffer(IWineD3DDevice *iface,
2630 IWineD3DBuffer *pIndexData, WINED3DFORMAT fmt)
2632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2633 IWineD3DBuffer *oldIdxs;
2635 TRACE("(%p) : Setting to %p\n", This, pIndexData);
2636 oldIdxs = This->updateStateBlock->pIndexData;
2638 This->updateStateBlock->changed.indices = TRUE;
2639 This->updateStateBlock->pIndexData = pIndexData;
2640 This->updateStateBlock->IndexFmt = fmt;
2642 /* Handle recording of state blocks */
2643 if (This->isRecordingState) {
2644 TRACE("Recording... not performing anything\n");
2645 if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
2646 if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
2650 if(oldIdxs != pIndexData) {
2651 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2653 InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
2654 IWineD3DBuffer_AddRef(pIndexData);
2657 InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
2658 IWineD3DBuffer_Release(oldIdxs);
2665 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndexBuffer(IWineD3DDevice *iface, IWineD3DBuffer **ppIndexData)
2667 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2669 *ppIndexData = This->stateBlock->pIndexData;
2671 /* up ref count on ppindexdata */
2673 IWineD3DBuffer_AddRef(*ppIndexData);
2674 TRACE("(%p) index data set to %p\n", This, ppIndexData);
2676 TRACE("(%p) No index data set\n", This);
2678 TRACE("Returning %p\n", *ppIndexData);
2683 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2684 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
2685 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2686 TRACE("(%p)->(%d)\n", This, BaseIndex);
2688 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2689 TRACE("Application is setting the old value over, nothing to do\n");
2693 This->updateStateBlock->baseVertexIndex = BaseIndex;
2695 if (This->isRecordingState) {
2696 TRACE("Recording... not performing anything\n");
2699 /* The base vertex index affects the stream sources */
2700 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2704 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
2705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2706 TRACE("(%p) : base_index %p\n", This, base_index);
2708 *base_index = This->stateBlock->baseVertexIndex;
2710 TRACE("Returning %u\n", *base_index);
2716 * Get / Set Viewports
2718 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2719 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2721 TRACE("(%p)\n", This);
2722 This->updateStateBlock->changed.viewport = TRUE;
2723 This->updateStateBlock->viewport = *pViewport;
2725 /* Handle recording of state blocks */
2726 if (This->isRecordingState) {
2727 TRACE("Recording... not performing anything\n");
2731 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2732 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2734 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2739 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2740 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2741 TRACE("(%p)\n", This);
2742 *pViewport = This->stateBlock->viewport;
2747 * Get / Set Render States
2748 * TODO: Verify against dx9 definitions
2750 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2752 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2753 DWORD oldValue = This->stateBlock->renderState[State];
2755 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2757 This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
2758 This->updateStateBlock->renderState[State] = Value;
2760 /* Handle recording of state blocks */
2761 if (This->isRecordingState) {
2762 TRACE("Recording... not performing anything\n");
2766 /* Compared here and not before the assignment to allow proper stateblock recording */
2767 if(Value == oldValue) {
2768 TRACE("Application is setting the old value over, nothing to do\n");
2770 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2776 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2777 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2778 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2779 *pValue = This->stateBlock->renderState[State];
2784 * Get / Set Sampler States
2785 * TODO: Verify against dx9 definitions
2788 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2789 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2792 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
2793 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
2795 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2796 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2799 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
2800 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2801 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2804 * SetSampler is designed to allow for more than the standard up to 8 textures
2805 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2806 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2808 * http://developer.nvidia.com/object/General_FAQ.html#t6
2810 * There are two new settings for GForce
2812 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2813 * and the texture one:
2814 * GL_MAX_TEXTURE_COORDS_ARB.
2815 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2818 oldValue = This->stateBlock->samplerState[Sampler][Type];
2819 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2820 This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
2822 /* Handle recording of state blocks */
2823 if (This->isRecordingState) {
2824 TRACE("Recording... not performing anything\n");
2828 if(oldValue == Value) {
2829 TRACE("Application is setting the old value over, nothing to do\n");
2833 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2838 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2839 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2841 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
2842 This, Sampler, debug_d3dsamplerstate(Type), Type);
2844 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2845 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2848 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
2849 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2850 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2852 *Value = This->stateBlock->samplerState[Sampler][Type];
2853 TRACE("(%p) : Returning %#x\n", This, *Value);
2858 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2859 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2861 This->updateStateBlock->changed.scissorRect = TRUE;
2862 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2863 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2866 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2868 if(This->isRecordingState) {
2869 TRACE("Recording... not performing anything\n");
2873 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2878 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2879 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2881 *pRect = This->updateStateBlock->scissorRect;
2882 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2886 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2887 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2888 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2890 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2892 if (pDecl) IWineD3DVertexDeclaration_AddRef(pDecl);
2893 if (oldDecl) IWineD3DVertexDeclaration_Release(oldDecl);
2895 This->updateStateBlock->vertexDecl = pDecl;
2896 This->updateStateBlock->changed.vertexDecl = TRUE;
2898 if (This->isRecordingState) {
2899 TRACE("Recording... not performing anything\n");
2901 } else if(pDecl == oldDecl) {
2902 /* Checked after the assignment to allow proper stateblock recording */
2903 TRACE("Application is setting the old declaration over, nothing to do\n");
2907 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2911 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
2912 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2914 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
2916 *ppDecl = This->stateBlock->vertexDecl;
2917 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
2921 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
2922 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2923 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
2925 This->updateStateBlock->vertexShader = pShader;
2926 This->updateStateBlock->changed.vertexShader = TRUE;
2928 if (This->isRecordingState) {
2929 if(pShader) IWineD3DVertexShader_AddRef(pShader);
2930 if(oldShader) IWineD3DVertexShader_Release(oldShader);
2931 TRACE("Recording... not performing anything\n");
2933 } else if(oldShader == pShader) {
2934 /* Checked here to allow proper stateblock recording */
2935 TRACE("App is setting the old shader over, nothing to do\n");
2939 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
2940 if(pShader) IWineD3DVertexShader_AddRef(pShader);
2941 if(oldShader) IWineD3DVertexShader_Release(oldShader);
2943 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
2948 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
2949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2951 if (NULL == ppShader) {
2952 return WINED3DERR_INVALIDCALL;
2954 *ppShader = This->stateBlock->vertexShader;
2955 if( NULL != *ppShader)
2956 IWineD3DVertexShader_AddRef(*ppShader);
2958 TRACE("(%p) : returning %p\n", This, *ppShader);
2962 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
2963 IWineD3DDevice *iface,
2965 CONST BOOL *srcData,
2968 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2969 unsigned int i, cnt = min(count, MAX_CONST_B - start);
2971 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
2972 iface, srcData, start, count);
2974 if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
2976 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
2977 for (i = 0; i < cnt; i++)
2978 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
2980 for (i = start; i < cnt + start; ++i) {
2981 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2984 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
2989 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
2990 IWineD3DDevice *iface,
2995 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2996 int cnt = min(count, MAX_CONST_B - start);
2998 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
2999 iface, dstData, start, count);
3001 if (dstData == NULL || cnt < 0)
3002 return WINED3DERR_INVALIDCALL;
3004 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3008 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3009 IWineD3DDevice *iface,
3014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3015 unsigned int i, cnt = min(count, MAX_CONST_I - start);
3017 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3018 iface, srcData, start, count);
3020 if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
3022 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3023 for (i = 0; i < cnt; i++)
3024 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3025 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3027 for (i = start; i < cnt + start; ++i) {
3028 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
3031 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3036 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3037 IWineD3DDevice *iface,
3042 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3043 int cnt = min(count, MAX_CONST_I - start);
3045 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3046 iface, dstData, start, count);
3048 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3049 return WINED3DERR_INVALIDCALL;
3051 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3055 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3056 IWineD3DDevice *iface,
3058 CONST float *srcData,
3061 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3064 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3065 iface, srcData, start, count);
3067 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3068 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
3069 return WINED3DERR_INVALIDCALL;
3071 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3073 for (i = 0; i < count; i++)
3074 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3075 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3078 if (!This->isRecordingState)
3080 This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
3081 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3084 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
3085 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
3090 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3091 IWineD3DDevice *iface,
3096 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3097 int cnt = min(count, This->d3d_vshader_constantF - start);
3099 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3100 iface, dstData, start, count);
3102 if (dstData == NULL || cnt < 0)
3103 return WINED3DERR_INVALIDCALL;
3105 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3109 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3111 for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3113 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3117 static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
3119 DWORD i = This->rev_tex_unit_map[unit];
3120 DWORD j = This->texUnitMap[stage];
3122 This->texUnitMap[stage] = unit;
3123 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3125 This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
3128 This->rev_tex_unit_map[unit] = stage;
3129 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3131 This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3135 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3138 This->fixed_function_usage_map = 0;
3139 for (i = 0; i < MAX_TEXTURES; ++i) {
3140 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3141 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3142 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3143 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3144 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3145 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3146 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3147 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3149 if (color_op == WINED3DTOP_DISABLE) {
3150 /* Not used, and disable higher stages */
3154 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3155 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3156 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3157 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3158 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3159 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3160 This->fixed_function_usage_map |= (1 << i);
3163 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3164 This->fixed_function_usage_map |= (1 << (i + 1));
3169 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
3171 unsigned int i, tex;
3174 device_update_fixed_function_usage_map(This);
3175 ffu_map = This->fixed_function_usage_map;
3177 if (This->max_ffp_textures == gl_info->limits.texture_stages
3178 || This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures)
3180 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3182 if (!(ffu_map & 1)) continue;
3184 if (This->texUnitMap[i] != i) {
3185 device_map_stage(This, i, i);
3186 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3187 markTextureStagesDirty(This, i);
3193 /* Now work out the mapping */
3195 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3197 if (!(ffu_map & 1)) continue;
3199 if (This->texUnitMap[i] != tex) {
3200 device_map_stage(This, i, tex);
3201 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3202 markTextureStagesDirty(This, i);
3209 static void device_map_psamplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
3211 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
3212 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
3215 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3216 if (sampler_type[i] && This->texUnitMap[i] != i)
3218 device_map_stage(This, i, i);
3219 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3220 if (i < gl_info->limits.texture_stages)
3222 markTextureStagesDirty(This, i);
3228 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
3229 const DWORD *vshader_sampler_tokens, DWORD unit)
3231 DWORD current_mapping = This->rev_tex_unit_map[unit];
3233 /* Not currently used */
3234 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
3236 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3237 /* Used by a fragment sampler */
3239 if (!pshader_sampler_tokens) {
3240 /* No pixel shader, check fixed function */
3241 return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
3244 /* Pixel shader, check the shader's sampler map */
3245 return !pshader_sampler_tokens[current_mapping];
3248 /* Used by a vertex sampler */
3249 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
3252 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps, const struct wined3d_gl_info *gl_info)
3254 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
3255 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
3256 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
3257 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
3261 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3263 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
3264 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
3265 pshader_sampler_type = pshader->baseShader.reg_maps.sampler_type;
3268 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3269 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3270 if (vshader_sampler_type[i])
3272 if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
3274 /* Already mapped somewhere */
3278 while (start >= 0) {
3279 if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
3281 device_map_stage(This, vsampler_idx, start);
3282 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3294 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This)
3296 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3297 BOOL vs = use_vs(This->stateBlock);
3298 BOOL ps = use_ps(This->stateBlock);
3301 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3302 * that would be really messy and require shader recompilation
3303 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3304 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3306 if (ps) device_map_psamplers(This, gl_info);
3307 else device_map_fixed_function_samplers(This, gl_info);
3309 if (vs) device_map_vsamplers(This, ps, gl_info);
3312 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3313 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3314 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3315 This->updateStateBlock->pixelShader = pShader;
3316 This->updateStateBlock->changed.pixelShader = TRUE;
3318 /* Handle recording of state blocks */
3319 if (This->isRecordingState) {
3320 TRACE("Recording... not performing anything\n");
3323 if (This->isRecordingState) {
3324 TRACE("Recording... not performing anything\n");
3325 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3326 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3330 if(pShader == oldShader) {
3331 TRACE("App is setting the old pixel shader over, nothing to do\n");
3335 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3336 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3338 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3339 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3344 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3347 if (NULL == ppShader) {
3348 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3349 return WINED3DERR_INVALIDCALL;
3352 *ppShader = This->stateBlock->pixelShader;
3353 if (NULL != *ppShader) {
3354 IWineD3DPixelShader_AddRef(*ppShader);
3356 TRACE("(%p) : returning %p\n", This, *ppShader);
3360 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3361 IWineD3DDevice *iface,
3363 CONST BOOL *srcData,
3366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3367 unsigned int i, cnt = min(count, MAX_CONST_B - start);
3369 TRACE("(iface %p, srcData %p, start %u, count %u)\n",
3370 iface, srcData, start, count);
3372 if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
3374 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3375 for (i = 0; i < cnt; i++)
3376 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3378 for (i = start; i < cnt + start; ++i) {
3379 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3382 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3387 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3388 IWineD3DDevice *iface,
3393 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3394 int cnt = min(count, MAX_CONST_B - start);
3396 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3397 iface, dstData, start, count);
3399 if (dstData == NULL || cnt < 0)
3400 return WINED3DERR_INVALIDCALL;
3402 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3406 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3407 IWineD3DDevice *iface,
3412 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3413 unsigned int i, cnt = min(count, MAX_CONST_I - start);
3415 TRACE("(iface %p, srcData %p, start %u, count %u)\n",
3416 iface, srcData, start, count);
3418 if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
3420 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3421 for (i = 0; i < cnt; i++)
3422 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3423 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3425 for (i = start; i < cnt + start; ++i) {
3426 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3429 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3434 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3435 IWineD3DDevice *iface,
3440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3441 int cnt = min(count, MAX_CONST_I - start);
3443 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3444 iface, dstData, start, count);
3446 if (dstData == NULL || cnt < 0)
3447 return WINED3DERR_INVALIDCALL;
3449 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3453 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3454 IWineD3DDevice *iface,
3456 CONST float *srcData,
3459 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3462 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3463 iface, srcData, start, count);
3465 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3466 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
3467 return WINED3DERR_INVALIDCALL;
3469 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3471 for (i = 0; i < count; i++)
3472 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3473 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3476 if (!This->isRecordingState)
3478 This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
3479 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3482 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
3483 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
3488 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3489 IWineD3DDevice *iface,
3494 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3495 int cnt = min(count, This->d3d_pshader_constantF - start);
3497 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3498 iface, dstData, start, count);
3500 if (dstData == NULL || cnt < 0)
3501 return WINED3DERR_INVALIDCALL;
3503 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3507 /* Context activation is done by the caller. */
3508 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3509 static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
3510 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
3513 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3514 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3517 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3521 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3523 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3526 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3528 ERR("Source has no position mask\n");
3529 return WINED3DERR_INVALIDCALL;
3532 /* We might access VBOs from this code, so hold the lock */
3535 if (dest->resource.allocatedMemory == NULL) {
3536 buffer_get_sysmem(dest);
3539 /* Get a pointer into the destination vbo(create one if none exists) and
3540 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3542 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3544 dest->flags |= WINED3D_BUFFER_CREATEBO;
3545 IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
3548 if (dest->buffer_object)
3550 unsigned char extrabytes = 0;
3551 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3552 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3553 * this may write 4 extra bytes beyond the area that should be written
3555 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3556 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3557 if(!dest_conv_addr) {
3558 ERR("Out of memory\n");
3559 /* Continue without storing converted vertices */
3561 dest_conv = dest_conv_addr;
3565 * a) WINED3DRS_CLIPPING is enabled
3566 * b) WINED3DVOP_CLIP is passed
3568 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3569 static BOOL warned = FALSE;
3571 * The clipping code is not quite correct. Some things need
3572 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3573 * so disable clipping for now.
3574 * (The graphics in Half-Life are broken, and my processvertices
3575 * test crashes with IDirect3DDevice3)
3581 FIXME("Clipping is broken and disabled for now\n");
3583 } else doClip = FALSE;
3584 dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3586 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3589 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3590 WINED3DTS_PROJECTION,
3592 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3593 WINED3DTS_WORLDMATRIX(0),
3596 TRACE("View mat:\n");
3597 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3598 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3599 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3600 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3602 TRACE("Proj mat:\n");
3603 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3604 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3605 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3606 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3608 TRACE("World mat:\n");
3609 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3610 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3611 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3612 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3614 /* Get the viewport */
3615 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3616 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3617 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3619 multiply_matrix(&mat,&view_mat,&world_mat);
3620 multiply_matrix(&mat,&proj_mat,&mat);
3622 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3624 for (i = 0; i < dwCount; i+= 1) {
3625 unsigned int tex_index;
3627 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3628 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3629 /* The position first */
3630 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3631 const float *p = (const float *)(element->data + i * element->stride);
3633 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3635 /* Multiplication with world, view and projection matrix */
3636 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3637 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3638 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3639 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3641 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3643 /* WARNING: The following things are taken from d3d7 and were not yet checked
3644 * against d3d8 or d3d9!
3647 /* Clipping conditions: From msdn
3649 * A vertex is clipped if it does not match the following requirements
3653 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3655 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3656 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3661 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3662 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3665 /* "Normal" viewport transformation (not clipped)
3666 * 1) The values are divided by rhw
3667 * 2) The y axis is negative, so multiply it with -1
3668 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3669 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3670 * 4) Multiply x with Width/2 and add Width/2
3671 * 5) The same for the height
3672 * 6) Add the viewpoint X and Y to the 2D coordinates and
3673 * The minimum Z value to z
3674 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3676 * Well, basically it's simply a linear transformation into viewport
3688 z *= vp.MaxZ - vp.MinZ;
3690 x += vp.Width / 2 + vp.X;
3691 y += vp.Height / 2 + vp.Y;
3696 /* That vertex got clipped
3697 * Contrary to OpenGL it is not dropped completely, it just
3698 * undergoes a different calculation.
3700 TRACE("Vertex got clipped\n");
3707 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3708 * outside of the main vertex buffer memory. That needs some more
3713 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3716 ( (float *) dest_ptr)[0] = x;
3717 ( (float *) dest_ptr)[1] = y;
3718 ( (float *) dest_ptr)[2] = z;
3719 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3721 dest_ptr += 3 * sizeof(float);
3723 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3724 dest_ptr += sizeof(float);
3729 ( (float *) dest_conv)[0] = x * w;
3730 ( (float *) dest_conv)[1] = y * w;
3731 ( (float *) dest_conv)[2] = z * w;
3732 ( (float *) dest_conv)[3] = w;
3734 dest_conv += 3 * sizeof(float);
3736 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3737 dest_conv += sizeof(float);
3741 if (DestFVF & WINED3DFVF_PSIZE) {
3742 dest_ptr += sizeof(DWORD);
3743 if(dest_conv) dest_conv += sizeof(DWORD);
3745 if (DestFVF & WINED3DFVF_NORMAL) {
3746 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3747 const float *normal = (const float *)(element->data + i * element->stride);
3748 /* AFAIK this should go into the lighting information */
3749 FIXME("Didn't expect the destination to have a normal\n");
3750 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3752 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3756 if (DestFVF & WINED3DFVF_DIFFUSE) {
3757 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3758 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3759 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3761 static BOOL warned = FALSE;
3764 ERR("No diffuse color in source, but destination has one\n");
3768 *( (DWORD *) dest_ptr) = 0xffffffff;
3769 dest_ptr += sizeof(DWORD);
3772 *( (DWORD *) dest_conv) = 0xffffffff;
3773 dest_conv += sizeof(DWORD);
3777 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3779 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3780 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3781 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3782 dest_conv += sizeof(DWORD);
3787 if (DestFVF & WINED3DFVF_SPECULAR)
3789 /* What's the color value in the feedback buffer? */
3790 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3791 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3792 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3794 static BOOL warned = FALSE;
3797 ERR("No specular color in source, but destination has one\n");
3801 *( (DWORD *) dest_ptr) = 0xFF000000;
3802 dest_ptr += sizeof(DWORD);
3805 *( (DWORD *) dest_conv) = 0xFF000000;
3806 dest_conv += sizeof(DWORD);
3810 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3812 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3813 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3814 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3815 dest_conv += sizeof(DWORD);
3820 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3821 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3822 const float *tex_coord = (const float *)(element->data + i * element->stride);
3823 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3825 ERR("No source texture, but destination requests one\n");
3826 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3827 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3830 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3832 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3839 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3840 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3841 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3842 dwCount * get_flexible_vertex_size(DestFVF),
3844 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3845 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3852 #undef copy_and_next
3854 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
3855 UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
3858 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3859 struct wined3d_stream_info stream_info;
3860 struct wined3d_context *context;
3861 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3864 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3867 ERR("Output vertex declaration not implemented yet\n");
3870 /* Need any context to write to the vbo. */
3871 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
3873 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3874 * control the streamIsUP flag, thus restore it afterwards.
3876 This->stateBlock->streamIsUP = FALSE;
3877 device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
3878 This->stateBlock->streamIsUP = streamWasUP;
3880 if(vbo || SrcStartIndex) {
3882 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3883 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3885 * Also get the start index in, but only loop over all elements if there's something to add at all.
3887 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3889 struct wined3d_stream_info_element *e;
3891 if (!(stream_info.use_map & (1 << i))) continue;
3893 e = &stream_info.elements[i];
3894 if (e->buffer_object)
3896 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
3897 e->buffer_object = 0;
3898 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
3900 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3901 vb->buffer_object = 0;
3904 if (e->data) e->data += e->stride * SrcStartIndex;
3908 hr = process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
3909 (struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
3911 context_release(context);
3917 * Get / Set Texture Stage States
3918 * TODO: Verify against dx9 definitions
3920 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
3921 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3922 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
3923 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3925 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
3927 if (Stage >= gl_info->limits.texture_stages)
3929 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3930 Stage, gl_info->limits.texture_stages - 1);
3934 This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
3935 This->updateStateBlock->textureState[Stage][Type] = Value;
3937 if (This->isRecordingState) {
3938 TRACE("Recording... not performing anything\n");
3942 /* Checked after the assignments to allow proper stateblock recording */
3943 if(oldValue == Value) {
3944 TRACE("App is setting the old value over, nothing to do\n");
3948 if(Stage > This->stateBlock->lowest_disabled_stage &&
3949 This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
3950 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
3951 * Changes in other states are important on disabled stages too
3956 if(Type == WINED3DTSS_COLOROP) {
3959 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
3960 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
3961 * they have to be disabled
3963 * The current stage is dirtified below.
3965 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
3966 TRACE("Additionally dirtifying stage %u\n", i);
3967 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3969 This->stateBlock->lowest_disabled_stage = Stage;
3970 TRACE("New lowest disabled: %u\n", Stage);
3971 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
3972 /* Previously disabled stage enabled. Stages above it may need enabling
3973 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
3974 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
3976 * Again stage Stage doesn't need to be dirtified here, it is handled below.
3979 for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
3981 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
3984 TRACE("Additionally dirtifying stage %u due to enable\n", i);
3985 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3987 This->stateBlock->lowest_disabled_stage = i;
3988 TRACE("New lowest disabled: %u\n", i);
3992 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
3997 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
3998 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3999 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4000 *pValue = This->updateStateBlock->textureState[Stage][Type];
4007 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
4008 DWORD stage, IWineD3DBaseTexture *texture)
4010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4011 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4012 IWineD3DBaseTexture *prev;
4014 TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
4016 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
4017 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4019 /* Windows accepts overflowing this array... we do not. */
4020 if (stage >= sizeof(This->stateBlock->textures) / sizeof(*This->stateBlock->textures))
4022 WARN("Ignoring invalid stage %u.\n", stage);
4026 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
4027 if (texture && ((IWineD3DTextureImpl *)texture)->resource.pool == WINED3DPOOL_SCRATCH)
4029 WARN("Rejecting attempt to set scratch texture.\n");
4030 return WINED3DERR_INVALIDCALL;
4033 This->updateStateBlock->changed.textures |= 1 << stage;
4035 prev = This->updateStateBlock->textures[stage];
4036 TRACE("Previous texture %p.\n", prev);
4038 if (texture == prev)
4040 TRACE("App is setting the same texture again, nothing to do.\n");
4044 TRACE("Setting new texture to %p.\n", texture);
4045 This->updateStateBlock->textures[stage] = texture;
4047 if (This->isRecordingState)
4049 TRACE("Recording... not performing anything\n");
4051 if (texture) IWineD3DBaseTexture_AddRef(texture);
4052 if (prev) IWineD3DBaseTexture_Release(prev);
4059 IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)texture;
4060 LONG bind_count = InterlockedIncrement(&t->baseTexture.bindCount);
4061 UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
4063 IWineD3DBaseTexture_AddRef(texture);
4065 if (!prev || dimensions != IWineD3DBaseTexture_GetTextureDimensions(prev))
4067 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
4070 if (!prev && stage < gl_info->limits.texture_stages)
4072 /* The source arguments for color and alpha ops have different
4073 * meanings when a NULL texture is bound, so the COLOROP and
4074 * ALPHAOP have to be dirtified. */
4075 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
4076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
4079 if (bind_count == 1) t->baseTexture.sampler = stage;
4084 IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)prev;
4085 LONG bind_count = InterlockedDecrement(&t->baseTexture.bindCount);
4087 IWineD3DBaseTexture_Release(prev);
4089 if (!texture && stage < gl_info->limits.texture_stages)
4091 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
4092 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
4095 if (bind_count && t->baseTexture.sampler == stage)
4099 /* Search for other stages the texture is bound to. Shouldn't
4100 * happen if applications bind textures to a single stage only. */
4101 TRACE("Searching for other stages the texture is bound to.\n");
4102 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4104 if (This->updateStateBlock->textures[i] == prev)
4106 TRACE("Texture is also bound to stage %u.\n", i);
4107 t->baseTexture.sampler = i;
4114 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(stage));
4119 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4122 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4124 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4125 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4128 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4129 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4130 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4133 *ppTexture=This->stateBlock->textures[Stage];
4135 IWineD3DBaseTexture_AddRef(*ppTexture);
4137 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4145 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT swapchain_idx,
4146 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, IWineD3DSurface **backbuffer)
4148 IWineD3DSwapChain *swapchain;
4151 TRACE("iface %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
4152 iface, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
4154 hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
4157 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4161 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
4162 IWineD3DSwapChain_Release(swapchain);
4165 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
4172 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4173 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4174 WARN("(%p) : stub, calling idirect3d for now\n", This);
4175 return IWineD3D_GetDeviceCaps(This->wined3d, This->adapter->ordinal, This->devType, pCaps);
4178 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4180 IWineD3DSwapChain *swapChain;
4183 if(iSwapChain > 0) {
4184 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4185 if (hr == WINED3D_OK) {
4186 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4187 IWineD3DSwapChain_Release(swapChain);
4189 FIXME("(%p) Error getting display mode\n", This);
4192 /* Don't read the real display mode,
4193 but return the stored mode instead. X11 can't change the color
4194 depth, and some apps are pretty angry if they SetDisplayMode from
4195 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4197 Also don't relay to the swapchain because with ddraw it's possible
4198 that there isn't a swapchain at all */
4199 pMode->Width = This->ddraw_width;
4200 pMode->Height = This->ddraw_height;
4201 pMode->Format = This->ddraw_format;
4202 pMode->RefreshRate = 0;
4210 * Stateblock related functions
4213 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4214 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4215 IWineD3DStateBlock *stateblock;
4218 TRACE("(%p)\n", This);
4220 if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
4222 hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock, NULL);
4223 if (FAILED(hr)) return hr;
4225 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4226 This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
4227 This->isRecordingState = TRUE;
4229 TRACE("(%p) recording stateblock %p\n", This, stateblock);
4234 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4235 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4236 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4238 if (!This->isRecordingState) {
4239 WARN("(%p) not recording! returning error\n", This);
4240 *ppStateBlock = NULL;
4241 return WINED3DERR_INVALIDCALL;
4244 stateblock_init_contained_states(object);
4246 *ppStateBlock = (IWineD3DStateBlock*) object;
4247 This->isRecordingState = FALSE;
4248 This->updateStateBlock = This->stateBlock;
4249 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4250 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4251 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4256 * Scene related functions
4258 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4259 /* At the moment we have no need for any functionality at the beginning
4261 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4262 TRACE("(%p)\n", This);
4265 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4266 return WINED3DERR_INVALIDCALL;
4268 This->inScene = TRUE;
4272 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
4274 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4275 struct wined3d_context *context;
4277 TRACE("(%p)\n", This);
4279 if(!This->inScene) {
4280 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4281 return WINED3DERR_INVALIDCALL;
4284 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
4285 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4287 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4289 context_release(context);
4291 This->inScene = FALSE;
4295 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4296 const RECT *pSourceRect, const RECT *pDestRect,
4297 HWND hDestWindowOverride, const RGNDATA *pDirtyRegion)
4299 IWineD3DSwapChain *swapChain = NULL;
4301 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4303 TRACE("iface %p.\n", iface);
4305 for(i = 0 ; i < swapchains ; i ++) {
4307 IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
4308 TRACE("presentinng chain %d, %p\n", i, swapChain);
4309 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4310 IWineD3DSwapChain_Release(swapChain);
4316 static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
4317 const RECT *scissor_rect, const WINED3DRECT *clear_rect)
4319 /* partial viewport*/
4320 if (viewport->X != 0 || viewport->Y != 0
4321 || viewport->Width < target->currentDesc.Width
4322 || viewport->Height < target->currentDesc.Height)
4325 /* partial scissor rect */
4326 if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
4327 || scissor_rect->right < target->currentDesc.Width
4328 || scissor_rect->bottom < target->currentDesc.Height))
4331 /* partial clear rect */
4332 if (clear_rect && (clear_rect->x1 > 0 || clear_rect->y1 > 0
4333 || clear_rect->x2 < target->currentDesc.Width
4334 || clear_rect->y2 < target->currentDesc.Height))
4340 /* Not called from the VTable (internal subroutine) */
4341 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4342 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
4344 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
4345 const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
4346 const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
4347 const WINED3DVIEWPORT *vp = &stateblock->viewport;
4348 GLbitfield glMask = 0;
4350 WINED3DRECT curRect;
4352 UINT drawable_width, drawable_height;
4353 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
4354 struct wined3d_context *context;
4356 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4357 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4358 * for the cleared parts, and the untouched parts.
4360 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4361 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4362 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4363 * checking all this if the dest surface is in the drawable anyway.
4365 if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
4367 if (!is_full_clear(target, vp, scissor_rect, clear_rect))
4368 IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
4371 context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
4373 target->get_drawable_size(context, &drawable_width, &drawable_height);
4377 /* Only set the values up once, as they are not changing */
4378 if (Flags & WINED3DCLEAR_STENCIL) {
4379 glClearStencil(Stencil);
4380 checkGLcall("glClearStencil");
4381 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4382 glStencilMask(0xFFFFFFFF);
4385 if (Flags & WINED3DCLEAR_ZBUFFER) {
4386 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
4387 glDepthMask(GL_TRUE);
4389 checkGLcall("glClearDepth");
4390 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4391 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4393 if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
4394 surface_load_ds_location(This->stencilBufferTarget, context, location);
4397 if (Flags & WINED3DCLEAR_TARGET) {
4398 TRACE("Clearing screen with glClear to color %x\n", Color);
4399 glClearColor(D3DCOLOR_R(Color),
4403 checkGLcall("glClearColor");
4405 /* Clear ALL colors! */
4406 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4407 glMask = glMask | GL_COLOR_BUFFER_BIT;
4410 vp_rect.left = vp->X;
4411 vp_rect.top = vp->Y;
4412 vp_rect.right = vp->X + vp->Width;
4413 vp_rect.bottom = vp->Y + vp->Height;
4414 if (!(Count > 0 && pRects)) {
4415 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4416 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
4418 if (context->render_offscreen)
4420 glScissor(vp_rect.left, vp_rect.top,
4421 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4423 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
4424 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4426 checkGLcall("glScissor");
4428 checkGLcall("glClear");
4430 /* Now process each rect in turn */
4431 for (i = 0; i < Count; i++) {
4432 /* Note gl uses lower left, width/height */
4433 IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
4434 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4435 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
4437 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
4438 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
4439 curRect.x1, (target->currentDesc.Height - curRect.y2),
4440 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4442 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4443 * The rectangle is not cleared, no error is returned, but further rectanlges are
4444 * still cleared if they are valid
4446 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
4447 TRACE("Rectangle with negative dimensions, ignoring\n");
4451 if (context->render_offscreen)
4453 glScissor(curRect.x1, curRect.y1,
4454 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4456 glScissor(curRect.x1, drawable_height - curRect.y2,
4457 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4459 checkGLcall("glScissor");
4462 checkGLcall("glClear");
4466 /* Restore the old values (why..?) */
4467 if (Flags & WINED3DCLEAR_STENCIL) {
4468 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4470 if (Flags & WINED3DCLEAR_TARGET) {
4471 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4472 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4473 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4474 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4475 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4477 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4478 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4480 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
4482 if (Flags & WINED3DCLEAR_ZBUFFER) {
4483 /* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
4484 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
4485 surface_modify_ds_location(This->stencilBufferTarget, location);
4490 wglFlush(); /* Flush to ensure ordering across contexts. */
4492 context_release(context);
4497 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4498 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4499 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4500 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4502 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4503 Count, pRects, Flags, Color, Z, Stencil);
4505 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4506 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4507 /* TODO: What about depth stencil buffers without stencil bits? */
4508 return WINED3DERR_INVALIDCALL;
4511 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
4518 static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
4519 WINED3DPRIMITIVETYPE primitive_type)
4521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4523 TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
4525 This->updateStateBlock->changed.primitive_type = TRUE;
4526 This->updateStateBlock->gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4529 static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
4530 WINED3DPRIMITIVETYPE *primitive_type)
4532 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4534 TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
4536 *primitive_type = d3d_primitive_type_from_gl(This->stateBlock->gl_primitive_type);
4538 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4541 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
4543 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4545 TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
4547 if(!This->stateBlock->vertexDecl) {
4548 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4549 return WINED3DERR_INVALIDCALL;
4552 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4553 if(This->stateBlock->streamIsUP) {
4554 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4555 This->stateBlock->streamIsUP = FALSE;
4558 if(This->stateBlock->loadBaseVertexIndex != 0) {
4559 This->stateBlock->loadBaseVertexIndex = 0;
4560 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4562 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4563 drawPrimitive(iface, vertex_count, StartVertex /* start_idx */, 0 /* indxSize */, NULL /* indxData */);
4567 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface, UINT startIndex, UINT index_count)
4569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4571 IWineD3DBuffer *pIB;
4574 pIB = This->stateBlock->pIndexData;
4576 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4577 * without an index buffer set. (The first time at least...)
4578 * D3D8 simply dies, but I doubt it can do much harm to return
4579 * D3DERR_INVALIDCALL there as well. */
4580 WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
4581 return WINED3DERR_INVALIDCALL;
4584 if(!This->stateBlock->vertexDecl) {
4585 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4586 return WINED3DERR_INVALIDCALL;
4589 if(This->stateBlock->streamIsUP) {
4590 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4591 This->stateBlock->streamIsUP = FALSE;
4593 vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
4595 TRACE("(%p) : startIndex %u, index count %u.\n", This, startIndex, index_count);
4597 if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
4603 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4604 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4605 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4608 drawPrimitive(iface, index_count, startIndex, idxStride,
4609 vbo ? NULL : ((struct wined3d_buffer *)pIB)->resource.allocatedMemory);
4614 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
4615 const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
4617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4620 TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
4621 This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
4623 if(!This->stateBlock->vertexDecl) {
4624 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4625 return WINED3DERR_INVALIDCALL;
4628 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4629 vb = This->stateBlock->streamSource[0];
4630 This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
4631 if (vb) IWineD3DBuffer_Release(vb);
4632 This->stateBlock->streamOffset[0] = 0;
4633 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4634 This->stateBlock->streamIsUP = TRUE;
4635 This->stateBlock->loadBaseVertexIndex = 0;
4637 /* TODO: Only mark dirty if drawing from a different UP address */
4638 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4640 drawPrimitive(iface, vertex_count, 0 /* start_idx */, 0 /* indxSize*/, NULL /* indxData */);
4642 /* MSDN specifies stream zero settings must be set to NULL */
4643 This->stateBlock->streamStride[0] = 0;
4644 This->stateBlock->streamSource[0] = NULL;
4646 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4647 * the new stream sources or use UP drawing again
4652 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
4653 UINT index_count, const void *pIndexData, WINED3DFORMAT IndexDataFormat,
4654 const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
4657 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4661 TRACE("(%p) : index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u.\n",
4662 This, index_count, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4664 if(!This->stateBlock->vertexDecl) {
4665 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4666 return WINED3DERR_INVALIDCALL;
4669 if (IndexDataFormat == WINED3DFMT_R16_UINT) {
4675 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4676 vb = This->stateBlock->streamSource[0];
4677 This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
4678 if (vb) IWineD3DBuffer_Release(vb);
4679 This->stateBlock->streamIsUP = TRUE;
4680 This->stateBlock->streamOffset[0] = 0;
4681 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4683 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4684 This->stateBlock->baseVertexIndex = 0;
4685 This->stateBlock->loadBaseVertexIndex = 0;
4686 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4687 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4688 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4690 drawPrimitive(iface, index_count, 0 /* start_idx */, idxStride, pIndexData);
4692 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4693 This->stateBlock->streamSource[0] = NULL;
4694 This->stateBlock->streamStride[0] = 0;
4695 ib = This->stateBlock->pIndexData;
4697 IWineD3DBuffer_Release(ib);
4698 This->stateBlock->pIndexData = NULL;
4700 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4701 * SetStreamSource to specify a vertex buffer
4707 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
4708 UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
4710 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4712 /* Mark the state dirty until we have nicer tracking
4713 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4716 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4717 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4718 This->stateBlock->baseVertexIndex = 0;
4719 This->up_strided = DrawPrimStrideData;
4720 drawPrimitive(iface, vertex_count, 0, 0, NULL);
4721 This->up_strided = NULL;
4725 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
4726 UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
4727 UINT NumVertices, const void *pIndexData, WINED3DFORMAT IndexDataFormat)
4729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4730 DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
4732 /* Mark the state dirty until we have nicer tracking
4733 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4736 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4737 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4738 This->stateBlock->streamIsUP = TRUE;
4739 This->stateBlock->baseVertexIndex = 0;
4740 This->up_strided = DrawPrimStrideData;
4741 drawPrimitive(iface, vertex_count, 0 /* start_idx */, idxSize, pIndexData);
4742 This->up_strided = NULL;
4746 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4747 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface,
4748 IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume)
4750 WINED3DLOCKED_BOX src;
4751 WINED3DLOCKED_BOX dst;
4754 TRACE("iface %p, src_volume %p, dst_volume %p.\n",
4755 iface, pSourceVolume, pDestinationVolume);
4757 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
4758 * dirtification to improve loading performance.
4760 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
4761 if(FAILED(hr)) return hr;
4762 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
4764 IWineD3DVolume_UnlockBox(pSourceVolume);
4768 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
4770 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
4772 IWineD3DVolume_UnlockBox(pSourceVolume);
4774 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
4779 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture(IWineD3DDevice *iface,
4780 IWineD3DBaseTexture *src_texture, IWineD3DBaseTexture *dst_texture)
4782 unsigned int level_count, i;
4783 WINED3DRESOURCETYPE type;
4786 TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture);
4788 /* Verify that the source and destination textures are non-NULL. */
4789 if (!src_texture || !dst_texture)
4791 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4792 return WINED3DERR_INVALIDCALL;
4795 if (src_texture == dst_texture)
4797 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4798 return WINED3DERR_INVALIDCALL;
4801 /* Verify that the source and destination textures are the same type. */
4802 type = IWineD3DBaseTexture_GetType(src_texture);
4803 if (IWineD3DBaseTexture_GetType(dst_texture) != type)
4805 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4806 return WINED3DERR_INVALIDCALL;
4809 /* Check that both textures have the identical numbers of levels. */
4810 level_count = IWineD3DBaseTexture_GetLevelCount(src_texture);
4811 if (IWineD3DBaseTexture_GetLevelCount(dst_texture) != level_count)
4813 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4814 return WINED3DERR_INVALIDCALL;
4817 /* Make sure that the destination texture is loaded. */
4818 ((IWineD3DBaseTextureImpl *)dst_texture)->baseTexture.internal_preload(dst_texture, SRGB_RGB);
4820 /* Update every surface level of the texture. */
4823 case WINED3DRTYPE_TEXTURE:
4825 IWineD3DSurface *src_surface;
4826 IWineD3DSurface *dst_surface;
4828 for (i = 0; i < level_count; ++i)
4830 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)src_texture, i, &src_surface);
4831 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)dst_texture, i, &dst_surface);
4832 hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
4833 IWineD3DSurface_Release(dst_surface);
4834 IWineD3DSurface_Release(src_surface);
4837 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4844 case WINED3DRTYPE_CUBETEXTURE:
4846 IWineD3DSurface *src_surface;
4847 IWineD3DSurface *dst_surface;
4848 WINED3DCUBEMAP_FACES face;
4850 for (i = 0; i < level_count; ++i)
4852 /* Update each cube face. */
4853 for (face = WINED3DCUBEMAP_FACE_POSITIVE_X; face <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++face)
4855 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)src_texture,
4856 face, i, &src_surface);
4857 if (FAILED(hr)) ERR("Failed to get src cube surface face %u, level %u, hr %#x.\n", face, i, hr);
4858 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)dst_texture,
4859 face, i, &dst_surface);
4860 if (FAILED(hr)) ERR("Failed to get dst cube surface face %u, level %u, hr %#x.\n", face, i, hr);
4861 hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
4862 IWineD3DSurface_Release(dst_surface);
4863 IWineD3DSurface_Release(src_surface);
4866 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4874 case WINED3DRTYPE_VOLUMETEXTURE:
4876 IWineD3DVolume *src_volume;
4877 IWineD3DVolume *dst_volume;
4879 for (i = 0; i < level_count; ++i)
4881 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)src_texture, i, &src_volume);
4882 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)dst_texture, i, &dst_volume);
4883 hr = IWineD3DDeviceImpl_UpdateVolume(iface, src_volume, dst_volume);
4884 IWineD3DVolume_Release(dst_volume);
4885 IWineD3DVolume_Release(src_volume);
4888 WARN("IWineD3DDeviceImpl_UpdateVolume failed, hr %#x.\n", hr);
4896 FIXME("Unsupported texture type %#x.\n", type);
4897 return WINED3DERR_INVALIDCALL;
4903 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4904 IWineD3DSwapChain *swapChain;
4906 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4907 if(hr == WINED3D_OK) {
4908 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4909 IWineD3DSwapChain_Release(swapChain);
4914 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4915 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4916 IWineD3DBaseTextureImpl *texture;
4919 TRACE("(%p) : %p\n", This, pNumPasses);
4921 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4922 if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
4923 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4924 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4926 if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
4927 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4928 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4931 texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
4932 if (!texture || texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) continue;
4934 if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
4935 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4938 if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
4939 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4942 if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
4943 This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
4944 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4949 /* return a sensible default */
4952 TRACE("returning D3D_OK\n");
4956 static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
4960 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4962 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
4963 if (texture && (texture->resource.format_desc->format == WINED3DFMT_P8_UINT
4964 || texture->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM))
4966 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
4971 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4972 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4975 PALETTEENTRY **palettes;
4977 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4979 if (PaletteNumber >= MAX_PALETTES) {
4980 ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4981 return WINED3DERR_INVALIDCALL;
4984 if (PaletteNumber >= This->NumberOfPalettes) {
4985 NewSize = This->NumberOfPalettes;
4988 } while(PaletteNumber >= NewSize);
4989 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
4991 ERR("Out of memory!\n");
4992 return E_OUTOFMEMORY;
4994 This->palettes = palettes;
4995 This->NumberOfPalettes = NewSize;
4998 if (!This->palettes[PaletteNumber]) {
4999 This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
5000 if (!This->palettes[PaletteNumber]) {
5001 ERR("Out of memory!\n");
5002 return E_OUTOFMEMORY;
5006 for (j = 0; j < 256; ++j) {
5007 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5008 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5009 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5010 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5012 if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
5013 TRACE("(%p) : returning\n", This);
5017 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5020 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5021 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5022 /* What happens in such situation isn't documented; Native seems to silently abort
5023 on such conditions. Return Invalid Call. */
5024 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5025 return WINED3DERR_INVALIDCALL;
5027 for (j = 0; j < 256; ++j) {
5028 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5029 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5030 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5031 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5033 TRACE("(%p) : returning\n", This);
5037 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5038 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5039 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5040 /* Native appears to silently abort on attempt to make an uninitialized palette current and render.
5041 (tested with reference rasterizer). Return Invalid Call. */
5042 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5043 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5044 return WINED3DERR_INVALIDCALL;
5046 /*TODO: stateblocks */
5047 if (This->currentPalette != PaletteNumber) {
5048 This->currentPalette = PaletteNumber;
5049 dirtify_p8_texture_samplers(This);
5051 TRACE("(%p) : returning\n", This);
5055 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5056 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5057 if (PaletteNumber == NULL) {
5058 WARN("(%p) : returning Invalid Call\n", This);
5059 return WINED3DERR_INVALIDCALL;
5061 /*TODO: stateblocks */
5062 *PaletteNumber = This->currentPalette;
5063 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5067 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5068 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5072 FIXME("(%p) : stub\n", This);
5076 This->softwareVertexProcessing = bSoftware;
5081 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5086 FIXME("(%p) : stub\n", This);
5089 return This->softwareVertexProcessing;
5092 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface,
5093 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
5095 IWineD3DSwapChain *swapchain;
5098 TRACE("iface %p, swapchain_idx %u, raster_status %p.\n",
5099 iface, swapchain_idx, raster_status);
5101 hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
5104 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
5108 hr = IWineD3DSwapChain_GetRasterStatus(swapchain, raster_status);
5109 IWineD3DSwapChain_Release(swapchain);
5112 WARN("Failed to get raster status, hr %#x.\n", hr);
5119 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments)
5122 if(nSegments != 0.0f) {
5125 FIXME("iface %p, nSegments %.8e stub!\n", iface, nSegments);
5132 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface)
5137 FIXME("iface %p stub!\n", iface);
5143 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5144 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5145 /** TODO: remove casts to IWineD3DSurfaceImpl
5146 * NOTE: move code to surface to accomplish this
5147 ****************************************/
5148 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5149 IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
5150 int srcWidth, srcHeight;
5151 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5152 WINED3DFORMAT destFormat, srcFormat;
5154 int srcLeft, destLeft, destTop;
5155 WINED3DPOOL srcPool, destPool;
5157 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5158 const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
5162 CONVERT_TYPES convert = NO_CONVERSION;
5163 struct wined3d_context *context;
5165 WINED3DSURFACE_DESC winedesc;
5167 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5169 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5170 srcSurfaceWidth = winedesc.width;
5171 srcSurfaceHeight = winedesc.height;
5172 srcPool = winedesc.pool;
5173 srcFormat = winedesc.format;
5175 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5176 destSurfaceWidth = winedesc.width;
5177 destSurfaceHeight = winedesc.height;
5178 destPool = winedesc.pool;
5179 destFormat = winedesc.format;
5180 destSize = winedesc.size;
5182 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5183 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5184 return WINED3DERR_INVALIDCALL;
5187 /* This call loads the opengl surface directly, instead of copying the surface to the
5188 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5189 * copy in sysmem and use regular surface loading.
5191 d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5192 if(convert != NO_CONVERSION) {
5193 return IWineD3DSurface_BltFast(pDestinationSurface,
5194 pDestPoint ? pDestPoint->x : 0,
5195 pDestPoint ? pDestPoint->y : 0,
5196 pSourceSurface, pSourceRect, 0);
5199 if (destFormat == WINED3DFMT_UNKNOWN) {
5200 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5201 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5203 /* Get the update surface description */
5204 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5207 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5210 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5211 checkGLcall("glActiveTextureARB");
5214 /* Make sure the surface is loaded and up to date */
5215 surface_internal_preload(pDestinationSurface, SRGB_RGB);
5216 IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
5218 src_format_desc = ((IWineD3DSurfaceImpl *)pSrcSurface)->resource.format_desc;
5219 dst_format_desc = dst_impl->resource.format_desc;
5221 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5222 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5223 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5224 srcLeft = pSourceRect ? pSourceRect->left : 0;
5225 destLeft = pDestPoint ? pDestPoint->x : 0;
5226 destTop = pDestPoint ? pDestPoint->y : 0;
5229 /* This function doesn't support compressed textures
5230 the pitch is just bytesPerPixel * width */
5231 if(srcWidth != srcSurfaceWidth || srcLeft ){
5232 rowoffset = srcSurfaceWidth * src_format_desc->byte_count;
5233 offset += srcLeft * src_format_desc->byte_count;
5234 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5236 /* TODO DXT formats */
5238 if(pSourceRect != NULL && pSourceRect->top != 0){
5239 offset += pSourceRect->top * srcSurfaceWidth * src_format_desc->byte_count;
5241 TRACE("(%p) glTexSubImage2D, level %d, left %d, top %d, width %d, height %d, fmt %#x, type %#x, memory %p+%#x\n",
5242 This, dst_impl->texture_level, destLeft, destTop, srcWidth, srcHeight, dst_format_desc->glFormat,
5243 dst_format_desc->glType, IWineD3DSurface_GetData(pSourceSurface), offset);
5246 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5248 /* need to lock the surface to get the data */
5249 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5254 /* TODO: Cube and volume support */
5256 /* not a whole row so we have to do it a line at a time */
5259 /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
5260 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5262 for (j = destTop; j < (srcHeight + destTop); ++j)
5264 glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
5265 srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
5269 } else { /* Full width, so just write out the whole texture */
5270 const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5272 if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
5274 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth)
5276 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across. */
5277 FIXME("Updating part of a compressed texture is not supported.\n");
5279 if (destFormat != srcFormat)
5281 FIXME("Updating mixed format compressed textures is not supported.\n");
5285 GL_EXTCALL(glCompressedTexImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
5286 dst_format_desc->glInternal, srcWidth, srcHeight, 0, destSize, data));
5291 glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
5292 srcWidth, srcHeight, dst_format_desc->glFormat, dst_format_desc->glType, data);
5295 checkGLcall("glTexSubImage2D");
5298 context_release(context);
5300 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5301 sampler = This->rev_tex_unit_map[0];
5302 if (sampler != WINED3D_UNMAPPED_STAGE)
5304 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
5310 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5312 struct WineD3DRectPatch *patch;
5313 GLenum old_primitive_type;
5317 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5319 if(!(Handle || pRectPatchInfo)) {
5320 /* TODO: Write a test for the return value, thus the FIXME */
5321 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5322 return WINED3DERR_INVALIDCALL;
5326 i = PATCHMAP_HASHFUNC(Handle);
5328 LIST_FOR_EACH(e, &This->patches[i]) {
5329 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5330 if(patch->Handle == Handle) {
5337 TRACE("Patch does not exist. Creating a new one\n");
5338 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5339 patch->Handle = Handle;
5340 list_add_head(&This->patches[i], &patch->entry);
5342 TRACE("Found existing patch %p\n", patch);
5345 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5346 * attributes we have to tesselate, read back, and draw. This needs a patch
5347 * management structure instance. Create one.
5349 * A possible improvement is to check if a vertex shader is used, and if not directly
5352 FIXME("Drawing an uncached patch. This is slow\n");
5353 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5356 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5357 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5358 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5360 TRACE("Tesselation density or patch info changed, retesselating\n");
5362 if(pRectPatchInfo) {
5363 patch->RectPatchInfo = *pRectPatchInfo;
5365 patch->numSegs[0] = pNumSegs[0];
5366 patch->numSegs[1] = pNumSegs[1];
5367 patch->numSegs[2] = pNumSegs[2];
5368 patch->numSegs[3] = pNumSegs[3];
5370 hr = tesselate_rectpatch(This, patch);
5372 WARN("Patch tesselation failed\n");
5374 /* Do not release the handle to store the params of the patch */
5376 HeapFree(GetProcessHeap(), 0, patch);
5382 This->currentPatch = patch;
5383 old_primitive_type = This->stateBlock->gl_primitive_type;
5384 This->stateBlock->gl_primitive_type = GL_TRIANGLES;
5385 IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
5386 This->stateBlock->gl_primitive_type = old_primitive_type;
5387 This->currentPatch = NULL;
5389 /* Destroy uncached patches */
5391 HeapFree(GetProcessHeap(), 0, patch->mem);
5392 HeapFree(GetProcessHeap(), 0, patch);
5397 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface,
5398 UINT handle, const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
5400 FIXME("iface %p, handle %#x, segment_count %p, patch_info %p stub!\n",
5401 iface, handle, segment_count, patch_info);
5406 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5409 struct WineD3DRectPatch *patch;
5411 TRACE("(%p) Handle(%d)\n", This, Handle);
5413 i = PATCHMAP_HASHFUNC(Handle);
5414 LIST_FOR_EACH(e, &This->patches[i]) {
5415 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5416 if(patch->Handle == Handle) {
5417 TRACE("Deleting patch %p\n", patch);
5418 list_remove(&patch->entry);
5419 HeapFree(GetProcessHeap(), 0, patch->mem);
5420 HeapFree(GetProcessHeap(), 0, patch);
5425 /* TODO: Write a test for the return value */
5426 FIXME("Attempt to destroy nonexistent patch\n");
5427 return WINED3DERR_INVALIDCALL;
5430 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
5431 const WINED3DRECT *rect, const float color[4])
5433 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5434 struct wined3d_context *context;
5436 if (rect) IWineD3DSurface_LoadLocation(surface, SFLAG_INDRAWABLE, NULL);
5437 IWineD3DSurface_ModifyLocation(surface, SFLAG_INDRAWABLE, TRUE);
5439 if (!surface_is_offscreen(surface))
5441 TRACE("Surface %p is onscreen\n", surface);
5443 context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
5445 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
5446 context_set_draw_buffer(context, surface_get_gl_buffer(surface));
5450 TRACE("Surface %p is offscreen\n", surface);
5452 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5454 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
5455 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
5456 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
5460 glEnable(GL_SCISSOR_TEST);
5461 if(surface_is_offscreen(surface)) {
5462 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5464 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5465 rect->x2 - rect->x1, rect->y2 - rect->y1);
5467 checkGLcall("glScissor");
5468 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
5470 glDisable(GL_SCISSOR_TEST);
5472 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5474 glDisable(GL_BLEND);
5475 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
5477 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5478 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5480 glClearColor(color[0], color[1], color[2], color[3]);
5481 glClear(GL_COLOR_BUFFER_BIT);
5482 checkGLcall("glClear");
5486 wglFlush(); /* Flush to ensure ordering across contexts. */
5488 context_release(context);
5491 static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
5492 unsigned int r, g, b, a;
5495 if (destfmt == WINED3DFMT_B8G8R8A8_UNORM
5496 || destfmt == WINED3DFMT_B8G8R8X8_UNORM
5497 || destfmt == WINED3DFMT_B8G8R8_UNORM)
5500 TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
5502 a = (color & 0xff000000) >> 24;
5503 r = (color & 0x00ff0000) >> 16;
5504 g = (color & 0x0000ff00) >> 8;
5505 b = (color & 0x000000ff) >> 0;
5509 case WINED3DFMT_B5G6R5_UNORM:
5510 if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
5517 TRACE("Returning %08x\n", ret);
5520 case WINED3DFMT_B5G5R5X1_UNORM:
5521 case WINED3DFMT_B5G5R5A1_UNORM:
5530 TRACE("Returning %08x\n", ret);
5533 case WINED3DFMT_A8_UNORM:
5534 TRACE("Returning %08x\n", a);
5537 case WINED3DFMT_B4G4R4X4_UNORM:
5538 case WINED3DFMT_B4G4R4A4_UNORM:
5547 TRACE("Returning %08x\n", ret);
5550 case WINED3DFMT_B2G3R3_UNORM:
5557 TRACE("Returning %08x\n", ret);
5560 case WINED3DFMT_R8G8B8X8_UNORM:
5561 case WINED3DFMT_R8G8B8A8_UNORM:
5566 TRACE("Returning %08x\n", ret);
5569 case WINED3DFMT_B10G10R10A2_UNORM:
5571 r = (r * 1024) / 256;
5572 g = (g * 1024) / 256;
5573 b = (b * 1024) / 256;
5578 TRACE("Returning %08x\n", ret);
5581 case WINED3DFMT_R10G10B10A2_UNORM:
5583 r = (r * 1024) / 256;
5584 g = (g * 1024) / 256;
5585 b = (b * 1024) / 256;
5590 TRACE("Returning %08x\n", ret);
5594 FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
5599 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
5600 IWineD3DSurface *pSurface, const WINED3DRECT *pRect, WINED3DCOLOR color)
5602 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5605 TRACE("iface %p, surface %p, rect %p, color 0x%08x.\n", iface, pSurface, pRect, color);
5607 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5608 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5609 return WINED3DERR_INVALIDCALL;
5612 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5613 const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
5614 color_fill_fbo(iface, pSurface, pRect, c);
5617 /* Just forward this to the DirectDraw blitting engine */
5618 memset(&BltFx, 0, sizeof(BltFx));
5619 BltFx.dwSize = sizeof(BltFx);
5620 BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format_desc->format);
5621 return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
5622 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5626 static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
5627 IWineD3DRendertargetView *rendertarget_view, const float color[4])
5629 IWineD3DResource *resource;
5630 IWineD3DSurface *surface;
5633 hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
5636 ERR("Failed to get resource, hr %#x\n", hr);
5640 if (IWineD3DResource_GetType(resource) != WINED3DRTYPE_SURFACE)
5642 FIXME("Only supported on surface resources\n");
5643 IWineD3DResource_Release(resource);
5647 surface = (IWineD3DSurface *)resource;
5649 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5651 color_fill_fbo(iface, surface, NULL, color);
5658 WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
5660 c = ((DWORD)(color[2] * 255.0f));
5661 c |= ((DWORD)(color[1] * 255.0f)) << 8;
5662 c |= ((DWORD)(color[0] * 255.0f)) << 16;
5663 c |= ((DWORD)(color[3] * 255.0f)) << 24;
5665 /* Just forward this to the DirectDraw blitting engine */
5666 memset(&BltFx, 0, sizeof(BltFx));
5667 BltFx.dwSize = sizeof(BltFx);
5668 BltFx.u5.dwFillColor = argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
5669 hr = IWineD3DSurface_Blt(surface, NULL, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5672 ERR("Blt failed, hr %#x\n", hr);
5676 IWineD3DResource_Release(resource);
5679 /* rendertarget and depth stencil functions */
5680 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5681 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5683 if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
5685 ERR("(%p) : Only %d render targets are supported.\n",
5686 This, This->adapter->gl_info.limits.buffers);
5687 return WINED3DERR_INVALIDCALL;
5690 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5691 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5692 /* Note inc ref on returned surface */
5693 if(*ppRenderTarget != NULL)
5694 IWineD3DSurface_AddRef(*ppRenderTarget);
5698 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface,
5699 IWineD3DSurface *front, IWineD3DSurface *back)
5701 IWineD3DSurfaceImpl *front_impl = (IWineD3DSurfaceImpl *)front;
5702 IWineD3DSurfaceImpl *back_impl = (IWineD3DSurfaceImpl *)back;
5703 IWineD3DSwapChainImpl *swapchain;
5706 TRACE("iface %p, front %p, back %p.\n", iface, front, back);
5708 if (FAILED(hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&swapchain)))
5710 ERR("Failed to get the swapchain, hr %#x.\n", hr);
5714 if (front_impl && !(front_impl->resource.usage & WINED3DUSAGE_RENDERTARGET))
5716 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage.\n");
5717 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5718 return WINED3DERR_INVALIDCALL;
5723 if (!(back_impl->resource.usage & WINED3DUSAGE_RENDERTARGET))
5725 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage.\n");
5726 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5727 return WINED3DERR_INVALIDCALL;
5730 if (!swapchain->backBuffer)
5732 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*swapchain->backBuffer));
5733 if (!swapchain->backBuffer)
5735 ERR("Failed to allocate back buffer array memory.\n");
5736 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5737 return E_OUTOFMEMORY;
5742 if (swapchain->frontBuffer != front)
5744 TRACE("Changing the front buffer from %p to %p.\n", swapchain->frontBuffer, front);
5746 if (swapchain->frontBuffer)
5748 IWineD3DSurface_SetContainer(swapchain->frontBuffer, NULL);
5749 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
5751 swapchain->frontBuffer = front;
5755 IWineD3DSurface_SetContainer(front, (IWineD3DBase *)swapchain);
5756 front_impl->Flags |= SFLAG_SWAPCHAIN;
5760 if (swapchain->backBuffer[0] != back)
5762 TRACE("Changing the back buffer from %p to %p.\n", swapchain->backBuffer[0], back);
5764 if (swapchain->backBuffer[0])
5766 IWineD3DSurface_SetContainer(swapchain->backBuffer[0], NULL);
5767 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
5769 swapchain->backBuffer[0] = back;
5773 swapchain->presentParms.BackBufferWidth = back_impl->currentDesc.Width;
5774 swapchain->presentParms.BackBufferHeight = back_impl->currentDesc.Height;
5775 swapchain->presentParms.BackBufferFormat = back_impl->resource.format_desc->format;
5776 swapchain->presentParms.BackBufferCount = 1;
5778 IWineD3DSurface_SetContainer(back, (IWineD3DBase *)swapchain);
5779 back_impl->Flags |= SFLAG_SWAPCHAIN;
5783 swapchain->presentParms.BackBufferCount = 0;
5784 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
5785 swapchain->backBuffer = NULL;
5789 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5793 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5794 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5795 *ppZStencilSurface = This->stencilBufferTarget;
5796 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5798 if(*ppZStencilSurface != NULL) {
5799 /* Note inc ref on returned surface */
5800 IWineD3DSurface_AddRef(*ppZStencilSurface);
5803 return WINED3DERR_NOTFOUND;
5807 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5808 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
5810 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5811 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5812 const struct wined3d_gl_info *gl_info;
5813 struct wined3d_context *context;
5815 POINT offset = {0, 0};
5817 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5818 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5819 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5820 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5823 case WINED3DTEXF_LINEAR:
5824 gl_filter = GL_LINEAR;
5828 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5829 case WINED3DTEXF_NONE:
5830 case WINED3DTEXF_POINT:
5831 gl_filter = GL_NEAREST;
5835 /* Make sure the drawables are up-to-date. Note that loading the
5836 * destination surface isn't strictly required if we overwrite the
5837 * entire surface. */
5838 IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
5839 IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
5841 if (!surface_is_offscreen(src_surface)) context = context_acquire(This, src_surface, CTXUSAGE_RESOURCELOAD);
5842 else if (!surface_is_offscreen(dst_surface)) context = context_acquire(This, dst_surface, CTXUSAGE_RESOURCELOAD);
5843 else context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5845 gl_info = context->gl_info;
5847 if (!surface_is_offscreen(src_surface))
5849 GLenum buffer = surface_get_gl_buffer(src_surface);
5851 TRACE("Source surface %p is onscreen\n", src_surface);
5853 if(buffer == GL_FRONT) {
5856 ClientToScreen(context->win_handle, &offset);
5857 GetClientRect(context->win_handle, &windowsize);
5858 h = windowsize.bottom - windowsize.top;
5859 src_rect->x1 -= offset.x; src_rect->x2 -=offset.x;
5860 src_rect->y1 = offset.y + h - src_rect->y1;
5861 src_rect->y2 = offset.y + h - src_rect->y2;
5863 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5864 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5868 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
5869 glReadBuffer(buffer);
5870 checkGLcall("glReadBuffer()");
5872 TRACE("Source surface %p is offscreen\n", src_surface);
5874 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
5875 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
5876 glReadBuffer(GL_COLOR_ATTACHMENT0);
5877 checkGLcall("glReadBuffer()");
5878 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
5882 /* Attach dst surface to dst fbo */
5883 if (!surface_is_offscreen(dst_surface))
5885 GLenum buffer = surface_get_gl_buffer(dst_surface);
5887 TRACE("Destination surface %p is onscreen\n", dst_surface);
5889 if(buffer == GL_FRONT) {
5892 ClientToScreen(context->win_handle, &offset);
5893 GetClientRect(context->win_handle, &windowsize);
5894 h = windowsize.bottom - windowsize.top;
5895 dst_rect->x1 -= offset.x; dst_rect->x2 -=offset.x;
5896 dst_rect->y1 = offset.y + h - dst_rect->y1;
5897 dst_rect->y2 = offset.y + h - dst_rect->y2;
5899 /* Screen coords = window coords, surface height = window height */
5900 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5901 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5905 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
5906 context_set_draw_buffer(context, buffer);
5910 TRACE("Destination surface %p is offscreen\n", dst_surface);
5913 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
5914 context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
5915 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
5916 context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
5918 glDisable(GL_SCISSOR_TEST);
5919 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5922 gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5923 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter);
5924 checkGLcall("glBlitFramebuffer()");
5926 gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5927 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter);
5928 checkGLcall("glBlitFramebuffer()");
5933 wglFlush(); /* Flush to ensure ordering across contexts. */
5935 context_release(context);
5937 IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
5940 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget,
5941 BOOL set_viewport) {
5942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5944 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5946 if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
5948 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
5949 This, RenderTargetIndex, This->adapter->gl_info.limits.buffers);
5950 return WINED3DERR_INVALIDCALL;
5953 /* MSDN says that null disables the render target
5954 but a device must always be associated with a render target
5955 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5957 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5958 FIXME("Trying to set render target 0 to NULL\n");
5959 return WINED3DERR_INVALIDCALL;
5961 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5962 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5963 return WINED3DERR_INVALIDCALL;
5966 /* If we are trying to set what we already have, don't bother */
5967 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5968 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5971 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5972 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5973 This->render_targets[RenderTargetIndex] = pRenderTarget;
5975 /* Render target 0 is special */
5976 if(RenderTargetIndex == 0 && set_viewport) {
5977 /* Finally, reset the viewport and scissor rect as the MSDN states.
5978 * Tests show that stateblock recording is ignored, the change goes
5979 * directly into the primary stateblock.
5981 This->stateBlock->viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5982 This->stateBlock->viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5983 This->stateBlock->viewport.X = 0;
5984 This->stateBlock->viewport.Y = 0;
5985 This->stateBlock->viewport.MaxZ = 1.0f;
5986 This->stateBlock->viewport.MinZ = 0.0f;
5987 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5989 This->stateBlock->scissorRect.top = 0;
5990 This->stateBlock->scissorRect.left = 0;
5991 This->stateBlock->scissorRect.right = This->stateBlock->viewport.Width;
5992 This->stateBlock->scissorRect.bottom = This->stateBlock->viewport.Height;
5993 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
5998 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6000 HRESULT hr = WINED3D_OK;
6001 IWineD3DSurface *tmp;
6003 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
6005 if (pNewZStencil == This->stencilBufferTarget) {
6006 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6008 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
6009 * depending on the renter target implementation being used.
6010 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6011 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6012 * stencil buffer and incur an extra memory overhead
6013 ******************************************************/
6015 if (This->stencilBufferTarget) {
6016 if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
6017 || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
6018 surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
6020 struct wined3d_context *context = context_acquire(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
6021 surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
6022 surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
6023 context_release(context);
6027 tmp = This->stencilBufferTarget;
6028 This->stencilBufferTarget = pNewZStencil;
6029 /* should we be calling the parent or the wined3d surface? */
6030 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6031 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6034 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
6035 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
6036 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
6037 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
6038 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
6045 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6046 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6047 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6048 /* TODO: the use of Impl is deprecated. */
6049 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6050 WINED3DLOCKED_RECT lockedRect;
6052 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6054 /* some basic validation checks */
6055 if(This->cursorTexture) {
6056 struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6058 glDeleteTextures(1, &This->cursorTexture);
6060 context_release(context);
6061 This->cursorTexture = 0;
6064 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
6065 This->haveHardwareCursor = TRUE;
6067 This->haveHardwareCursor = FALSE;
6070 WINED3DLOCKED_RECT rect;
6072 /* MSDN: Cursor must be A8R8G8B8 */
6073 if (pSur->resource.format_desc->format != WINED3DFMT_B8G8R8A8_UNORM)
6075 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6076 return WINED3DERR_INVALIDCALL;
6079 /* MSDN: Cursor must be smaller than the display mode */
6080 if(pSur->currentDesc.Width > This->ddraw_width ||
6081 pSur->currentDesc.Height > This->ddraw_height) {
6082 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6083 return WINED3DERR_INVALIDCALL;
6086 if (!This->haveHardwareCursor) {
6087 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6089 /* Do not store the surface's pointer because the application may
6090 * release it after setting the cursor image. Windows doesn't
6091 * addref the set surface, so we can't do this either without
6092 * creating circular refcount dependencies. Copy out the gl texture
6095 This->cursorWidth = pSur->currentDesc.Width;
6096 This->cursorHeight = pSur->currentDesc.Height;
6097 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
6099 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
6100 const struct GlPixelFormatDesc *glDesc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
6101 struct wined3d_context *context;
6102 char *mem, *bits = rect.pBits;
6103 GLint intfmt = glDesc->glInternal;
6104 GLint format = glDesc->glFormat;
6105 GLint type = glDesc->glType;
6106 INT height = This->cursorHeight;
6107 INT width = This->cursorWidth;
6108 INT bpp = glDesc->byte_count;
6112 /* Reformat the texture memory (pitch and width can be
6114 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6115 for(i = 0; i < height; i++)
6116 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6117 IWineD3DSurface_UnlockRect(pCursorBitmap);
6119 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6123 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6125 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6126 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6129 /* Make sure that a proper texture unit is selected */
6130 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6131 checkGLcall("glActiveTextureARB");
6132 sampler = This->rev_tex_unit_map[0];
6133 if (sampler != WINED3D_UNMAPPED_STAGE)
6135 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
6137 /* Create a new cursor texture */
6138 glGenTextures(1, &This->cursorTexture);
6139 checkGLcall("glGenTextures");
6140 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6141 checkGLcall("glBindTexture");
6142 /* Copy the bitmap memory into the cursor texture */
6143 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6144 HeapFree(GetProcessHeap(), 0, mem);
6145 checkGLcall("glTexImage2D");
6147 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6149 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6150 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6155 context_release(context);
6159 FIXME("A cursor texture was not returned.\n");
6160 This->cursorTexture = 0;
6165 /* Draw a hardware cursor */
6166 ICONINFO cursorInfo;
6168 /* Create and clear maskBits because it is not needed for
6169 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6171 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6172 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6173 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6174 WINED3DLOCK_NO_DIRTY_UPDATE |
6175 WINED3DLOCK_READONLY
6177 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6178 pSur->currentDesc.Height);
6180 cursorInfo.fIcon = FALSE;
6181 cursorInfo.xHotspot = XHotSpot;
6182 cursorInfo.yHotspot = YHotSpot;
6183 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
6185 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
6186 1, 32, lockedRect.pBits);
6187 IWineD3DSurface_UnlockRect(pCursorBitmap);
6188 /* Create our cursor and clean up. */
6189 cursor = CreateIconIndirect(&cursorInfo);
6191 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6192 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6193 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6194 This->hardwareCursor = cursor;
6195 HeapFree(GetProcessHeap(), 0, maskBits);
6199 This->xHotSpot = XHotSpot;
6200 This->yHotSpot = YHotSpot;
6204 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6205 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6206 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6208 This->xScreenSpace = XScreenSpace;
6209 This->yScreenSpace = YScreenSpace;
6215 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6217 BOOL oldVisible = This->bCursorVisible;
6220 TRACE("(%p) : visible(%d)\n", This, bShow);
6223 * When ShowCursor is first called it should make the cursor appear at the OS's last
6224 * known cursor position. Because of this, some applications just repetitively call
6225 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6228 This->xScreenSpace = pt.x;
6229 This->yScreenSpace = pt.y;
6231 if (This->haveHardwareCursor) {
6232 This->bCursorVisible = bShow;
6234 SetCursor(This->hardwareCursor);
6240 if (This->cursorTexture)
6241 This->bCursorVisible = bShow;
6247 static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *data) {
6248 TRACE("checking resource %p for eviction\n", resource);
6249 if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
6250 TRACE("Evicting %p\n", resource);
6251 IWineD3DResource_UnLoad(resource);
6253 IWineD3DResource_Release(resource);
6257 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice *iface)
6259 TRACE("iface %p.\n", iface);
6261 IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
6265 static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
6267 IWineD3DDeviceImpl *device = surface->resource.device;
6268 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6270 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6271 if(surface->Flags & SFLAG_DIBSECTION) {
6272 /* Release the DC */
6273 SelectObject(surface->hDC, surface->dib.holdbitmap);
6274 DeleteDC(surface->hDC);
6275 /* Release the DIB section */
6276 DeleteObject(surface->dib.DIBsection);
6277 surface->dib.bitmap_data = NULL;
6278 surface->resource.allocatedMemory = NULL;
6279 surface->Flags &= ~SFLAG_DIBSECTION;
6281 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6282 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6283 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
6284 || gl_info->supported[WINE_NORMALIZED_TEXRECT])
6286 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6287 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6289 surface->pow2Width = surface->pow2Height = 1;
6290 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6291 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6293 surface->glRect.left = 0;
6294 surface->glRect.top = 0;
6295 surface->glRect.right = surface->pow2Width;
6296 surface->glRect.bottom = surface->pow2Height;
6298 if (surface->texture_name)
6300 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
6302 glDeleteTextures(1, &surface->texture_name);
6304 context_release(context);
6305 surface->texture_name = 0;
6306 surface->Flags &= ~SFLAG_CLIENT;
6308 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6309 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6310 surface->Flags |= SFLAG_NONPOW2;
6312 surface->Flags &= ~SFLAG_NONPOW2;
6314 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
6315 surface->resource.allocatedMemory = NULL;
6316 surface->resource.heapMemory = NULL;
6317 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6319 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
6321 if(!surface_init_sysmem((IWineD3DSurface *) surface))
6323 return E_OUTOFMEMORY;
6328 static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
6329 TRACE("Unloading resource %p\n", resource);
6330 IWineD3DResource_UnLoad(resource);
6331 IWineD3DResource_Release(resource);
6335 static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
6338 WINED3DDISPLAYMODE m;
6341 /* All Windowed modes are supported, as is leaving the current mode */
6342 if(pp->Windowed) return TRUE;
6343 if(!pp->BackBufferWidth) return TRUE;
6344 if(!pp->BackBufferHeight) return TRUE;
6346 count = IWineD3D_GetAdapterModeCount(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN);
6347 for(i = 0; i < count; i++) {
6348 memset(&m, 0, sizeof(m));
6349 hr = IWineD3D_EnumAdapterModes(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
6351 ERR("EnumAdapterModes failed\n");
6353 if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
6354 /* Mode found, it is supported */
6358 /* Mode not found -> not supported */
6362 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
6363 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6364 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
6365 const struct wined3d_gl_info *gl_info;
6366 struct wined3d_context *context;
6367 IWineD3DBaseShaderImpl *shader;
6369 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6370 gl_info = context->gl_info;
6372 IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
6373 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6374 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
6378 if(This->depth_blt_texture) {
6379 glDeleteTextures(1, &This->depth_blt_texture);
6380 This->depth_blt_texture = 0;
6382 if (This->depth_blt_rb) {
6383 gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
6384 This->depth_blt_rb = 0;
6385 This->depth_blt_rb_w = 0;
6386 This->depth_blt_rb_h = 0;
6390 This->blitter->free_private(iface);
6391 This->frag_pipe->free_private(iface);
6392 This->shader_backend->shader_free_private(iface);
6393 destroy_dummy_textures(This, gl_info);
6395 context_release(context);
6397 while (This->numContexts)
6399 context_destroy(This, This->contexts[0]);
6401 HeapFree(GetProcessHeap(), 0, swapchain->context);
6402 swapchain->context = NULL;
6403 swapchain->num_contexts = 0;
6406 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
6407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6408 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
6409 struct wined3d_context *context;
6411 IWineD3DSurfaceImpl *target;
6413 /* Recreate the primary swapchain's context */
6414 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
6415 if (!swapchain->context)
6417 ERR("Failed to allocate memory for swapchain context array.\n");
6418 return E_OUTOFMEMORY;
6421 target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
6422 if (!(context = context_create(swapchain, target)))
6424 WARN("Failed to create context.\n");
6425 HeapFree(GetProcessHeap(), 0, swapchain->context);
6429 swapchain->context[0] = context;
6430 swapchain->num_contexts = 1;
6431 create_dummy_textures(This);
6432 context_release(context);
6434 hr = This->shader_backend->shader_alloc_private(iface);
6437 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
6441 hr = This->frag_pipe->alloc_private(iface);
6444 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
6445 This->shader_backend->shader_free_private(iface);
6449 hr = This->blitter->alloc_private(iface);
6452 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
6453 This->frag_pipe->free_private(iface);
6454 This->shader_backend->shader_free_private(iface);
6461 context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6462 destroy_dummy_textures(This, context->gl_info);
6463 context_release(context);
6464 context_destroy(This, context);
6465 HeapFree(GetProcessHeap(), 0, swapchain->context);
6466 swapchain->num_contexts = 0;
6470 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6471 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6472 IWineD3DSwapChainImpl *swapchain;
6474 BOOL DisplayModeChanged = FALSE;
6475 WINED3DDISPLAYMODE mode;
6476 TRACE("(%p)\n", This);
6478 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6480 ERR("Failed to get the first implicit swapchain\n");
6484 if(!is_display_mode_supported(This, pPresentationParameters)) {
6485 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
6486 WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
6487 pPresentationParameters->BackBufferHeight);
6488 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6489 return WINED3DERR_INVALIDCALL;
6492 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6493 * on an existing gl context, so there's no real need for recreation.
6495 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6497 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6499 TRACE("New params:\n");
6500 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6501 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6502 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6503 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6504 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6505 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6506 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6507 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6508 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6509 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6510 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6511 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6512 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6514 /* No special treatment of these parameters. Just store them */
6515 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6516 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6517 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6518 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6520 /* What to do about these? */
6521 if(pPresentationParameters->BackBufferCount != 0 &&
6522 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6523 ERR("Cannot change the back buffer count yet\n");
6525 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6526 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6527 ERR("Cannot change the back buffer format yet\n");
6529 if(pPresentationParameters->hDeviceWindow != NULL &&
6530 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6531 ERR("Cannot change the device window yet\n");
6533 if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil_buffer) {
6536 TRACE("Creating the depth stencil buffer\n");
6538 hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
6540 pPresentationParameters->BackBufferWidth,
6541 pPresentationParameters->BackBufferHeight,
6542 pPresentationParameters->AutoDepthStencilFormat,
6543 pPresentationParameters->MultiSampleType,
6544 pPresentationParameters->MultiSampleQuality,
6546 &This->auto_depth_stencil_buffer);
6549 ERR("Failed to create the depth stencil buffer\n");
6550 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6551 return WINED3DERR_INVALIDCALL;
6555 /* Reset the depth stencil */
6556 if (pPresentationParameters->EnableAutoDepthStencil)
6557 IWineD3DDevice_SetDepthStencilSurface(iface, This->auto_depth_stencil_buffer);
6559 IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
6561 TRACE("Resetting stateblock\n");
6562 IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
6563 IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
6565 delete_opengl_contexts(iface, (IWineD3DSwapChain *) swapchain);
6567 if(pPresentationParameters->Windowed) {
6568 mode.Width = swapchain->orig_width;
6569 mode.Height = swapchain->orig_height;
6570 mode.RefreshRate = 0;
6571 mode.Format = swapchain->presentParms.BackBufferFormat;
6573 mode.Width = pPresentationParameters->BackBufferWidth;
6574 mode.Height = pPresentationParameters->BackBufferHeight;
6575 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6576 mode.Format = swapchain->presentParms.BackBufferFormat;
6579 /* Should Width == 800 && Height == 0 set 800x600? */
6580 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6581 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6582 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6586 if(!pPresentationParameters->Windowed) {
6587 DisplayModeChanged = TRUE;
6589 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6590 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6592 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6595 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6599 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6600 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6603 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6607 if(This->auto_depth_stencil_buffer) {
6608 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
6611 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6617 if (!pPresentationParameters->Windowed != !swapchain->presentParms.Windowed
6618 || DisplayModeChanged)
6620 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6622 if (!pPresentationParameters->Windowed)
6624 if(swapchain->presentParms.Windowed) {
6625 /* switch from windowed to fs */
6626 swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
6627 pPresentationParameters->BackBufferHeight);
6629 /* Fullscreen -> fullscreen mode change */
6630 MoveWindow(swapchain->device_window, 0, 0,
6631 pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
6635 else if (!swapchain->presentParms.Windowed)
6637 /* Fullscreen -> windowed switch */
6638 swapchain_restore_fullscreen_window(swapchain);
6640 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6641 } else if(!pPresentationParameters->Windowed) {
6642 DWORD style = This->style, exStyle = This->exStyle;
6643 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
6644 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
6645 * Reset to clear up their mess. Guild Wars also loses the device during that.
6649 swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
6650 pPresentationParameters->BackBufferHeight);
6651 This->style = style;
6652 This->exStyle = exStyle;
6655 /* Note: No parent needed for initial internal stateblock */
6656 hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, (IWineD3DStateBlock **)&This->stateBlock, NULL);
6657 if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
6658 else TRACE("Created stateblock %p\n", This->stateBlock);
6659 This->updateStateBlock = This->stateBlock;
6660 IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
6662 hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
6664 ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
6667 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6670 GetClientRect(swapchain->win_handle, &client_rect);
6672 if(!swapchain->presentParms.BackBufferCount)
6674 TRACE("Single buffered rendering\n");
6675 swapchain->render_to_fbo = FALSE;
6677 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
6678 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
6680 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
6681 swapchain->presentParms.BackBufferWidth,
6682 swapchain->presentParms.BackBufferHeight,
6683 client_rect.right, client_rect.bottom);
6684 swapchain->render_to_fbo = TRUE;
6688 TRACE("Rendering directly to GL_BACK\n");
6689 swapchain->render_to_fbo = FALSE;
6693 hr = create_primary_opengl_context(iface, (IWineD3DSwapChain *) swapchain);
6694 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6696 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
6702 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL enable_dialogs)
6704 TRACE("iface %p, enable_dialogs %#x.\n", iface, enable_dialogs);
6706 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
6712 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6713 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6714 TRACE("(%p) : pParameters %p\n", This, pParameters);
6716 *pParameters = This->createParms;
6720 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6721 IWineD3DSwapChain *swapchain;
6723 TRACE("Relaying to swapchain\n");
6725 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
6726 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
6727 IWineD3DSwapChain_Release(swapchain);
6731 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6732 IWineD3DSwapChain *swapchain;
6734 TRACE("Relaying to swapchain\n");
6736 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
6737 IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6738 IWineD3DSwapChain_Release(swapchain);
6743 /** ********************************************************
6744 * Notification functions
6745 ** ********************************************************/
6746 /** This function must be called in the release of a resource when ref == 0,
6747 * the contents of resource must still be correct,
6748 * any handles to other resource held by the caller must be closed
6749 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6750 *****************************************************/
6751 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6753 TRACE("(%p) : Adding resource %p\n", This, resource);
6755 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6758 static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6760 TRACE("(%p) : Removing resource %p\n", This, resource);
6762 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6765 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6767 WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
6770 TRACE("(%p) : resource %p\n", This, resource);
6772 context_resource_released((IWineD3DDevice *)This, resource, type);
6775 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6776 case WINED3DRTYPE_SURFACE: {
6779 if (This->d3d_initialized)
6781 for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
6783 if (This->render_targets[i] == (IWineD3DSurface *)resource) {
6784 This->render_targets[i] = NULL;
6787 if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
6788 This->stencilBufferTarget = NULL;
6794 case WINED3DRTYPE_TEXTURE:
6795 case WINED3DRTYPE_CUBETEXTURE:
6796 case WINED3DRTYPE_VOLUMETEXTURE:
6797 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
6798 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6799 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6800 This->stateBlock->textures[counter] = NULL;
6802 if (This->updateStateBlock != This->stateBlock ){
6803 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6804 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6805 This->updateStateBlock->textures[counter] = NULL;
6810 case WINED3DRTYPE_VOLUME:
6811 /* TODO: nothing really? */
6813 case WINED3DRTYPE_BUFFER:
6816 TRACE("Cleaning up stream pointers\n");
6818 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6819 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6820 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6822 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6823 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6824 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6825 This->updateStateBlock->streamSource[streamNumber] = 0;
6826 /* Set changed flag? */
6829 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) */
6830 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6831 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6832 This->stateBlock->streamSource[streamNumber] = 0;
6837 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6838 if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
6839 This->updateStateBlock->pIndexData = NULL;
6842 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6843 if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
6844 This->stateBlock->pIndexData = NULL;
6851 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6856 /* Remove the resource from the resourceStore */
6857 device_resource_remove(This, resource);
6859 TRACE("Resource released\n");
6863 static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
6864 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6865 IWineD3DResourceImpl *resource, *cursor;
6867 TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
6869 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6870 TRACE("enumerating resource %p\n", resource);
6871 IWineD3DResource_AddRef((IWineD3DResource *) resource);
6872 ret = pCallback((IWineD3DResource *) resource, pData);
6873 if(ret == S_FALSE) {
6874 TRACE("Canceling enumeration\n");
6881 static HRESULT WINAPI IWineD3DDeviceImpl_GetSurfaceFromDC(IWineD3DDevice *iface, HDC dc, IWineD3DSurface **surface)
6883 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6884 IWineD3DResourceImpl *resource;
6886 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry)
6888 WINED3DRESOURCETYPE type = IWineD3DResource_GetType((IWineD3DResource *)resource);
6889 if (type == WINED3DRTYPE_SURFACE)
6891 if (((IWineD3DSurfaceImpl *)resource)->hDC == dc)
6893 TRACE("Found surface %p for dc %p.\n", resource, dc);
6894 *surface = (IWineD3DSurface *)resource;
6900 return WINED3DERR_INVALIDCALL;
6903 /**********************************************************
6904 * IWineD3DDevice VTbl follows
6905 **********************************************************/
6907 static const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6909 /*** IUnknown methods ***/
6910 IWineD3DDeviceImpl_QueryInterface,
6911 IWineD3DDeviceImpl_AddRef,
6912 IWineD3DDeviceImpl_Release,
6913 /*** IWineD3DDevice methods ***/
6914 IWineD3DDeviceImpl_GetParent,
6915 /*** Creation methods**/
6916 IWineD3DDeviceImpl_CreateBuffer,
6917 IWineD3DDeviceImpl_CreateVertexBuffer,
6918 IWineD3DDeviceImpl_CreateIndexBuffer,
6919 IWineD3DDeviceImpl_CreateStateBlock,
6920 IWineD3DDeviceImpl_CreateSurface,
6921 IWineD3DDeviceImpl_CreateRendertargetView,
6922 IWineD3DDeviceImpl_CreateTexture,
6923 IWineD3DDeviceImpl_CreateVolumeTexture,
6924 IWineD3DDeviceImpl_CreateVolume,
6925 IWineD3DDeviceImpl_CreateCubeTexture,
6926 IWineD3DDeviceImpl_CreateQuery,
6927 IWineD3DDeviceImpl_CreateSwapChain,
6928 IWineD3DDeviceImpl_CreateVertexDeclaration,
6929 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6930 IWineD3DDeviceImpl_CreateVertexShader,
6931 IWineD3DDeviceImpl_CreateGeometryShader,
6932 IWineD3DDeviceImpl_CreatePixelShader,
6933 IWineD3DDeviceImpl_CreatePalette,
6934 /*** Odd functions **/
6935 IWineD3DDeviceImpl_Init3D,
6936 IWineD3DDeviceImpl_InitGDI,
6937 IWineD3DDeviceImpl_Uninit3D,
6938 IWineD3DDeviceImpl_UninitGDI,
6939 IWineD3DDeviceImpl_SetMultithreaded,
6940 IWineD3DDeviceImpl_EvictManagedResources,
6941 IWineD3DDeviceImpl_GetAvailableTextureMem,
6942 IWineD3DDeviceImpl_GetBackBuffer,
6943 IWineD3DDeviceImpl_GetCreationParameters,
6944 IWineD3DDeviceImpl_GetDeviceCaps,
6945 IWineD3DDeviceImpl_GetDirect3D,
6946 IWineD3DDeviceImpl_GetDisplayMode,
6947 IWineD3DDeviceImpl_SetDisplayMode,
6948 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6949 IWineD3DDeviceImpl_GetRasterStatus,
6950 IWineD3DDeviceImpl_GetSwapChain,
6951 IWineD3DDeviceImpl_Reset,
6952 IWineD3DDeviceImpl_SetDialogBoxMode,
6953 IWineD3DDeviceImpl_SetCursorProperties,
6954 IWineD3DDeviceImpl_SetCursorPosition,
6955 IWineD3DDeviceImpl_ShowCursor,
6956 /*** Getters and setters **/
6957 IWineD3DDeviceImpl_SetClipPlane,
6958 IWineD3DDeviceImpl_GetClipPlane,
6959 IWineD3DDeviceImpl_SetClipStatus,
6960 IWineD3DDeviceImpl_GetClipStatus,
6961 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6962 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6963 IWineD3DDeviceImpl_SetDepthStencilSurface,
6964 IWineD3DDeviceImpl_GetDepthStencilSurface,
6965 IWineD3DDeviceImpl_SetGammaRamp,
6966 IWineD3DDeviceImpl_GetGammaRamp,
6967 IWineD3DDeviceImpl_SetIndexBuffer,
6968 IWineD3DDeviceImpl_GetIndexBuffer,
6969 IWineD3DDeviceImpl_SetBaseVertexIndex,
6970 IWineD3DDeviceImpl_GetBaseVertexIndex,
6971 IWineD3DDeviceImpl_SetLight,
6972 IWineD3DDeviceImpl_GetLight,
6973 IWineD3DDeviceImpl_SetLightEnable,
6974 IWineD3DDeviceImpl_GetLightEnable,
6975 IWineD3DDeviceImpl_SetMaterial,
6976 IWineD3DDeviceImpl_GetMaterial,
6977 IWineD3DDeviceImpl_SetNPatchMode,
6978 IWineD3DDeviceImpl_GetNPatchMode,
6979 IWineD3DDeviceImpl_SetPaletteEntries,
6980 IWineD3DDeviceImpl_GetPaletteEntries,
6981 IWineD3DDeviceImpl_SetPixelShader,
6982 IWineD3DDeviceImpl_GetPixelShader,
6983 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6984 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6985 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6986 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6987 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6988 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6989 IWineD3DDeviceImpl_SetRenderState,
6990 IWineD3DDeviceImpl_GetRenderState,
6991 IWineD3DDeviceImpl_SetRenderTarget,
6992 IWineD3DDeviceImpl_GetRenderTarget,
6993 IWineD3DDeviceImpl_SetFrontBackBuffers,
6994 IWineD3DDeviceImpl_SetSamplerState,
6995 IWineD3DDeviceImpl_GetSamplerState,
6996 IWineD3DDeviceImpl_SetScissorRect,
6997 IWineD3DDeviceImpl_GetScissorRect,
6998 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6999 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7000 IWineD3DDeviceImpl_SetStreamSource,
7001 IWineD3DDeviceImpl_GetStreamSource,
7002 IWineD3DDeviceImpl_SetStreamSourceFreq,
7003 IWineD3DDeviceImpl_GetStreamSourceFreq,
7004 IWineD3DDeviceImpl_SetTexture,
7005 IWineD3DDeviceImpl_GetTexture,
7006 IWineD3DDeviceImpl_SetTextureStageState,
7007 IWineD3DDeviceImpl_GetTextureStageState,
7008 IWineD3DDeviceImpl_SetTransform,
7009 IWineD3DDeviceImpl_GetTransform,
7010 IWineD3DDeviceImpl_SetVertexDeclaration,
7011 IWineD3DDeviceImpl_GetVertexDeclaration,
7012 IWineD3DDeviceImpl_SetVertexShader,
7013 IWineD3DDeviceImpl_GetVertexShader,
7014 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7015 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7016 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7017 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7018 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7019 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7020 IWineD3DDeviceImpl_SetViewport,
7021 IWineD3DDeviceImpl_GetViewport,
7022 IWineD3DDeviceImpl_MultiplyTransform,
7023 IWineD3DDeviceImpl_ValidateDevice,
7024 IWineD3DDeviceImpl_ProcessVertices,
7025 /*** State block ***/
7026 IWineD3DDeviceImpl_BeginStateBlock,
7027 IWineD3DDeviceImpl_EndStateBlock,
7028 /*** Scene management ***/
7029 IWineD3DDeviceImpl_BeginScene,
7030 IWineD3DDeviceImpl_EndScene,
7031 IWineD3DDeviceImpl_Present,
7032 IWineD3DDeviceImpl_Clear,
7033 IWineD3DDeviceImpl_ClearRendertargetView,
7035 IWineD3DDeviceImpl_SetPrimitiveType,
7036 IWineD3DDeviceImpl_GetPrimitiveType,
7037 IWineD3DDeviceImpl_DrawPrimitive,
7038 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7039 IWineD3DDeviceImpl_DrawPrimitiveUP,
7040 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7041 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7042 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7043 IWineD3DDeviceImpl_DrawRectPatch,
7044 IWineD3DDeviceImpl_DrawTriPatch,
7045 IWineD3DDeviceImpl_DeletePatch,
7046 IWineD3DDeviceImpl_ColorFill,
7047 IWineD3DDeviceImpl_UpdateTexture,
7048 IWineD3DDeviceImpl_UpdateSurface,
7049 IWineD3DDeviceImpl_GetFrontBufferData,
7050 /*** object tracking ***/
7051 IWineD3DDeviceImpl_EnumResources,
7052 IWineD3DDeviceImpl_GetSurfaceFromDC,
7053 IWineD3DDeviceImpl_AcquireFocusWindow,
7054 IWineD3DDeviceImpl_ReleaseFocusWindow,
7057 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
7058 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
7059 IUnknown *parent, IWineD3DDeviceParent *device_parent)
7061 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
7062 const struct fragment_pipeline *fragment_pipeline;
7063 struct shader_caps shader_caps;
7064 struct fragment_caps ffp_caps;
7065 WINED3DDISPLAYMODE mode;
7069 device->lpVtbl = &IWineD3DDevice_Vtbl;
7071 device->wined3d = (IWineD3D *)wined3d;
7072 IWineD3D_AddRef(device->wined3d);
7073 device->adapter = wined3d->adapter_count ? adapter : NULL;
7074 device->parent = parent;
7075 device->device_parent = device_parent;
7076 list_init(&device->resources);
7077 list_init(&device->shaders);
7079 device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
7080 device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
7082 /* Get the initial screen setup for ddraw. */
7083 hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
7086 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
7087 IWineD3D_Release(device->wined3d);
7090 device->ddraw_width = mode.Width;
7091 device->ddraw_height = mode.Height;
7092 device->ddraw_format = mode.Format;
7094 /* Save the creation parameters. */
7095 device->createParms.AdapterOrdinal = adapter_idx;
7096 device->createParms.DeviceType = device_type;
7097 device->createParms.hFocusWindow = focus_window;
7098 device->createParms.BehaviorFlags = flags;
7100 device->devType = device_type;
7101 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
7103 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
7104 device->shader_backend = adapter->shader_backend;
7106 memset(&shader_caps, 0, sizeof(shader_caps));
7107 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
7108 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
7109 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
7110 device->vs_clipping = shader_caps.VSClipping;
7112 memset(&ffp_caps, 0, sizeof(ffp_caps));
7113 fragment_pipeline = adapter->fragment_pipe;
7114 device->frag_pipe = fragment_pipeline;
7115 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
7116 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
7118 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
7119 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
7122 ERR("Failed to compile state table, hr %#x.\n", hr);
7123 IWineD3D_Release(device->wined3d);
7127 device->blitter = adapter->blitter;
7133 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7134 DWORD rep = This->StateTable[state].representative;
7135 struct wined3d_context *context;
7140 for(i = 0; i < This->numContexts; i++) {
7141 context = This->contexts[i];
7142 if(isStateDirty(context, rep)) continue;
7144 context->dirtyArray[context->numDirtyEntries++] = rep;
7145 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
7146 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
7147 context->isStateDirty[idx] |= (1 << shift);
7151 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
7153 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
7154 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
7155 *width = surface->pow2Width;
7156 *height = surface->pow2Height;
7159 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
7161 IWineD3DSwapChainImpl *swapchain = context->swapchain;
7162 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
7163 * current context's drawable, which is the size of the back buffer of the swapchain
7164 * the active context belongs to. */
7165 *width = swapchain->presentParms.BackBufferWidth;
7166 *height = swapchain->presentParms.BackBufferHeight;
7169 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
7170 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
7172 if (device->filter_messages)
7174 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
7175 window, message, wparam, lparam);
7176 return DefWindowProcW(window, message, wparam, lparam);
7179 if (message == WM_DESTROY)
7181 TRACE("unregister window %p.\n", window);
7182 wined3d_unregister_window(window);
7184 if (device->focus_window == window) device->focus_window = NULL;
7185 else ERR("Window %p is not the focus window for device %p.\n", window, device);
7188 return CallWindowProcW(proc, window, message, wparam, lparam);