2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 struct wined3d_surface *rt = fb->render_targets[i];
673 surface_load_location(rt, rt->draw_binding, NULL);
677 context = context_acquire(device, target);
680 context_release(context);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
692 render_offscreen = TRUE;
693 drawable_width = fb->depth_stencil->pow2Width;
694 drawable_height = fb->depth_stencil->pow2Height;
697 if (flags & WINED3DCLEAR_ZBUFFER)
699 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
701 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702 device_switch_onscreen_ds(device, context, fb->depth_stencil);
703 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
706 if (!context_apply_clear_state(context, device, rt_count, fb))
708 context_release(context);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags & WINED3DCLEAR_STENCIL)
718 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
724 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725 glClearStencil(stencil);
726 checkGLcall("glClearStencil");
727 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
730 if (flags & WINED3DCLEAR_ZBUFFER)
732 surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
737 checkGLcall("glClearDepth");
738 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
741 if (flags & WINED3DCLEAR_TARGET)
743 for (i = 0; i < rt_count; ++i)
745 struct wined3d_surface *rt = fb->render_targets[i];
748 surface_modify_location(rt, rt->draw_binding, TRUE);
751 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756 glClearColor(color->r, color->g, color->b, color->a);
757 checkGLcall("glClearColor");
758 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
763 if (render_offscreen)
765 glScissor(draw_rect->left, draw_rect->top,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
770 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i = 0; i < rect_count; ++i)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788 wine_dbgstr_rect(&clear_rect[i]),
789 wine_dbgstr_rect(¤t_rect));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen)
802 glScissor(current_rect.left, current_rect.top,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
807 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821 && target->container.u.swapchain->front_buffer == target))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context);
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
831 ULONG refcount = InterlockedIncrement(&device->ref);
833 TRACE("%p increasing refcount to %u.\n", device, refcount);
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
840 ULONG refcount = InterlockedDecrement(&device->ref);
842 TRACE("%p decreasing refcount to %u.\n", device, refcount);
848 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
850 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
851 device->multistate_funcs[i] = NULL;
854 if (!list_empty(&device->resources))
856 struct wined3d_resource *resource;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
867 if (device->contexts)
868 ERR("Context array not freed!\n");
869 if (device->hardwareCursor)
870 DestroyCursor(device->hardwareCursor);
871 device->hardwareCursor = 0;
873 wined3d_decref(device->wined3d);
874 device->wined3d = NULL;
875 HeapFree(GetProcessHeap(), 0, device);
876 TRACE("Freed device %p.\n", device);
882 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
884 TRACE("device %p.\n", device);
886 return device->swapchain_count;
889 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
890 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device, swapchain_idx, swapchain);
895 if (swapchain_idx >= device->swapchain_count)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx, device->swapchain_count);
901 return WINED3DERR_INVALIDCALL;
904 *swapchain = device->swapchains[swapchain_idx];
905 wined3d_swapchain_incref(*swapchain);
906 TRACE("Returning %p.\n", *swapchain);
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
916 HDC dcb = NULL, dcs = NULL;
917 WINEDDCOLORKEY colorkey;
919 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
922 GetObjectA(hbm, sizeof(BITMAP), &bm);
923 dcb = CreateCompatibleDC(NULL);
925 SelectObject(dcb, hbm);
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 memset(&bm, 0, sizeof(bm));
937 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
938 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
939 &wined3d_null_parent_ops, &device->logo_surface);
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
948 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
950 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
951 wined3d_surface_releasedc(device->logo_surface, dcs);
953 colorkey.dwColorSpaceLowValue = 0;
954 colorkey.dwColorSpaceHighValue = 0;
955 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
959 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
965 if (dcb) DeleteDC(dcb);
966 if (hbm) DeleteObject(hbm);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973 unsigned int i, j, count;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
980 if (gl_info->supported[APPLE_CLIENT_STORAGE])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
988 for (i = 0; i < count; ++i)
990 DWORD color = 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context, gl_info, i);
995 glGenTextures(1, &device->dummy_texture_2d[i]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
999 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1007 glGenTextures(1, &device->dummy_texture_rect[i]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[EXT_TEXTURE3D])
1020 glGenTextures(1, &device->dummy_texture_3d[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1024 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1033 glGenTextures(1, &device->dummy_texture_cube[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1038 checkGLcall("glBindTexture");
1040 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1042 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1061 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1064 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1066 glDeleteTextures(count, device->dummy_texture_cube);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info->supported[EXT_TEXTURE3D])
1072 glDeleteTextures(count, device->dummy_texture_3d);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1078 glDeleteTextures(count, device->dummy_texture_rect);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count, device->dummy_texture_2d);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1086 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1087 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1088 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1089 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1092 static LONG fullscreen_style(LONG style)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style |= WS_POPUP | WS_SYSMENU;
1096 style &= ~(WS_CAPTION | WS_THICKFRAME);
1101 static LONG fullscreen_exstyle(LONG exstyle)
1103 /* Filter out window decorations. */
1104 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1109 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1111 BOOL filter_messages;
1112 LONG style, exstyle;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window);
1116 if (device->style || device->exStyle)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window, device->style, device->exStyle);
1122 device->style = GetWindowLongW(window, GWL_STYLE);
1123 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1125 style = fullscreen_style(device->style);
1126 exstyle = fullscreen_exstyle(device->exStyle);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device->style, device->exStyle, style, exstyle);
1131 filter_messages = device->filter_messages;
1132 device->filter_messages = TRUE;
1134 SetWindowLongW(window, GWL_STYLE, style);
1135 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1136 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1138 device->filter_messages = filter_messages;
1141 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1143 BOOL filter_messages;
1144 LONG style, exstyle;
1146 if (!device->style && !device->exStyle) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window, device->style, device->exStyle);
1151 style = GetWindowLongW(window, GWL_STYLE);
1152 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1154 filter_messages = device->filter_messages;
1155 device->filter_messages = TRUE;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1163 SetWindowLongW(window, GWL_STYLE, device->style);
1164 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1166 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1168 device->filter_messages = filter_messages;
1170 /* Delete the old values. */
1172 device->exStyle = 0;
1175 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1177 TRACE("device %p, window %p.\n", device, window);
1179 if (!wined3d_register_window(window, device))
1181 ERR("Failed to register window %p.\n", window);
1185 device->focus_window = window;
1186 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1191 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1193 TRACE("device %p.\n", device);
1195 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1196 device->focus_window = NULL;
1199 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1200 WINED3DPRESENT_PARAMETERS *present_parameters)
1202 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1203 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1204 struct wined3d_swapchain *swapchain = NULL;
1205 struct wined3d_context *context;
1210 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1212 if (device->d3d_initialized)
1213 return WINED3DERR_INVALIDCALL;
1214 if (!device->adapter->opengl)
1215 return WINED3DERR_INVALIDCALL;
1217 TRACE("Creating stateblock.\n");
1218 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1221 WARN("Failed to create stateblock\n");
1225 TRACE("Created stateblock %p.\n", device->stateBlock);
1226 device->updateStateBlock = device->stateBlock;
1227 wined3d_stateblock_incref(device->updateStateBlock);
1229 device->valid_rt_mask = 0;
1230 for (i = 0; i < gl_info->limits.buffers; ++i)
1231 device->valid_rt_mask |= (1 << i);
1232 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1233 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1235 /* Initialize the texture unit mapping to a 1:1 mapping */
1236 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1238 if (state < gl_info->limits.fragment_samplers)
1240 device->texUnitMap[state] = state;
1241 device->rev_tex_unit_map[state] = state;
1245 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1246 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1250 /* Setup the implicit swapchain. This also initializes a context. */
1251 TRACE("Creating implicit swapchain\n");
1252 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1253 present_parameters, &swapchain);
1256 WARN("Failed to create implicit swapchain\n");
1260 device->swapchain_count = 1;
1261 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1262 if (!device->swapchains)
1264 ERR("Out of memory!\n");
1267 device->swapchains[0] = swapchain;
1269 if (swapchain->back_buffers && swapchain->back_buffers[0])
1271 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1272 device->fb.render_targets[0] = swapchain->back_buffers[0];
1276 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1277 device->fb.render_targets[0] = swapchain->front_buffer;
1279 wined3d_surface_incref(device->fb.render_targets[0]);
1281 /* Depth Stencil support */
1282 device->fb.depth_stencil = device->auto_depth_stencil;
1283 if (device->fb.depth_stencil)
1284 wined3d_surface_incref(device->fb.depth_stencil);
1286 hr = device->shader_backend->shader_alloc_private(device);
1289 TRACE("Shader private data couldn't be allocated\n");
1292 hr = device->frag_pipe->alloc_private(device);
1295 TRACE("Fragment pipeline private data couldn't be allocated\n");
1298 hr = device->blitter->alloc_private(device);
1301 TRACE("Blitter private data couldn't be allocated\n");
1305 /* Set up some starting GL setup */
1307 /* Setup all the devices defaults */
1308 stateblock_init_default_state(device->stateBlock);
1310 context = context_acquire(device, swapchain->front_buffer);
1312 create_dummy_textures(device, context);
1316 /* Initialize the current view state */
1317 device->view_ident = 1;
1318 device->contexts[0]->last_was_rhw = 0;
1320 switch (wined3d_settings.offscreen_rendering_mode)
1323 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1326 case ORM_BACKBUFFER:
1328 if (context_get_current()->aux_buffers > 0)
1330 TRACE("Using auxiliary buffer for offscreen rendering\n");
1331 device->offscreenBuffer = GL_AUX0;
1335 TRACE("Using back buffer for offscreen rendering\n");
1336 device->offscreenBuffer = GL_BACK;
1341 TRACE("All defaults now set up, leaving 3D init.\n");
1344 context_release(context);
1346 /* Clear the screen */
1347 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1348 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1351 device->d3d_initialized = TRUE;
1353 if (wined3d_settings.logo)
1354 device_load_logo(device, wined3d_settings.logo);
1358 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1359 HeapFree(GetProcessHeap(), 0, device->swapchains);
1360 device->swapchain_count = 0;
1362 wined3d_swapchain_decref(swapchain);
1363 if (device->stateBlock)
1365 wined3d_stateblock_decref(device->stateBlock);
1366 device->stateBlock = NULL;
1368 if (device->blit_priv)
1369 device->blitter->free_private(device);
1370 if (device->fragment_priv)
1371 device->frag_pipe->free_private(device);
1372 if (device->shader_priv)
1373 device->shader_backend->shader_free_private(device);
1378 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1379 WINED3DPRESENT_PARAMETERS *present_parameters)
1381 struct wined3d_swapchain *swapchain = NULL;
1384 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1386 /* Setup the implicit swapchain */
1387 TRACE("Creating implicit swapchain\n");
1388 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1389 present_parameters, &swapchain);
1392 WARN("Failed to create implicit swapchain\n");
1396 device->swapchain_count = 1;
1397 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1398 if (!device->swapchains)
1400 ERR("Out of memory!\n");
1403 device->swapchains[0] = swapchain;
1407 wined3d_swapchain_decref(swapchain);
1411 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1413 struct wined3d_resource *resource, *cursor;
1414 const struct wined3d_gl_info *gl_info;
1415 struct wined3d_context *context;
1416 struct wined3d_surface *surface;
1419 TRACE("device %p.\n", device);
1421 if (!device->d3d_initialized)
1422 return WINED3DERR_INVALIDCALL;
1424 /* Force making the context current again, to verify it is still valid
1425 * (workaround for broken drivers) */
1426 context_set_current(NULL);
1427 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1428 * it was created. Thus make sure a context is active for the glDelete* calls
1430 context = context_acquire(device, NULL);
1431 gl_info = context->gl_info;
1433 if (device->logo_surface)
1434 wined3d_surface_decref(device->logo_surface);
1436 /* Unload resources */
1437 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1439 TRACE("Unloading resource %p.\n", resource);
1441 resource->resource_ops->resource_unload(resource);
1444 TRACE("Deleting high order patches\n");
1445 for(i = 0; i < PATCHMAP_SIZE; i++) {
1446 struct list *e1, *e2;
1447 struct WineD3DRectPatch *patch;
1448 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1450 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1451 wined3d_device_delete_patch(device, patch->Handle);
1455 /* Delete the mouse cursor texture */
1456 if (device->cursorTexture)
1459 glDeleteTextures(1, &device->cursorTexture);
1461 device->cursorTexture = 0;
1464 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465 * private data, it might contain opengl pointers
1467 if (device->depth_blt_texture)
1470 glDeleteTextures(1, &device->depth_blt_texture);
1472 device->depth_blt_texture = 0;
1475 /* Release the update stateblock */
1476 if (wined3d_stateblock_decref(device->updateStateBlock))
1478 if (device->updateStateBlock != device->stateBlock)
1479 FIXME("Something's still holding the update stateblock.\n");
1481 device->updateStateBlock = NULL;
1484 struct wined3d_stateblock *stateblock = device->stateBlock;
1485 device->stateBlock = NULL;
1487 /* Release the stateblock */
1488 if (wined3d_stateblock_decref(stateblock))
1489 FIXME("Something's still holding the stateblock.\n");
1492 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1493 device->blitter->free_private(device);
1494 device->frag_pipe->free_private(device);
1495 device->shader_backend->shader_free_private(device);
1497 /* Release the buffers (with sanity checks)*/
1498 if (device->onscreen_depth_stencil)
1500 surface = device->onscreen_depth_stencil;
1501 device->onscreen_depth_stencil = NULL;
1502 wined3d_surface_decref(surface);
1505 if (device->fb.depth_stencil)
1507 surface = device->fb.depth_stencil;
1509 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1511 device->fb.depth_stencil = NULL;
1512 if (wined3d_surface_decref(surface)
1513 && surface != device->auto_depth_stencil)
1514 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1517 if (device->auto_depth_stencil)
1519 surface = device->auto_depth_stencil;
1520 device->auto_depth_stencil = NULL;
1521 if (wined3d_surface_decref(surface))
1522 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1525 for (i = 1; i < gl_info->limits.buffers; ++i)
1527 wined3d_device_set_render_target(device, i, NULL, FALSE);
1530 surface = device->fb.render_targets[0];
1531 TRACE("Setting rendertarget 0 to NULL\n");
1532 device->fb.render_targets[0] = NULL;
1533 TRACE("Releasing the render target at %p\n", surface);
1534 wined3d_surface_decref(surface);
1536 context_release(context);
1538 for (i = 0; i < device->swapchain_count; ++i)
1540 TRACE("Releasing the implicit swapchain %u.\n", i);
1541 if (wined3d_swapchain_decref(device->swapchains[i]))
1542 FIXME("Something's still holding the implicit swapchain.\n");
1545 HeapFree(GetProcessHeap(), 0, device->swapchains);
1546 device->swapchains = NULL;
1547 device->swapchain_count = 0;
1549 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1550 device->fb.render_targets = NULL;
1552 device->d3d_initialized = FALSE;
1557 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1561 for (i = 0; i < device->swapchain_count; ++i)
1563 TRACE("Releasing the implicit swapchain %u.\n", i);
1564 if (wined3d_swapchain_decref(device->swapchains[i]))
1565 FIXME("Something's still holding the implicit swapchain.\n");
1568 HeapFree(GetProcessHeap(), 0, device->swapchains);
1569 device->swapchains = NULL;
1570 device->swapchain_count = 0;
1574 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1575 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1576 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1578 * There is no way to deactivate thread safety once it is enabled.
1580 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1582 TRACE("device %p.\n", device);
1584 /* For now just store the flag (needed in case of ddraw). */
1585 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1588 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1589 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1591 struct wined3d_adapter *adapter = device->adapter;
1592 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1597 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1598 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1600 /* Resize the screen even without a window:
1601 * The app could have unset it with SetCooperativeLevel, but not called
1602 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1603 * but we don't have any hwnd
1606 memset(&devmode, 0, sizeof(devmode));
1607 devmode.dmSize = sizeof(devmode);
1608 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1609 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1610 devmode.dmPelsWidth = mode->width;
1611 devmode.dmPelsHeight = mode->height;
1613 devmode.dmDisplayFrequency = mode->refresh_rate;
1614 if (mode->refresh_rate)
1615 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1617 /* Only change the mode if necessary */
1618 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1619 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1622 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1623 if (ret != DISP_CHANGE_SUCCESSFUL)
1625 if (devmode.dmDisplayFrequency)
1627 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1628 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1629 devmode.dmDisplayFrequency = 0;
1630 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1632 if(ret != DISP_CHANGE_SUCCESSFUL) {
1633 return WINED3DERR_NOTAVAILABLE;
1637 /* Store the new values */
1638 adapter->screen_size.cx = mode->width;
1639 adapter->screen_size.cy = mode->height;
1640 adapter->screen_format = mode->format_id;
1642 /* And finally clip mouse to our screen */
1643 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1644 ClipCursor(&clip_rc);
1649 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1651 TRACE("device %p, wined3d %p.\n", device, wined3d);
1653 *wined3d = device->wined3d;
1654 wined3d_incref(*wined3d);
1656 TRACE("Returning %p.\n", *wined3d);
1661 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1663 TRACE("device %p.\n", device);
1665 TRACE("Emulating %d MB, returning %d MB left.\n",
1666 device->adapter->TextureRam / (1024 * 1024),
1667 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1669 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1672 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1673 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1675 struct wined3d_stream_state *stream;
1676 struct wined3d_buffer *prev_buffer;
1678 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1679 device, stream_idx, buffer, offset, stride);
1681 if (stream_idx >= MAX_STREAMS)
1683 WARN("Stream index %u out of range.\n", stream_idx);
1684 return WINED3DERR_INVALIDCALL;
1686 else if (offset & 0x3)
1688 WARN("Offset %u is not 4 byte aligned.\n", offset);
1689 return WINED3DERR_INVALIDCALL;
1692 stream = &device->updateStateBlock->state.streams[stream_idx];
1693 prev_buffer = stream->buffer;
1695 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1697 if (prev_buffer == buffer
1698 && stream->stride == stride
1699 && stream->offset == offset)
1701 TRACE("Application is setting the old values over, nothing to do.\n");
1705 stream->buffer = buffer;
1708 stream->stride = stride;
1709 stream->offset = offset;
1712 /* Handle recording of state blocks. */
1713 if (device->isRecordingState)
1715 TRACE("Recording... not performing anything.\n");
1717 wined3d_buffer_incref(buffer);
1719 wined3d_buffer_decref(prev_buffer);
1725 InterlockedIncrement(&buffer->bind_count);
1726 wined3d_buffer_incref(buffer);
1730 InterlockedDecrement(&prev_buffer->bind_count);
1731 wined3d_buffer_decref(prev_buffer);
1734 device_invalidate_state(device, STATE_STREAMSRC);
1739 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1740 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1742 struct wined3d_stream_state *stream;
1744 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1745 device, stream_idx, buffer, offset, stride);
1747 if (stream_idx >= MAX_STREAMS)
1749 WARN("Stream index %u out of range.\n", stream_idx);
1750 return WINED3DERR_INVALIDCALL;
1753 stream = &device->stateBlock->state.streams[stream_idx];
1754 *buffer = stream->buffer;
1756 wined3d_buffer_incref(*buffer);
1758 *offset = stream->offset;
1759 *stride = stream->stride;
1764 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1766 struct wined3d_stream_state *stream;
1767 UINT old_flags, old_freq;
1769 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1771 /* Verify input. At least in d3d9 this is invalid. */
1772 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1774 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1775 return WINED3DERR_INVALIDCALL;
1777 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1779 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1780 return WINED3DERR_INVALIDCALL;
1784 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1785 return WINED3DERR_INVALIDCALL;
1788 stream = &device->updateStateBlock->state.streams[stream_idx];
1789 old_flags = stream->flags;
1790 old_freq = stream->frequency;
1792 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1793 stream->frequency = divider & 0x7fffff;
1795 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1797 if (stream->frequency != old_freq || stream->flags != old_flags)
1798 device_invalidate_state(device, STATE_STREAMSRC);
1803 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1804 UINT stream_idx, UINT *divider)
1806 struct wined3d_stream_state *stream;
1808 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1810 stream = &device->updateStateBlock->state.streams[stream_idx];
1811 *divider = stream->flags | stream->frequency;
1813 TRACE("Returning %#x.\n", *divider);
1818 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1819 WINED3DTRANSFORMSTATETYPE d3dts, const struct wined3d_matrix *matrix)
1821 TRACE("device %p, state %s, matrix %p.\n",
1822 device, debug_d3dtstype(d3dts), matrix);
1824 /* Handle recording of state blocks. */
1825 if (device->isRecordingState)
1827 TRACE("Recording... not performing anything.\n");
1828 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1829 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1833 /* If the new matrix is the same as the current one,
1834 * we cut off any further processing. this seems to be a reasonable
1835 * optimization because as was noticed, some apps (warcraft3 for example)
1836 * tend towards setting the same matrix repeatedly for some reason.
1838 * From here on we assume that the new matrix is different, wherever it matters. */
1839 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1841 TRACE("The application is setting the same matrix over again.\n");
1845 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1847 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1848 * where ViewMat = Camera space, WorldMat = world space.
1850 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1851 * matrix. The Projection matrix stay projection matrix. */
1853 if (d3dts == WINED3DTS_VIEW)
1854 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1856 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1857 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1863 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1864 WINED3DTRANSFORMSTATETYPE state, struct wined3d_matrix *matrix)
1866 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1868 *matrix = device->stateBlock->state.transforms[state];
1873 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1874 WINED3DTRANSFORMSTATETYPE state, const struct wined3d_matrix *matrix)
1876 const struct wined3d_matrix *mat = NULL;
1877 struct wined3d_matrix temp;
1879 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1881 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1882 * below means it will be recorded in a state block change, but it
1883 * works regardless where it is recorded.
1884 * If this is found to be wrong, change to StateBlock. */
1885 if (state > HIGHEST_TRANSFORMSTATE)
1887 WARN("Unhandled transform state %#x.\n", state);
1891 mat = &device->updateStateBlock->state.transforms[state];
1892 multiply_matrix(&temp, mat, matrix);
1894 /* Apply change via set transform - will reapply to eg. lights this way. */
1895 return wined3d_device_set_transform(device, state, &temp);
1898 /* Note lights are real special cases. Although the device caps state only
1899 * e.g. 8 are supported, you can reference any indexes you want as long as
1900 * that number max are enabled at any one point in time. Therefore since the
1901 * indices can be anything, we need a hashmap of them. However, this causes
1902 * stateblock problems. When capturing the state block, I duplicate the
1903 * hashmap, but when recording, just build a chain pretty much of commands to
1905 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1906 UINT light_idx, const struct wined3d_light *light)
1908 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1909 struct wined3d_light_info *object = NULL;
1913 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1915 /* Check the parameter range. Need for speed most wanted sets junk lights
1916 * which confuse the GL driver. */
1918 return WINED3DERR_INVALIDCALL;
1920 switch (light->type)
1922 case WINED3DLIGHT_POINT:
1923 case WINED3DLIGHT_SPOT:
1924 case WINED3DLIGHT_PARALLELPOINT:
1925 case WINED3DLIGHT_GLSPOT:
1926 /* Incorrect attenuation values can cause the gl driver to crash.
1927 * Happens with Need for speed most wanted. */
1928 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1930 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1931 return WINED3DERR_INVALIDCALL;
1935 case WINED3DLIGHT_DIRECTIONAL:
1936 /* Ignores attenuation */
1940 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1941 return WINED3DERR_INVALIDCALL;
1944 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1946 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1947 if (object->OriginalIndex == light_idx)
1954 TRACE("Adding new light\n");
1955 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1958 ERR("Out of memory error when allocating a light\n");
1959 return E_OUTOFMEMORY;
1961 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1962 object->glIndex = -1;
1963 object->OriginalIndex = light_idx;
1966 /* Initialize the object. */
1967 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1968 light_idx, light->type,
1969 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1970 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1971 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1972 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1973 light->direction.x, light->direction.y, light->direction.z);
1974 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1975 light->range, light->falloff, light->theta, light->phi);
1977 /* Save away the information. */
1978 object->OriginalParms = *light;
1980 switch (light->type)
1982 case WINED3DLIGHT_POINT:
1984 object->lightPosn[0] = light->position.x;
1985 object->lightPosn[1] = light->position.y;
1986 object->lightPosn[2] = light->position.z;
1987 object->lightPosn[3] = 1.0f;
1988 object->cutoff = 180.0f;
1992 case WINED3DLIGHT_DIRECTIONAL:
1994 object->lightPosn[0] = -light->direction.x;
1995 object->lightPosn[1] = -light->direction.y;
1996 object->lightPosn[2] = -light->direction.z;
1997 object->lightPosn[3] = 0.0f;
1998 object->exponent = 0.0f;
1999 object->cutoff = 180.0f;
2002 case WINED3DLIGHT_SPOT:
2004 object->lightPosn[0] = light->position.x;
2005 object->lightPosn[1] = light->position.y;
2006 object->lightPosn[2] = light->position.z;
2007 object->lightPosn[3] = 1.0f;
2010 object->lightDirn[0] = light->direction.x;
2011 object->lightDirn[1] = light->direction.y;
2012 object->lightDirn[2] = light->direction.z;
2013 object->lightDirn[3] = 1.0f;
2015 /* opengl-ish and d3d-ish spot lights use too different models
2016 * for the light "intensity" as a function of the angle towards
2017 * the main light direction, so we only can approximate very
2018 * roughly. However, spot lights are rather rarely used in games
2019 * (if ever used at all). Furthermore if still used, probably
2020 * nobody pays attention to such details. */
2021 if (!light->falloff)
2023 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2024 * equations have the falloff resp. exponent parameter as an
2025 * exponent, so the spot light lighting will always be 1.0 for
2026 * both of them, and we don't have to care for the rest of the
2027 * rather complex calculation. */
2028 object->exponent = 0.0f;
2032 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2035 object->exponent = -0.3f / logf(cosf(rho / 2));
2038 if (object->exponent > 128.0f)
2039 object->exponent = 128.0f;
2041 object->cutoff = (float)(light->phi * 90 / M_PI);
2046 FIXME("Unrecognized light type %#x.\n", light->type);
2049 /* Update the live definitions if the light is currently assigned a glIndex. */
2050 if (object->glIndex != -1 && !device->isRecordingState)
2051 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2056 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2057 UINT light_idx, struct wined3d_light *light)
2059 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2060 struct wined3d_light_info *light_info = NULL;
2063 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2065 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2067 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2068 if (light_info->OriginalIndex == light_idx)
2075 TRACE("Light information requested but light not defined\n");
2076 return WINED3DERR_INVALIDCALL;
2079 *light = light_info->OriginalParms;
2083 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2085 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2086 struct wined3d_light_info *light_info = NULL;
2089 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2091 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2093 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094 if (light_info->OriginalIndex == light_idx)
2098 TRACE("Found light %p.\n", light_info);
2100 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2103 TRACE("Light enabled requested but light not defined, so defining one!\n");
2104 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2106 /* Search for it again! Should be fairly quick as near head of list. */
2107 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2109 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2110 if (light_info->OriginalIndex == light_idx)
2116 FIXME("Adding default lights has failed dismally\n");
2117 return WINED3DERR_INVALIDCALL;
2123 if (light_info->glIndex != -1)
2125 if (!device->isRecordingState)
2126 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2128 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2129 light_info->glIndex = -1;
2133 TRACE("Light already disabled, nothing to do\n");
2135 light_info->enabled = FALSE;
2139 light_info->enabled = TRUE;
2140 if (light_info->glIndex != -1)
2142 TRACE("Nothing to do as light was enabled\n");
2147 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2148 /* Find a free GL light. */
2149 for (i = 0; i < gl_info->limits.lights; ++i)
2151 if (!device->updateStateBlock->state.lights[i])
2153 device->updateStateBlock->state.lights[i] = light_info;
2154 light_info->glIndex = i;
2158 if (light_info->glIndex == -1)
2160 /* Our tests show that Windows returns D3D_OK in this situation, even with
2161 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2162 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2163 * as well for those lights.
2165 * TODO: Test how this affects rendering. */
2166 WARN("Too many concurrently active lights\n");
2170 /* i == light_info->glIndex */
2171 if (!device->isRecordingState)
2172 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2179 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2181 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2182 struct wined3d_light_info *light_info = NULL;
2185 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2187 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2189 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2190 if (light_info->OriginalIndex == light_idx)
2197 TRACE("Light enabled state requested but light not defined.\n");
2198 return WINED3DERR_INVALIDCALL;
2200 /* true is 128 according to SetLightEnable */
2201 *enable = light_info->enabled ? 128 : 0;
2205 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2207 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2209 /* Validate plane_idx. */
2210 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2212 TRACE("Application has requested clipplane this device doesn't support.\n");
2213 return WINED3DERR_INVALIDCALL;
2216 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2218 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2219 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2220 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2221 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2223 TRACE("Application is setting old values over, nothing to do.\n");
2227 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2228 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2229 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2230 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2232 /* Handle recording of state blocks. */
2233 if (device->isRecordingState)
2235 TRACE("Recording... not performing anything.\n");
2239 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2244 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2246 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2248 /* Validate plane_idx. */
2249 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2251 TRACE("Application has requested clipplane this device doesn't support.\n");
2252 return WINED3DERR_INVALIDCALL;
2255 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2256 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2257 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2258 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2263 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2265 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2268 return WINED3DERR_INVALIDCALL;
2273 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2275 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2278 return WINED3DERR_INVALIDCALL;
2283 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2285 TRACE("device %p, material %p.\n", device, material);
2287 device->updateStateBlock->changed.material = TRUE;
2288 device->updateStateBlock->state.material = *material;
2290 /* Handle recording of state blocks */
2291 if (device->isRecordingState)
2293 TRACE("Recording... not performing anything.\n");
2297 device_invalidate_state(device, STATE_MATERIAL);
2302 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2304 TRACE("device %p, material %p.\n", device, material);
2306 *material = device->updateStateBlock->state.material;
2308 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2309 material->diffuse.r, material->diffuse.g,
2310 material->diffuse.b, material->diffuse.a);
2311 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2312 material->ambient.r, material->ambient.g,
2313 material->ambient.b, material->ambient.a);
2314 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2315 material->specular.r, material->specular.g,
2316 material->specular.b, material->specular.a);
2317 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2318 material->emissive.r, material->emissive.g,
2319 material->emissive.b, material->emissive.a);
2320 TRACE("power %.8e.\n", material->power);
2325 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2326 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2328 struct wined3d_buffer *prev_buffer;
2330 TRACE("device %p, buffer %p, format %s.\n",
2331 device, buffer, debug_d3dformat(format_id));
2333 prev_buffer = device->updateStateBlock->state.index_buffer;
2335 device->updateStateBlock->changed.indices = TRUE;
2336 device->updateStateBlock->state.index_buffer = buffer;
2337 device->updateStateBlock->state.index_format = format_id;
2339 /* Handle recording of state blocks. */
2340 if (device->isRecordingState)
2342 TRACE("Recording... not performing anything.\n");
2344 wined3d_buffer_incref(buffer);
2346 wined3d_buffer_decref(prev_buffer);
2350 if (prev_buffer != buffer)
2352 device_invalidate_state(device, STATE_INDEXBUFFER);
2355 InterlockedIncrement(&buffer->bind_count);
2356 wined3d_buffer_incref(buffer);
2360 InterlockedDecrement(&prev_buffer->bind_count);
2361 wined3d_buffer_decref(prev_buffer);
2368 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2370 TRACE("device %p, buffer %p.\n", device, buffer);
2372 *buffer = device->stateBlock->state.index_buffer;
2375 wined3d_buffer_incref(*buffer);
2377 TRACE("Returning %p.\n", *buffer);
2382 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2383 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2385 TRACE("device %p, base_index %d.\n", device, base_index);
2387 if (device->updateStateBlock->state.base_vertex_index == base_index)
2389 TRACE("Application is setting the old value over, nothing to do\n");
2393 device->updateStateBlock->state.base_vertex_index = base_index;
2395 if (device->isRecordingState)
2397 TRACE("Recording... not performing anything\n");
2403 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2405 TRACE("device %p.\n", device);
2407 return device->stateBlock->state.base_vertex_index;
2410 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2412 TRACE("device %p, viewport %p.\n", device, viewport);
2413 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2414 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2416 device->updateStateBlock->changed.viewport = TRUE;
2417 device->updateStateBlock->state.viewport = *viewport;
2419 /* Handle recording of state blocks */
2420 if (device->isRecordingState)
2422 TRACE("Recording... not performing anything\n");
2426 device_invalidate_state(device, STATE_VIEWPORT);
2431 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2433 TRACE("device %p, viewport %p.\n", device, viewport);
2435 *viewport = device->stateBlock->state.viewport;
2440 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2441 WINED3DRENDERSTATETYPE state, DWORD value)
2443 DWORD old_value = device->stateBlock->state.render_states[state];
2445 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2447 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2448 device->updateStateBlock->state.render_states[state] = value;
2450 /* Handle recording of state blocks. */
2451 if (device->isRecordingState)
2453 TRACE("Recording... not performing anything.\n");
2457 /* Compared here and not before the assignment to allow proper stateblock recording. */
2458 if (value == old_value)
2459 TRACE("Application is setting the old value over, nothing to do.\n");
2461 device_invalidate_state(device, STATE_RENDER(state));
2466 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2467 WINED3DRENDERSTATETYPE state, DWORD *value)
2469 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2471 *value = device->stateBlock->state.render_states[state];
2476 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2477 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2481 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2482 device, sampler_idx, debug_d3dsamplerstate(state), value);
2484 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2485 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2487 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2488 / sizeof(*device->stateBlock->state.sampler_states))
2490 WARN("Invalid sampler %u.\n", sampler_idx);
2491 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2494 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2495 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2496 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2498 /* Handle recording of state blocks. */
2499 if (device->isRecordingState)
2501 TRACE("Recording... not performing anything.\n");
2505 if (old_value == value)
2507 TRACE("Application is setting the old value over, nothing to do.\n");
2511 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2516 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2517 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2519 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2520 device, sampler_idx, debug_d3dsamplerstate(state), value);
2522 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2523 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2525 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2526 / sizeof(*device->stateBlock->state.sampler_states))
2528 WARN("Invalid sampler %u.\n", sampler_idx);
2529 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2532 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2533 TRACE("Returning %#x.\n", *value);
2538 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2540 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2542 device->updateStateBlock->changed.scissorRect = TRUE;
2543 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2545 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2548 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2550 if (device->isRecordingState)
2552 TRACE("Recording... not performing anything.\n");
2556 device_invalidate_state(device, STATE_SCISSORRECT);
2561 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2563 TRACE("device %p, rect %p.\n", device, rect);
2565 *rect = device->updateStateBlock->state.scissor_rect;
2566 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2571 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2572 struct wined3d_vertex_declaration *declaration)
2574 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2576 TRACE("device %p, declaration %p.\n", device, declaration);
2579 wined3d_vertex_declaration_incref(declaration);
2581 wined3d_vertex_declaration_decref(prev);
2583 device->updateStateBlock->state.vertex_declaration = declaration;
2584 device->updateStateBlock->changed.vertexDecl = TRUE;
2586 if (device->isRecordingState)
2588 TRACE("Recording... not performing anything.\n");
2591 else if (declaration == prev)
2593 /* Checked after the assignment to allow proper stateblock recording. */
2594 TRACE("Application is setting the old declaration over, nothing to do.\n");
2598 device_invalidate_state(device, STATE_VDECL);
2602 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2603 struct wined3d_vertex_declaration **declaration)
2605 TRACE("device %p, declaration %p.\n", device, declaration);
2607 *declaration = device->stateBlock->state.vertex_declaration;
2609 wined3d_vertex_declaration_incref(*declaration);
2614 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2616 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2618 TRACE("device %p, shader %p.\n", device, shader);
2620 device->updateStateBlock->state.vertex_shader = shader;
2621 device->updateStateBlock->changed.vertexShader = TRUE;
2623 if (device->isRecordingState)
2626 wined3d_shader_incref(shader);
2628 wined3d_shader_decref(prev);
2629 TRACE("Recording... not performing anything.\n");
2635 TRACE("Application is setting the old shader over, nothing to do.\n");
2640 wined3d_shader_incref(shader);
2642 wined3d_shader_decref(prev);
2644 device_invalidate_state(device, STATE_VSHADER);
2649 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2651 struct wined3d_shader *shader;
2653 TRACE("device %p.\n", device);
2655 shader = device->stateBlock->state.vertex_shader;
2657 wined3d_shader_incref(shader);
2659 TRACE("Returning %p.\n", shader);
2663 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2664 UINT start_register, const BOOL *constants, UINT bool_count)
2666 UINT count = min(bool_count, MAX_CONST_B - start_register);
2669 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2670 device, start_register, constants, bool_count);
2672 if (!constants || start_register >= MAX_CONST_B)
2673 return WINED3DERR_INVALIDCALL;
2675 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2676 for (i = 0; i < count; ++i)
2677 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2679 for (i = start_register; i < count + start_register; ++i)
2680 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2682 if (!device->isRecordingState)
2683 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2688 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2689 UINT start_register, BOOL *constants, UINT bool_count)
2691 UINT count = min(bool_count, MAX_CONST_B - start_register);
2693 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2694 device, start_register, constants, bool_count);
2696 if (!constants || start_register >= MAX_CONST_B)
2697 return WINED3DERR_INVALIDCALL;
2699 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2704 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2705 UINT start_register, const int *constants, UINT vector4i_count)
2707 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2710 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2711 device, start_register, constants, vector4i_count);
2713 if (!constants || start_register >= MAX_CONST_I)
2714 return WINED3DERR_INVALIDCALL;
2716 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2717 for (i = 0; i < count; ++i)
2718 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2719 constants[i * 4], constants[i * 4 + 1],
2720 constants[i * 4 + 2], constants[i * 4 + 3]);
2722 for (i = start_register; i < count + start_register; ++i)
2723 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2725 if (!device->isRecordingState)
2726 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2731 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2732 UINT start_register, int *constants, UINT vector4i_count)
2734 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2736 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2737 device, start_register, constants, vector4i_count);
2739 if (!constants || start_register >= MAX_CONST_I)
2740 return WINED3DERR_INVALIDCALL;
2742 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2746 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2747 UINT start_register, const float *constants, UINT vector4f_count)
2751 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2752 device, start_register, constants, vector4f_count);
2754 /* Specifically test start_register > limit to catch MAX_UINT overflows
2755 * when adding start_register + vector4f_count. */
2757 || start_register + vector4f_count > device->d3d_vshader_constantF
2758 || start_register > device->d3d_vshader_constantF)
2759 return WINED3DERR_INVALIDCALL;
2761 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2762 constants, vector4f_count * sizeof(float) * 4);
2765 for (i = 0; i < vector4f_count; ++i)
2766 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2767 constants[i * 4], constants[i * 4 + 1],
2768 constants[i * 4 + 2], constants[i * 4 + 3]);
2771 if (!device->isRecordingState)
2773 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2774 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2777 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2778 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2783 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2784 UINT start_register, float *constants, UINT vector4f_count)
2786 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2788 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2789 device, start_register, constants, vector4f_count);
2791 if (!constants || count < 0)
2792 return WINED3DERR_INVALIDCALL;
2794 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2799 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2803 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2805 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2809 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2811 DWORD i = device->rev_tex_unit_map[unit];
2812 DWORD j = device->texUnitMap[stage];
2814 device->texUnitMap[stage] = unit;
2815 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2816 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2818 device->rev_tex_unit_map[unit] = stage;
2819 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2820 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2823 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2827 device->fixed_function_usage_map = 0;
2828 for (i = 0; i < MAX_TEXTURES; ++i)
2830 const struct wined3d_state *state = &device->stateBlock->state;
2831 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2832 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2833 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2834 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2835 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2836 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2837 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2838 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2840 if (color_op == WINED3DTOP_DISABLE) {
2841 /* Not used, and disable higher stages */
2845 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2846 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2847 || ((color_arg3 == WINED3DTA_TEXTURE)
2848 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2849 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2850 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2851 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2852 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2853 device->fixed_function_usage_map |= (1 << i);
2855 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2856 device->fixed_function_usage_map |= (1 << (i + 1));
2860 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2862 unsigned int i, tex;
2865 device_update_fixed_function_usage_map(device);
2866 ffu_map = device->fixed_function_usage_map;
2868 if (device->max_ffp_textures == gl_info->limits.texture_stages
2869 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2871 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2873 if (!(ffu_map & 1)) continue;
2875 if (device->texUnitMap[i] != i)
2877 device_map_stage(device, i, i);
2878 device_invalidate_state(device, STATE_SAMPLER(i));
2879 device_invalidate_texture_stage(device, i);
2885 /* Now work out the mapping */
2887 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2889 if (!(ffu_map & 1)) continue;
2891 if (device->texUnitMap[i] != tex)
2893 device_map_stage(device, i, tex);
2894 device_invalidate_state(device, STATE_SAMPLER(i));
2895 device_invalidate_texture_stage(device, i);
2902 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2904 const enum wined3d_sampler_texture_type *sampler_type =
2905 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2908 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2910 if (sampler_type[i] && device->texUnitMap[i] != i)
2912 device_map_stage(device, i, i);
2913 device_invalidate_state(device, STATE_SAMPLER(i));
2914 if (i < gl_info->limits.texture_stages)
2915 device_invalidate_texture_stage(device, i);
2920 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2921 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2922 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2924 DWORD current_mapping = device->rev_tex_unit_map[unit];
2926 /* Not currently used */
2927 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2929 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2930 /* Used by a fragment sampler */
2932 if (!pshader_sampler_tokens) {
2933 /* No pixel shader, check fixed function */
2934 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2937 /* Pixel shader, check the shader's sampler map */
2938 return !pshader_sampler_tokens[current_mapping];
2941 /* Used by a vertex sampler */
2942 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2945 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2947 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2948 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2949 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2950 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2955 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2956 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2957 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2960 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2961 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2962 if (vshader_sampler_type[i])
2964 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2966 /* Already mapped somewhere */
2972 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2974 device_map_stage(device, vsampler_idx, start);
2975 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2987 void device_update_tex_unit_map(struct wined3d_device *device)
2989 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2990 const struct wined3d_state *state = &device->stateBlock->state;
2991 BOOL vs = use_vs(state);
2992 BOOL ps = use_ps(state);
2995 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2996 * that would be really messy and require shader recompilation
2997 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2998 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3001 device_map_psamplers(device, gl_info);
3003 device_map_fixed_function_samplers(device, gl_info);
3006 device_map_vsamplers(device, ps, gl_info);
3009 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3011 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3013 TRACE("device %p, shader %p.\n", device, shader);
3015 device->updateStateBlock->state.pixel_shader = shader;
3016 device->updateStateBlock->changed.pixelShader = TRUE;
3018 if (device->isRecordingState)
3021 wined3d_shader_incref(shader);
3023 wined3d_shader_decref(prev);
3024 TRACE("Recording... not performing anything.\n");
3030 TRACE("Application is setting the old shader over, nothing to do.\n");
3035 wined3d_shader_incref(shader);
3037 wined3d_shader_decref(prev);
3039 device_invalidate_state(device, STATE_PIXELSHADER);
3044 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3046 struct wined3d_shader *shader;
3048 TRACE("device %p.\n", device);
3050 shader = device->stateBlock->state.pixel_shader;
3052 wined3d_shader_incref(shader);
3054 TRACE("Returning %p.\n", shader);
3058 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3059 UINT start_register, const BOOL *constants, UINT bool_count)
3061 UINT count = min(bool_count, MAX_CONST_B - start_register);
3064 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3065 device, start_register, constants, bool_count);
3067 if (!constants || start_register >= MAX_CONST_B)
3068 return WINED3DERR_INVALIDCALL;
3070 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3071 for (i = 0; i < count; ++i)
3072 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3074 for (i = start_register; i < count + start_register; ++i)
3075 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3077 if (!device->isRecordingState)
3078 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3083 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3084 UINT start_register, BOOL *constants, UINT bool_count)
3086 UINT count = min(bool_count, MAX_CONST_B - start_register);
3088 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3089 device, start_register, constants, bool_count);
3091 if (!constants || start_register >= MAX_CONST_B)
3092 return WINED3DERR_INVALIDCALL;
3094 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3099 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3100 UINT start_register, const int *constants, UINT vector4i_count)
3102 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3105 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3106 device, start_register, constants, vector4i_count);
3108 if (!constants || start_register >= MAX_CONST_I)
3109 return WINED3DERR_INVALIDCALL;
3111 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3112 for (i = 0; i < count; ++i)
3113 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3114 constants[i * 4], constants[i * 4 + 1],
3115 constants[i * 4 + 2], constants[i * 4 + 3]);
3117 for (i = start_register; i < count + start_register; ++i)
3118 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3120 if (!device->isRecordingState)
3121 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3126 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3127 UINT start_register, int *constants, UINT vector4i_count)
3129 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3131 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3132 device, start_register, constants, vector4i_count);
3134 if (!constants || start_register >= MAX_CONST_I)
3135 return WINED3DERR_INVALIDCALL;
3137 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3142 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3143 UINT start_register, const float *constants, UINT vector4f_count)
3147 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3148 device, start_register, constants, vector4f_count);
3150 /* Specifically test start_register > limit to catch MAX_UINT overflows
3151 * when adding start_register + vector4f_count. */
3153 || start_register + vector4f_count > device->d3d_pshader_constantF
3154 || start_register > device->d3d_pshader_constantF)
3155 return WINED3DERR_INVALIDCALL;
3157 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3158 constants, vector4f_count * sizeof(float) * 4);
3161 for (i = 0; i < vector4f_count; ++i)
3162 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3163 constants[i * 4], constants[i * 4 + 1],
3164 constants[i * 4 + 2], constants[i * 4 + 3]);
3167 if (!device->isRecordingState)
3169 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3170 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3173 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3174 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3179 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3180 UINT start_register, float *constants, UINT vector4f_count)
3182 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3184 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3185 device, start_register, constants, vector4f_count);
3187 if (!constants || count < 0)
3188 return WINED3DERR_INVALIDCALL;
3190 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3195 /* Context activation is done by the caller. */
3196 /* Do not call while under the GL lock. */
3197 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3198 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3199 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3202 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3203 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3204 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3205 struct wined3d_viewport vp;
3210 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3212 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3215 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3217 ERR("Source has no position mask\n");
3218 return WINED3DERR_INVALIDCALL;
3221 if (!dest->resource.allocatedMemory)
3222 buffer_get_sysmem(dest, gl_info);
3224 /* Get a pointer into the destination vbo(create one if none exists) and
3225 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3227 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3229 dest->flags |= WINED3D_BUFFER_CREATEBO;
3230 wined3d_buffer_preload(dest);
3233 if (dest->buffer_object)
3235 unsigned char extrabytes = 0;
3236 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3237 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3238 * this may write 4 extra bytes beyond the area that should be written
3240 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3241 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3242 if(!dest_conv_addr) {
3243 ERR("Out of memory\n");
3244 /* Continue without storing converted vertices */
3246 dest_conv = dest_conv_addr;
3249 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3251 static BOOL warned = FALSE;
3253 * The clipping code is not quite correct. Some things need
3254 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3255 * so disable clipping for now.
3256 * (The graphics in Half-Life are broken, and my processvertices
3257 * test crashes with IDirect3DDevice3)
3263 FIXME("Clipping is broken and disabled for now\n");
3265 } else doClip = FALSE;
3266 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3268 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3269 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3270 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3272 TRACE("View mat:\n");
3273 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);
3274 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);
3275 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);
3276 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);
3278 TRACE("Proj mat:\n");
3279 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);
3280 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);
3281 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);
3282 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);
3284 TRACE("World mat:\n");
3285 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);
3286 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);
3287 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);
3288 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);
3290 /* Get the viewport */
3291 wined3d_device_get_viewport(device, &vp);
3292 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3293 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3295 multiply_matrix(&mat,&view_mat,&world_mat);
3296 multiply_matrix(&mat,&proj_mat,&mat);
3298 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3300 for (i = 0; i < dwCount; i+= 1) {
3301 unsigned int tex_index;
3303 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3304 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3305 /* The position first */
3306 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3307 const float *p = (const float *)(element->data.addr + i * element->stride);
3309 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3311 /* Multiplication with world, view and projection matrix */
3312 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);
3313 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);
3314 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);
3315 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);
3317 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3319 /* WARNING: The following things are taken from d3d7 and were not yet checked
3320 * against d3d8 or d3d9!
3323 /* Clipping conditions: From msdn
3325 * A vertex is clipped if it does not match the following requirements
3329 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3331 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3332 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3337 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3338 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3341 /* "Normal" viewport transformation (not clipped)
3342 * 1) The values are divided by rhw
3343 * 2) The y axis is negative, so multiply it with -1
3344 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3345 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3346 * 4) Multiply x with Width/2 and add Width/2
3347 * 5) The same for the height
3348 * 6) Add the viewpoint X and Y to the 2D coordinates and
3349 * The minimum Z value to z
3350 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3352 * Well, basically it's simply a linear transformation into viewport
3364 z *= vp.max_z - vp.min_z;
3366 x += vp.width / 2 + vp.x;
3367 y += vp.height / 2 + vp.y;
3372 /* That vertex got clipped
3373 * Contrary to OpenGL it is not dropped completely, it just
3374 * undergoes a different calculation.
3376 TRACE("Vertex got clipped\n");
3383 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3384 * outside of the main vertex buffer memory. That needs some more
3389 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3392 ( (float *) dest_ptr)[0] = x;
3393 ( (float *) dest_ptr)[1] = y;
3394 ( (float *) dest_ptr)[2] = z;
3395 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3397 dest_ptr += 3 * sizeof(float);
3399 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3400 dest_ptr += sizeof(float);
3405 ( (float *) dest_conv)[0] = x * w;
3406 ( (float *) dest_conv)[1] = y * w;
3407 ( (float *) dest_conv)[2] = z * w;
3408 ( (float *) dest_conv)[3] = w;
3410 dest_conv += 3 * sizeof(float);
3412 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3413 dest_conv += sizeof(float);
3417 if (DestFVF & WINED3DFVF_PSIZE) {
3418 dest_ptr += sizeof(DWORD);
3419 if(dest_conv) dest_conv += sizeof(DWORD);
3421 if (DestFVF & WINED3DFVF_NORMAL)
3423 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3424 const float *normal = (const float *)(element->data.addr + i * element->stride);
3425 /* AFAIK this should go into the lighting information */
3426 FIXME("Didn't expect the destination to have a normal\n");
3427 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3429 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3433 if (DestFVF & WINED3DFVF_DIFFUSE)
3435 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3436 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3437 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3439 static BOOL warned = FALSE;
3442 ERR("No diffuse color in source, but destination has one\n");
3446 *( (DWORD *) dest_ptr) = 0xffffffff;
3447 dest_ptr += sizeof(DWORD);
3450 *( (DWORD *) dest_conv) = 0xffffffff;
3451 dest_conv += sizeof(DWORD);
3455 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3457 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3458 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3459 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3460 dest_conv += sizeof(DWORD);
3465 if (DestFVF & WINED3DFVF_SPECULAR)
3467 /* What's the color value in the feedback buffer? */
3468 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3469 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3470 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3472 static BOOL warned = FALSE;
3475 ERR("No specular color in source, but destination has one\n");
3479 *( (DWORD *) dest_ptr) = 0xFF000000;
3480 dest_ptr += sizeof(DWORD);
3483 *( (DWORD *) dest_conv) = 0xFF000000;
3484 dest_conv += sizeof(DWORD);
3488 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3490 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3491 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3492 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3493 dest_conv += sizeof(DWORD);
3498 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3500 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3501 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3502 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3504 ERR("No source texture, but destination requests one\n");
3505 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3506 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3509 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3511 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3521 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3522 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3523 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3524 dwCount * get_flexible_vertex_size(DestFVF),
3526 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3530 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3535 #undef copy_and_next
3537 /* Do not call while under the GL lock. */
3538 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3539 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3540 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3542 struct wined3d_state *state = &device->stateBlock->state;
3543 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3544 struct wined3d_stream_info stream_info;
3545 const struct wined3d_gl_info *gl_info;
3546 struct wined3d_context *context;
3547 struct wined3d_shader *vs;
3550 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3551 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3552 device, src_start_idx, dst_idx, vertex_count,
3553 dst_buffer, declaration, flags, dst_fvf);
3556 FIXME("Output vertex declaration not implemented yet.\n");
3558 /* Need any context to write to the vbo. */
3559 context = context_acquire(device, NULL);
3560 gl_info = context->gl_info;
3562 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3563 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3564 * restore it afterwards. */
3565 vs = state->vertex_shader;
3566 state->vertex_shader = NULL;
3567 state->user_stream = FALSE;
3568 device_stream_info_from_declaration(device, &stream_info, &vbo);
3569 state->user_stream = streamWasUP;
3570 state->vertex_shader = vs;
3572 if (vbo || src_start_idx)
3575 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3576 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3578 * Also get the start index in, but only loop over all elements if there's something to add at all.
3580 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3582 struct wined3d_stream_info_element *e;
3584 if (!(stream_info.use_map & (1 << i))) continue;
3586 e = &stream_info.elements[i];
3587 if (e->data.buffer_object)
3589 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3590 e->data.buffer_object = 0;
3591 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3593 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3594 vb->buffer_object = 0;
3598 e->data.addr += e->stride * src_start_idx;
3602 hr = process_vertices_strided(device, dst_idx, vertex_count,
3603 &stream_info, dst_buffer, flags, dst_fvf);
3605 context_release(context);
3610 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3611 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3613 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3616 TRACE("device %p, stage %u, state %s, value %#x.\n",
3617 device, stage, debug_d3dtexturestate(state), value);
3619 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3621 WARN("Invalid state %#x passed.\n", state);
3625 if (stage >= gl_info->limits.texture_stages)
3627 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3628 stage, gl_info->limits.texture_stages - 1);
3632 old_value = device->updateStateBlock->state.texture_states[stage][state];
3633 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3634 device->updateStateBlock->state.texture_states[stage][state] = value;
3636 if (device->isRecordingState)
3638 TRACE("Recording... not performing anything.\n");
3642 /* Checked after the assignments to allow proper stateblock recording. */
3643 if (old_value == value)
3645 TRACE("Application is setting the old value over, nothing to do.\n");
3649 if (stage > device->stateBlock->state.lowest_disabled_stage
3650 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3651 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3653 /* Colorop change above lowest disabled stage? That won't change
3654 * anything in the GL setup. Changes in other states are important on
3655 * disabled stages too. */
3659 if (state == WINED3DTSS_COLOROP)
3663 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3665 /* Previously enabled stage disabled now. Make sure to dirtify
3666 * all enabled stages above stage, they have to be disabled.
3668 * The current stage is dirtified below. */
3669 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3671 TRACE("Additionally dirtifying stage %u.\n", i);
3672 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3674 device->stateBlock->state.lowest_disabled_stage = stage;
3675 TRACE("New lowest disabled: %u.\n", stage);
3677 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3679 /* Previously disabled stage enabled. Stages above it may need
3680 * enabling. Stage must be lowest_disabled_stage here, if it's
3681 * bigger success is returned above, and stages below the lowest
3682 * disabled stage can't be enabled (because they are enabled
3685 * Again stage stage doesn't need to be dirtified here, it is
3687 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3689 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3691 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3692 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3694 device->stateBlock->state.lowest_disabled_stage = i;
3695 TRACE("New lowest disabled: %u.\n", i);
3699 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3704 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3705 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3707 TRACE("device %p, stage %u, state %s, value %p.\n",
3708 device, stage, debug_d3dtexturestate(state), value);
3710 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3712 WARN("Invalid state %#x passed.\n", state);
3716 *value = device->updateStateBlock->state.texture_states[stage][state];
3717 TRACE("Returning %#x.\n", *value);
3722 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3723 UINT stage, struct wined3d_texture *texture)
3725 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3726 struct wined3d_texture *prev;
3728 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3730 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3731 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3733 /* Windows accepts overflowing this array... we do not. */
3734 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3736 WARN("Ignoring invalid stage %u.\n", stage);
3740 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3741 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3743 WARN("Rejecting attempt to set scratch texture.\n");
3744 return WINED3DERR_INVALIDCALL;
3747 device->updateStateBlock->changed.textures |= 1 << stage;
3749 prev = device->updateStateBlock->state.textures[stage];
3750 TRACE("Previous texture %p.\n", prev);
3752 if (texture == prev)
3754 TRACE("App is setting the same texture again, nothing to do.\n");
3758 TRACE("Setting new texture to %p.\n", texture);
3759 device->updateStateBlock->state.textures[stage] = texture;
3761 if (device->isRecordingState)
3763 TRACE("Recording... not performing anything\n");
3765 if (texture) wined3d_texture_incref(texture);
3766 if (prev) wined3d_texture_decref(prev);
3773 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3775 wined3d_texture_incref(texture);
3777 if (!prev || texture->target != prev->target)
3778 device_invalidate_state(device, STATE_PIXELSHADER);
3780 if (!prev && stage < gl_info->limits.texture_stages)
3782 /* The source arguments for color and alpha ops have different
3783 * meanings when a NULL texture is bound, so the COLOROP and
3784 * ALPHAOP have to be dirtified. */
3785 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3786 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3789 if (bind_count == 1)
3790 texture->sampler = stage;
3795 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3797 wined3d_texture_decref(prev);
3799 if (!texture && stage < gl_info->limits.texture_stages)
3801 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3802 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3805 if (bind_count && prev->sampler == stage)
3809 /* Search for other stages the texture is bound to. Shouldn't
3810 * happen if applications bind textures to a single stage only. */
3811 TRACE("Searching for other stages the texture is bound to.\n");
3812 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3814 if (device->updateStateBlock->state.textures[i] == prev)
3816 TRACE("Texture is also bound to stage %u.\n", i);
3824 device_invalidate_state(device, STATE_SAMPLER(stage));
3829 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3830 UINT stage, struct wined3d_texture **texture)
3832 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3834 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3835 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3837 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3839 WARN("Ignoring invalid stage %u.\n", stage);
3840 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3843 *texture = device->stateBlock->state.textures[stage];
3845 wined3d_texture_incref(*texture);
3847 TRACE("Returning %p.\n", *texture);
3852 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3853 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3855 struct wined3d_swapchain *swapchain;
3858 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3859 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3861 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3864 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3868 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3869 wined3d_swapchain_decref(swapchain);
3872 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3879 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3881 TRACE("device %p, caps %p.\n", device, caps);
3883 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3886 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3887 UINT swapchain_idx, struct wined3d_display_mode *mode)
3889 struct wined3d_swapchain *swapchain;
3892 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3896 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3899 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3900 wined3d_swapchain_decref(swapchain);
3905 const struct wined3d_adapter *adapter = device->adapter;
3907 /* Don't read the real display mode, but return the stored mode
3908 * instead. X11 can't change the color depth, and some apps are
3909 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3910 * that GetDisplayMode still returns 24 bpp.
3912 * Also don't relay to the swapchain because with ddraw it's possible
3913 * that there isn't a swapchain at all. */
3914 mode->width = adapter->screen_size.cx;
3915 mode->height = adapter->screen_size.cy;
3916 mode->format_id = adapter->screen_format;
3917 mode->refresh_rate = 0;
3924 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3926 struct wined3d_stateblock *stateblock;
3929 TRACE("device %p.\n", device);
3931 if (device->isRecordingState)
3932 return WINED3DERR_INVALIDCALL;
3934 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3938 wined3d_stateblock_decref(device->updateStateBlock);
3939 device->updateStateBlock = stateblock;
3940 device->isRecordingState = TRUE;
3942 TRACE("Recording stateblock %p.\n", stateblock);
3947 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3948 struct wined3d_stateblock **stateblock)
3950 struct wined3d_stateblock *object = device->updateStateBlock;
3952 TRACE("device %p, stateblock %p.\n", device, stateblock);
3954 if (!device->isRecordingState)
3956 WARN("Not recording.\n");
3958 return WINED3DERR_INVALIDCALL;
3961 stateblock_init_contained_states(object);
3963 *stateblock = object;
3964 device->isRecordingState = FALSE;
3965 device->updateStateBlock = device->stateBlock;
3966 wined3d_stateblock_incref(device->updateStateBlock);
3968 TRACE("Returning stateblock %p.\n", *stateblock);
3973 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3975 /* At the moment we have no need for any functionality at the beginning
3977 TRACE("device %p.\n", device);
3979 if (device->inScene)
3981 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3982 return WINED3DERR_INVALIDCALL;
3984 device->inScene = TRUE;
3988 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3990 struct wined3d_context *context;
3992 TRACE("device %p.\n", device);
3994 if (!device->inScene)
3996 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3997 return WINED3DERR_INVALIDCALL;
4000 context = context_acquire(device, NULL);
4001 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4003 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4005 context_release(context);
4007 device->inScene = FALSE;
4011 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
4012 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4016 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4017 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4018 dst_window_override, dirty_region);
4020 for (i = 0; i < device->swapchain_count; ++i)
4022 wined3d_swapchain_present(device->swapchains[i], src_rect,
4023 dst_rect, dst_window_override, dirty_region, 0);
4029 /* Do not call while under the GL lock. */
4030 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4031 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4035 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4036 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4038 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4040 struct wined3d_surface *ds = device->fb.depth_stencil;
4043 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4044 /* TODO: What about depth stencil buffers without stencil bits? */
4045 return WINED3DERR_INVALIDCALL;
4047 else if (flags & WINED3DCLEAR_TARGET)
4049 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4050 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4052 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4058 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4060 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4061 &device->fb, rect_count, rects,
4062 &draw_rect, flags, color, depth, stencil);
4065 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4066 WINED3DPRIMITIVETYPE primitive_type)
4068 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4070 device->updateStateBlock->changed.primitive_type = TRUE;
4071 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4074 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4075 WINED3DPRIMITIVETYPE *primitive_type)
4077 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4079 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4081 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4084 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4086 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4088 if (!device->stateBlock->state.vertex_declaration)
4090 WARN("Called without a valid vertex declaration set.\n");
4091 return WINED3DERR_INVALIDCALL;
4094 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4095 if (device->stateBlock->state.user_stream)
4097 device_invalidate_state(device, STATE_INDEXBUFFER);
4098 device->stateBlock->state.user_stream = FALSE;
4101 if (device->stateBlock->state.load_base_vertex_index)
4103 device->stateBlock->state.load_base_vertex_index = 0;
4104 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4107 /* Account for the loading offset due to index buffers. Instead of
4108 * reloading all sources correct it with the startvertex parameter. */
4109 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4113 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4115 struct wined3d_buffer *index_buffer;
4116 UINT index_size = 2;
4118 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4120 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4122 index_buffer = device->stateBlock->state.index_buffer;
4125 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4126 * without an index buffer set. (The first time at least...)
4127 * D3D8 simply dies, but I doubt it can do much harm to return
4128 * D3DERR_INVALIDCALL there as well. */
4129 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4130 return WINED3DERR_INVALIDCALL;
4133 if (!device->stateBlock->state.vertex_declaration)
4135 WARN("Called without a valid vertex declaration set.\n");
4136 return WINED3DERR_INVALIDCALL;
4139 if (device->stateBlock->state.user_stream)
4141 device_invalidate_state(device, STATE_INDEXBUFFER);
4142 device->stateBlock->state.user_stream = FALSE;
4144 vbo = index_buffer->buffer_object;
4146 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4151 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4152 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4154 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4155 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4158 drawPrimitive(device, index_count, start_idx, index_size,
4159 vbo ? NULL : index_buffer->resource.allocatedMemory);
4164 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4165 const void *stream_data, UINT stream_stride)
4167 struct wined3d_stream_state *stream;
4168 struct wined3d_buffer *vb;
4170 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4171 device, vertex_count, stream_data, stream_stride);
4173 if (!device->stateBlock->state.vertex_declaration)
4175 WARN("Called without a valid vertex declaration set.\n");
4176 return WINED3DERR_INVALIDCALL;
4179 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4180 stream = &device->stateBlock->state.streams[0];
4181 vb = stream->buffer;
4182 stream->buffer = (struct wined3d_buffer *)stream_data;
4184 wined3d_buffer_decref(vb);
4186 stream->stride = stream_stride;
4187 device->stateBlock->state.user_stream = TRUE;
4188 if (device->stateBlock->state.load_base_vertex_index)
4190 device->stateBlock->state.load_base_vertex_index = 0;
4191 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4194 /* TODO: Only mark dirty if drawing from a different UP address */
4195 device_invalidate_state(device, STATE_STREAMSRC);
4197 drawPrimitive(device, vertex_count, 0, 0, NULL);
4199 /* MSDN specifies stream zero settings must be set to NULL */
4200 stream->buffer = NULL;
4203 /* stream zero settings set to null at end, as per the msdn. No need to
4204 * mark dirty here, the app has to set the new stream sources or use UP
4209 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4210 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4211 const void *stream_data, UINT stream_stride)
4213 struct wined3d_stream_state *stream;
4214 struct wined3d_buffer *vb, *ib;
4217 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4218 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4220 if (!device->stateBlock->state.vertex_declaration)
4222 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4223 return WINED3DERR_INVALIDCALL;
4226 if (index_data_format_id == WINED3DFMT_R16_UINT)
4231 stream = &device->stateBlock->state.streams[0];
4232 vb = stream->buffer;
4233 stream->buffer = (struct wined3d_buffer *)stream_data;
4235 wined3d_buffer_decref(vb);
4237 stream->stride = stream_stride;
4238 device->stateBlock->state.user_stream = TRUE;
4240 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4241 device->stateBlock->state.base_vertex_index = 0;
4242 if (device->stateBlock->state.load_base_vertex_index)
4244 device->stateBlock->state.load_base_vertex_index = 0;
4245 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4247 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4248 device_invalidate_state(device, STATE_STREAMSRC);
4249 device_invalidate_state(device, STATE_INDEXBUFFER);
4251 drawPrimitive(device, index_count, 0, index_size, index_data);
4253 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4254 stream->buffer = NULL;
4256 ib = device->stateBlock->state.index_buffer;
4259 wined3d_buffer_decref(ib);
4260 device->stateBlock->state.index_buffer = NULL;
4262 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4263 * SetStreamSource to specify a vertex buffer
4269 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4270 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4272 /* Mark the state dirty until we have nicer tracking. It's fine to change
4273 * baseVertexIndex because that call is only called by ddraw which does
4274 * not need that value. */
4275 device_invalidate_state(device, STATE_VDECL);
4276 device_invalidate_state(device, STATE_STREAMSRC);
4277 device_invalidate_state(device, STATE_INDEXBUFFER);
4279 device->stateBlock->state.base_vertex_index = 0;
4280 device->up_strided = strided_data;
4281 drawPrimitive(device, vertex_count, 0, 0, NULL);
4282 device->up_strided = NULL;
4284 /* Invalidate the states again to make sure the values from the stateblock
4285 * are properly applied in the next regular draw. Note that the application-
4286 * provided strided data has ovwritten pretty much the entire vertex and
4287 * and index stream related states */
4288 device_invalidate_state(device, STATE_VDECL);
4289 device_invalidate_state(device, STATE_STREAMSRC);
4290 device_invalidate_state(device, STATE_INDEXBUFFER);
4294 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4295 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4296 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4298 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4300 /* Mark the state dirty until we have nicer tracking
4301 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4304 device_invalidate_state(device, STATE_VDECL);
4305 device_invalidate_state(device, STATE_STREAMSRC);
4306 device_invalidate_state(device, STATE_INDEXBUFFER);
4308 device->stateBlock->state.user_stream = TRUE;
4309 device->stateBlock->state.base_vertex_index = 0;
4310 device->up_strided = strided_data;
4311 drawPrimitive(device, index_count, 0, index_size, index_data);
4312 device->up_strided = NULL;
4314 device_invalidate_state(device, STATE_VDECL);
4315 device_invalidate_state(device, STATE_STREAMSRC);
4316 device_invalidate_state(device, STATE_INDEXBUFFER);
4320 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4321 static HRESULT device_update_volume(struct wined3d_device *device,
4322 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4324 WINED3DLOCKED_BOX src;
4325 WINED3DLOCKED_BOX dst;
4328 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4329 device, src_volume, dst_volume);
4331 /* TODO: Implement direct loading into the gl volume instead of using
4332 * memcpy and dirtification to improve loading performance. */
4333 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4334 if (FAILED(hr)) return hr;
4335 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4338 wined3d_volume_unmap(src_volume);
4342 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4344 hr = wined3d_volume_unmap(dst_volume);
4346 wined3d_volume_unmap(src_volume);
4348 hr = wined3d_volume_unmap(src_volume);
4353 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4354 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4356 unsigned int level_count, i;
4357 WINED3DRESOURCETYPE type;
4360 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4362 /* Verify that the source and destination textures are non-NULL. */
4363 if (!src_texture || !dst_texture)
4365 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4366 return WINED3DERR_INVALIDCALL;
4369 if (src_texture == dst_texture)
4371 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4372 return WINED3DERR_INVALIDCALL;
4375 /* Verify that the source and destination textures are the same type. */
4376 type = src_texture->resource.resourceType;
4377 if (dst_texture->resource.resourceType != type)
4379 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4380 return WINED3DERR_INVALIDCALL;
4383 /* Check that both textures have the identical numbers of levels. */
4384 level_count = wined3d_texture_get_level_count(src_texture);
4385 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4387 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4388 return WINED3DERR_INVALIDCALL;
4391 /* Make sure that the destination texture is loaded. */
4392 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4394 /* Update every surface level of the texture. */
4397 case WINED3DRTYPE_TEXTURE:
4399 struct wined3d_surface *src_surface;
4400 struct wined3d_surface *dst_surface;
4402 for (i = 0; i < level_count; ++i)
4404 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4405 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4406 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4409 WARN("Failed to update surface, hr %#x.\n", hr);
4416 case WINED3DRTYPE_CUBETEXTURE:
4418 struct wined3d_surface *src_surface;
4419 struct wined3d_surface *dst_surface;
4421 for (i = 0; i < level_count * 6; ++i)
4423 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4424 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4425 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4428 WARN("Failed to update surface, hr %#x.\n", hr);
4435 case WINED3DRTYPE_VOLUMETEXTURE:
4437 for (i = 0; i < level_count; ++i)
4439 hr = device_update_volume(device,
4440 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4441 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4444 WARN("Failed to update volume, hr %#x.\n", hr);
4452 FIXME("Unsupported texture type %#x.\n", type);
4453 return WINED3DERR_INVALIDCALL;
4459 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4460 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4462 struct wined3d_swapchain *swapchain;
4465 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4467 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4468 if (FAILED(hr)) return hr;
4470 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4471 wined3d_swapchain_decref(swapchain);
4476 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4478 const struct wined3d_state *state = &device->stateBlock->state;
4479 struct wined3d_texture *texture;
4482 TRACE("device %p, num_passes %p.\n", device, num_passes);
4484 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4486 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4488 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4489 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4491 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4493 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4494 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4497 texture = state->textures[i];
4498 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4500 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4502 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4505 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4507 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4510 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4511 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4513 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4518 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4519 state->render_states[WINED3DRS_STENCILENABLE])
4521 struct wined3d_surface *ds = device->fb.depth_stencil;
4522 struct wined3d_surface *target = device->fb.render_targets[0];
4525 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4527 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4528 return WINED3DERR_CONFLICTINGRENDERSTATE;
4532 /* return a sensible default */
4535 TRACE("returning D3D_OK\n");
4539 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4543 TRACE("device %p, software %#x.\n", device, software);
4547 FIXME("device %p, software %#x stub!\n", device, software);
4551 device->softwareVertexProcessing = software;
4556 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4560 TRACE("device %p.\n", device);
4564 TRACE("device %p stub!\n", device);
4568 return device->softwareVertexProcessing;
4571 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4572 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4574 struct wined3d_swapchain *swapchain;
4577 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4578 device, swapchain_idx, raster_status);
4580 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4583 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4587 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4588 wined3d_swapchain_decref(swapchain);
4591 WARN("Failed to get raster status, hr %#x.\n", hr);
4598 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4602 TRACE("device %p, segments %.8e.\n", device, segments);
4604 if (segments != 0.0f)
4608 FIXME("device %p, segments %.8e stub!\n", device, segments);
4616 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4620 TRACE("device %p.\n", device);
4624 FIXME("device %p stub!\n", device);
4631 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4632 struct wined3d_surface *src_surface, const RECT *src_rect,
4633 struct wined3d_surface *dst_surface, const POINT *dst_point)
4635 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4636 device, src_surface, wine_dbgstr_rect(src_rect),
4637 dst_surface, wine_dbgstr_point(dst_point));
4639 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4641 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4642 src_surface, dst_surface);
4643 return WINED3DERR_INVALIDCALL;
4646 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4649 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4650 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4652 struct WineD3DRectPatch *patch;
4653 GLenum old_primitive_type;
4658 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4659 device, handle, num_segs, rect_patch_info);
4661 if (!(handle || rect_patch_info))
4663 /* TODO: Write a test for the return value, thus the FIXME */
4664 FIXME("Both handle and rect_patch_info are NULL.\n");
4665 return WINED3DERR_INVALIDCALL;
4670 i = PATCHMAP_HASHFUNC(handle);
4672 LIST_FOR_EACH(e, &device->patches[i])
4674 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4675 if (patch->Handle == handle)
4684 TRACE("Patch does not exist. Creating a new one\n");
4685 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4686 patch->Handle = handle;
4687 list_add_head(&device->patches[i], &patch->entry);
4689 TRACE("Found existing patch %p\n", patch);
4694 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4695 * attributes we have to tesselate, read back, and draw. This needs a patch
4696 * management structure instance. Create one.
4698 * A possible improvement is to check if a vertex shader is used, and if not directly
4701 FIXME("Drawing an uncached patch. This is slow\n");
4702 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4705 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4706 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4707 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4710 TRACE("Tesselation density or patch info changed, retesselating\n");
4712 if (rect_patch_info)
4713 patch->RectPatchInfo = *rect_patch_info;
4715 patch->numSegs[0] = num_segs[0];
4716 patch->numSegs[1] = num_segs[1];
4717 patch->numSegs[2] = num_segs[2];
4718 patch->numSegs[3] = num_segs[3];
4720 hr = tesselate_rectpatch(device, patch);
4723 WARN("Patch tesselation failed.\n");
4725 /* Do not release the handle to store the params of the patch */
4727 HeapFree(GetProcessHeap(), 0, patch);
4733 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4734 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4735 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4736 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4738 /* Destroy uncached patches */
4741 HeapFree(GetProcessHeap(), 0, patch->mem);
4742 HeapFree(GetProcessHeap(), 0, patch);
4747 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4748 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4750 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4751 device, handle, segment_count, patch_info);
4756 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4758 struct WineD3DRectPatch *patch;
4762 TRACE("device %p, handle %#x.\n", device, handle);
4764 i = PATCHMAP_HASHFUNC(handle);
4765 LIST_FOR_EACH(e, &device->patches[i])
4767 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4768 if (patch->Handle == handle)
4770 TRACE("Deleting patch %p\n", patch);
4771 list_remove(&patch->entry);
4772 HeapFree(GetProcessHeap(), 0, patch->mem);
4773 HeapFree(GetProcessHeap(), 0, patch);
4778 /* TODO: Write a test for the return value */
4779 FIXME("Attempt to destroy nonexistent patch\n");
4780 return WINED3DERR_INVALIDCALL;
4783 /* Do not call while under the GL lock. */
4784 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4785 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4789 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4790 device, surface, wine_dbgstr_rect(rect),
4791 color->r, color->g, color->b, color->a);
4793 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4795 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4796 return WINED3DERR_INVALIDCALL;
4801 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4805 return surface_color_fill(surface, rect, color);
4808 /* Do not call while under the GL lock. */
4809 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4810 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4812 struct wined3d_resource *resource;
4816 resource = rendertarget_view->resource;
4817 if (resource->resourceType != WINED3DRTYPE_SURFACE)
4819 FIXME("Only supported on surface resources\n");
4823 SetRect(&rect, 0, 0, resource->width, resource->height);
4824 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4825 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4828 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4829 UINT render_target_idx, struct wined3d_surface **render_target)
4831 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4832 device, render_target_idx, render_target);
4834 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4836 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4837 return WINED3DERR_INVALIDCALL;
4840 *render_target = device->fb.render_targets[render_target_idx];
4841 TRACE("Returning render target %p.\n", *render_target);
4843 if (!*render_target)
4844 return WINED3DERR_NOTFOUND;
4846 wined3d_surface_incref(*render_target);
4851 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4852 struct wined3d_surface **depth_stencil)
4854 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4856 *depth_stencil = device->fb.depth_stencil;
4857 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4859 if (!*depth_stencil)
4860 return WINED3DERR_NOTFOUND;
4862 wined3d_surface_incref(*depth_stencil);
4867 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4868 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4870 struct wined3d_surface *prev;
4872 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4873 device, render_target_idx, render_target, set_viewport);
4875 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4877 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4878 return WINED3DERR_INVALIDCALL;
4881 prev = device->fb.render_targets[render_target_idx];
4882 if (render_target == prev)
4884 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4888 /* Render target 0 can't be set to NULL. */
4889 if (!render_target && !render_target_idx)
4891 WARN("Trying to set render target 0 to NULL.\n");
4892 return WINED3DERR_INVALIDCALL;
4895 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4897 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4898 return WINED3DERR_INVALIDCALL;
4902 wined3d_surface_incref(render_target);
4903 device->fb.render_targets[render_target_idx] = render_target;
4904 /* Release after the assignment, to prevent device_resource_released()
4905 * from seeing the surface as still in use. */
4907 wined3d_surface_decref(prev);
4909 /* Render target 0 is special. */
4910 if (!render_target_idx && set_viewport)
4912 /* Set the viewport and scissor rectangles, if requested. Tests show
4913 * that stateblock recording is ignored, the change goes directly
4914 * into the primary stateblock. */
4915 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4916 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4917 device->stateBlock->state.viewport.x = 0;
4918 device->stateBlock->state.viewport.y = 0;
4919 device->stateBlock->state.viewport.max_z = 1.0f;
4920 device->stateBlock->state.viewport.min_z = 0.0f;
4921 device_invalidate_state(device, STATE_VIEWPORT);
4923 device->stateBlock->state.scissor_rect.top = 0;
4924 device->stateBlock->state.scissor_rect.left = 0;
4925 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4926 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4927 device_invalidate_state(device, STATE_SCISSORRECT);
4930 device_invalidate_state(device, STATE_FRAMEBUFFER);
4935 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4937 struct wined3d_surface *prev = device->fb.depth_stencil;
4939 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4940 device, depth_stencil, prev);
4942 if (prev == depth_stencil)
4944 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4950 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4951 || prev->flags & SFLAG_DISCARD)
4953 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
4954 prev->resource.width, prev->resource.height);
4955 if (prev == device->onscreen_depth_stencil)
4957 wined3d_surface_decref(device->onscreen_depth_stencil);
4958 device->onscreen_depth_stencil = NULL;
4963 device->fb.depth_stencil = depth_stencil;
4965 wined3d_surface_incref(depth_stencil);
4967 if (!prev != !depth_stencil)
4969 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4970 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
4971 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
4972 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
4973 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4975 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4977 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4980 wined3d_surface_decref(prev);
4982 device_invalidate_state(device, STATE_FRAMEBUFFER);
4987 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4988 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4990 WINED3DLOCKED_RECT lockedRect;
4992 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4993 device, x_hotspot, y_hotspot, cursor_image);
4995 /* some basic validation checks */
4996 if (device->cursorTexture)
4998 struct wined3d_context *context = context_acquire(device, NULL);
5000 glDeleteTextures(1, &device->cursorTexture);
5002 context_release(context);
5003 device->cursorTexture = 0;
5008 WINED3DLOCKED_RECT rect;
5010 /* MSDN: Cursor must be A8R8G8B8 */
5011 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5013 WARN("surface %p has an invalid format.\n", cursor_image);
5014 return WINED3DERR_INVALIDCALL;
5017 /* MSDN: Cursor must be smaller than the display mode */
5018 if (cursor_image->resource.width > device->adapter->screen_size.cx
5019 || cursor_image->resource.height > device->adapter->screen_size.cy)
5021 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5022 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5023 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5024 return WINED3DERR_INVALIDCALL;
5027 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5029 /* Do not store the surface's pointer because the application may
5030 * release it after setting the cursor image. Windows doesn't
5031 * addref the set surface, so we can't do this either without
5032 * creating circular refcount dependencies. Copy out the gl texture
5034 device->cursorWidth = cursor_image->resource.width;
5035 device->cursorHeight = cursor_image->resource.height;
5036 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5038 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5039 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5040 struct wined3d_context *context;
5041 char *mem, *bits = rect.pBits;
5042 GLint intfmt = format->glInternal;
5043 GLint gl_format = format->glFormat;
5044 GLint type = format->glType;
5045 INT height = device->cursorHeight;
5046 INT width = device->cursorWidth;
5047 INT bpp = format->byte_count;
5050 /* Reformat the texture memory (pitch and width can be
5052 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5053 for(i = 0; i < height; i++)
5054 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5055 wined3d_surface_unmap(cursor_image);
5057 context = context_acquire(device, NULL);
5061 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5063 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5064 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5067 invalidate_active_texture(device, context);
5068 /* Create a new cursor texture */
5069 glGenTextures(1, &device->cursorTexture);
5070 checkGLcall("glGenTextures");
5071 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5072 /* Copy the bitmap memory into the cursor texture */
5073 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5074 checkGLcall("glTexImage2D");
5075 HeapFree(GetProcessHeap(), 0, mem);
5077 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5079 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5080 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5085 context_release(context);
5089 FIXME("A cursor texture was not returned.\n");
5090 device->cursorTexture = 0;
5093 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5095 /* Draw a hardware cursor */
5096 ICONINFO cursorInfo;
5098 /* Create and clear maskBits because it is not needed for
5099 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5101 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5102 (cursor_image->resource.width * cursor_image->resource.height / 8));
5103 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5104 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5105 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5107 cursorInfo.fIcon = FALSE;
5108 cursorInfo.xHotspot = x_hotspot;
5109 cursorInfo.yHotspot = y_hotspot;
5110 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5112 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5113 1, 32, lockedRect.pBits);
5114 wined3d_surface_unmap(cursor_image);
5115 /* Create our cursor and clean up. */
5116 cursor = CreateIconIndirect(&cursorInfo);
5117 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5118 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5119 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5120 device->hardwareCursor = cursor;
5121 if (device->bCursorVisible) SetCursor( cursor );
5122 HeapFree(GetProcessHeap(), 0, maskBits);
5126 device->xHotSpot = x_hotspot;
5127 device->yHotSpot = y_hotspot;
5131 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5132 int x_screen_space, int y_screen_space, DWORD flags)
5134 TRACE("device %p, x %d, y %d, flags %#x.\n",
5135 device, x_screen_space, y_screen_space, flags);
5137 device->xScreenSpace = x_screen_space;
5138 device->yScreenSpace = y_screen_space;
5140 if (device->hardwareCursor)
5144 GetCursorPos( &pt );
5145 if (x_screen_space == pt.x && y_screen_space == pt.y)
5147 SetCursorPos( x_screen_space, y_screen_space );
5149 /* Switch to the software cursor if position diverges from the hardware one. */
5150 GetCursorPos( &pt );
5151 if (x_screen_space != pt.x || y_screen_space != pt.y)
5153 if (device->bCursorVisible) SetCursor( NULL );
5154 DestroyCursor( device->hardwareCursor );
5155 device->hardwareCursor = 0;
5160 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5162 BOOL oldVisible = device->bCursorVisible;
5164 TRACE("device %p, show %#x.\n", device, show);
5167 * When ShowCursor is first called it should make the cursor appear at the OS's last
5168 * known cursor position.
5170 if (show && !oldVisible)
5174 device->xScreenSpace = pt.x;
5175 device->yScreenSpace = pt.y;
5178 if (device->hardwareCursor)
5180 device->bCursorVisible = show;
5182 SetCursor(device->hardwareCursor);
5188 if (device->cursorTexture)
5189 device->bCursorVisible = show;
5195 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5197 struct wined3d_resource *resource, *cursor;
5199 TRACE("device %p.\n", device);
5201 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5203 TRACE("Checking resource %p for eviction.\n", resource);
5205 if (resource->pool == WINED3DPOOL_MANAGED)
5207 TRACE("Evicting %p.\n", resource);
5208 resource->resource_ops->resource_unload(resource);
5212 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5213 device_invalidate_state(device, STATE_STREAMSRC);
5216 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5217 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5219 struct wined3d_device *device = surface->resource.device;
5220 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5222 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5223 if (surface->flags & SFLAG_DIBSECTION)
5225 DeleteDC(surface->hDC);
5226 DeleteObject(surface->dib.DIBsection);
5227 surface->dib.bitmap_data = NULL;
5228 surface->resource.allocatedMemory = NULL;
5229 surface->flags &= ~SFLAG_DIBSECTION;
5231 surface->resource.width = pPresentationParameters->BackBufferWidth;
5232 surface->resource.height = pPresentationParameters->BackBufferHeight;
5233 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5234 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5236 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5237 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5239 surface->pow2Width = surface->pow2Height = 1;
5240 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5241 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5244 surface->resource.multisample_type = pPresentationParameters->MultiSampleType;
5245 surface->resource.multisample_quality = pPresentationParameters->MultiSampleQuality;
5247 surface->resource.resource_ops->resource_unload(&surface->resource);
5249 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5250 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5252 surface->flags |= SFLAG_NONPOW2;
5256 surface->flags &= ~SFLAG_NONPOW2;
5258 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5259 surface->resource.allocatedMemory = NULL;
5260 surface->resource.heapMemory = NULL;
5261 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5263 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5265 if (!surface_init_sysmem(surface))
5267 return E_OUTOFMEMORY;
5272 static BOOL is_display_mode_supported(const struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5274 struct wined3d_display_mode m;
5278 /* All Windowed modes are supported, as is leaving the current mode */
5279 if(pp->Windowed) return TRUE;
5280 if(!pp->BackBufferWidth) return TRUE;
5281 if(!pp->BackBufferHeight) return TRUE;
5283 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5284 for (i = 0; i < count; ++i)
5286 memset(&m, 0, sizeof(m));
5287 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5289 ERR("Failed to enumerate adapter mode.\n");
5290 if (m.width == pp->BackBufferWidth && m.height == pp->BackBufferHeight)
5291 /* Mode found, it is supported. */
5294 /* Mode not found -> not supported */
5298 /* Do not call while under the GL lock. */
5299 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5301 struct wined3d_resource *resource, *cursor;
5302 const struct wined3d_gl_info *gl_info;
5303 struct wined3d_context *context;
5304 struct wined3d_shader *shader;
5306 context = context_acquire(device, NULL);
5307 gl_info = context->gl_info;
5309 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5311 TRACE("Unloading resource %p.\n", resource);
5313 resource->resource_ops->resource_unload(resource);
5316 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5318 device->shader_backend->shader_destroy(shader);
5322 if (device->depth_blt_texture)
5324 glDeleteTextures(1, &device->depth_blt_texture);
5325 device->depth_blt_texture = 0;
5327 if (device->cursorTexture)
5329 glDeleteTextures(1, &device->cursorTexture);
5330 device->cursorTexture = 0;
5334 device->blitter->free_private(device);
5335 device->frag_pipe->free_private(device);
5336 device->shader_backend->shader_free_private(device);
5337 destroy_dummy_textures(device, gl_info);
5339 context_release(context);
5341 while (device->context_count)
5343 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5346 HeapFree(GetProcessHeap(), 0, swapchain->context);
5347 swapchain->context = NULL;
5350 /* Do not call while under the GL lock. */
5351 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5353 struct wined3d_context *context;
5354 struct wined3d_surface *target;
5357 /* Recreate the primary swapchain's context */
5358 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5359 if (!swapchain->context)
5361 ERR("Failed to allocate memory for swapchain context array.\n");
5362 return E_OUTOFMEMORY;
5365 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5366 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5368 WARN("Failed to create context.\n");
5369 HeapFree(GetProcessHeap(), 0, swapchain->context);
5373 swapchain->context[0] = context;
5374 swapchain->num_contexts = 1;
5375 create_dummy_textures(device, context);
5376 context_release(context);
5378 hr = device->shader_backend->shader_alloc_private(device);
5381 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5385 hr = device->frag_pipe->alloc_private(device);
5388 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5389 device->shader_backend->shader_free_private(device);
5393 hr = device->blitter->alloc_private(device);
5396 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5397 device->frag_pipe->free_private(device);
5398 device->shader_backend->shader_free_private(device);
5405 context_acquire(device, NULL);
5406 destroy_dummy_textures(device, context->gl_info);
5407 context_release(context);
5408 context_destroy(device, context);
5409 HeapFree(GetProcessHeap(), 0, swapchain->context);
5410 swapchain->num_contexts = 0;
5414 /* Do not call while under the GL lock. */
5415 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5416 const WINED3DPRESENT_PARAMETERS *present_parameters,
5417 wined3d_device_reset_cb callback)
5419 struct wined3d_resource *resource, *cursor;
5420 struct wined3d_swapchain *swapchain;
5421 struct wined3d_display_mode mode;
5422 BOOL DisplayModeChanged = FALSE;
5423 BOOL update_desc = FALSE;
5427 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5429 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5430 for (i = 0; i < MAX_STREAMS; ++i)
5432 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5434 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5436 wined3d_device_set_texture(device, i, NULL);
5438 if (device->onscreen_depth_stencil)
5440 wined3d_surface_decref(device->onscreen_depth_stencil);
5441 device->onscreen_depth_stencil = NULL;
5444 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5446 TRACE("Enumerating resource %p.\n", resource);
5447 if (FAILED(hr = callback(resource)))
5451 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5454 ERR("Failed to get the first implicit swapchain\n");
5458 if (!is_display_mode_supported(device, present_parameters))
5460 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5461 WARN("Requested mode: %d, %d.\n",
5462 present_parameters->BackBufferWidth,
5463 present_parameters->BackBufferHeight);
5464 wined3d_swapchain_decref(swapchain);
5465 return WINED3DERR_INVALIDCALL;
5468 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5469 * on an existing gl context, so there's no real need for recreation.
5471 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5473 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5475 TRACE("New params:\n");
5476 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5477 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5478 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5479 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5480 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5481 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5482 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5483 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5484 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5485 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5486 TRACE("Flags = %08x\n", present_parameters->Flags);
5487 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5488 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5490 /* No special treatment of these parameters. Just store them */
5491 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5492 swapchain->presentParms.Flags = present_parameters->Flags;
5493 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5494 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5496 /* What to do about these? */
5497 if (present_parameters->BackBufferCount
5498 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5499 FIXME("Cannot change the back buffer count yet.\n");
5501 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5502 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5503 FIXME("Cannot change the back buffer format yet.\n");
5505 if (present_parameters->hDeviceWindow
5506 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5507 FIXME("Cannot change the device window yet.\n");
5509 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5513 TRACE("Creating the depth stencil buffer\n");
5515 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5516 present_parameters->BackBufferWidth,
5517 present_parameters->BackBufferHeight,
5518 present_parameters->AutoDepthStencilFormat,
5519 present_parameters->MultiSampleType,
5520 present_parameters->MultiSampleQuality,
5522 &device->auto_depth_stencil);
5525 ERR("Failed to create the depth stencil buffer.\n");
5526 wined3d_swapchain_decref(swapchain);
5527 return WINED3DERR_INVALIDCALL;
5531 if (device->onscreen_depth_stencil)
5533 wined3d_surface_decref(device->onscreen_depth_stencil);
5534 device->onscreen_depth_stencil = NULL;
5537 /* Reset the depth stencil */
5538 if (present_parameters->EnableAutoDepthStencil)
5539 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5541 wined3d_device_set_depth_stencil(device, NULL);
5543 TRACE("Resetting stateblock\n");
5544 wined3d_stateblock_decref(device->updateStateBlock);
5545 wined3d_stateblock_decref(device->stateBlock);
5547 if (present_parameters->Windowed)
5549 mode.width = swapchain->orig_width;
5550 mode.height = swapchain->orig_height;
5551 mode.refresh_rate = 0;
5552 mode.format_id = swapchain->presentParms.BackBufferFormat;
5556 mode.width = present_parameters->BackBufferWidth;
5557 mode.height = present_parameters->BackBufferHeight;
5558 mode.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
5559 mode.format_id = swapchain->presentParms.BackBufferFormat;
5562 /* Should Width == 800 && Height == 0 set 800x600? */
5563 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5564 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5565 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5567 if (!present_parameters->Windowed)
5568 DisplayModeChanged = TRUE;
5570 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5571 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5575 if (present_parameters->MultiSampleType != swapchain->presentParms.MultiSampleType
5576 || present_parameters->MultiSampleQuality != swapchain->presentParms.MultiSampleQuality)
5578 swapchain->presentParms.MultiSampleType = present_parameters->MultiSampleType;
5579 swapchain->presentParms.MultiSampleQuality = present_parameters->MultiSampleQuality;
5587 hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5590 wined3d_swapchain_decref(swapchain);
5594 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5596 hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5599 wined3d_swapchain_decref(swapchain);
5603 if (device->auto_depth_stencil)
5605 hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5608 wined3d_swapchain_decref(swapchain);
5614 delete_opengl_contexts(device, swapchain);
5616 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5617 || DisplayModeChanged)
5619 wined3d_device_set_display_mode(device, 0, &mode);
5621 if (!present_parameters->Windowed)
5623 if (swapchain->presentParms.Windowed)
5625 HWND focus_window = device->createParms.hFocusWindow;
5627 focus_window = present_parameters->hDeviceWindow;
5628 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5630 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5631 wined3d_swapchain_decref(swapchain);
5635 /* switch from windowed to fs */
5636 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5637 present_parameters->BackBufferWidth,
5638 present_parameters->BackBufferHeight);
5642 /* Fullscreen -> fullscreen mode change */
5643 MoveWindow(swapchain->device_window, 0, 0,
5644 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5648 else if (!swapchain->presentParms.Windowed)
5650 /* Fullscreen -> windowed switch */
5651 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5652 wined3d_device_release_focus_window(device);
5654 swapchain->presentParms.Windowed = present_parameters->Windowed;
5656 else if (!present_parameters->Windowed)
5658 DWORD style = device->style;
5659 DWORD exStyle = device->exStyle;
5660 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5661 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5662 * Reset to clear up their mess. Guild Wars also loses the device during that.
5665 device->exStyle = 0;
5666 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5667 present_parameters->BackBufferWidth,
5668 present_parameters->BackBufferHeight);
5669 device->style = style;
5670 device->exStyle = exStyle;
5673 /* Note: No parent needed for initial internal stateblock */
5674 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5676 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5678 TRACE("Created stateblock %p.\n", device->stateBlock);
5679 device->updateStateBlock = device->stateBlock;
5680 wined3d_stateblock_incref(device->updateStateBlock);
5682 stateblock_init_default_state(device->stateBlock);
5684 swapchain_update_render_to_fbo(swapchain);
5685 swapchain_update_draw_bindings(swapchain);
5687 hr = create_primary_opengl_context(device, swapchain);
5688 wined3d_swapchain_decref(swapchain);
5690 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5696 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5698 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5700 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5706 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5707 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5709 TRACE("device %p, parameters %p.\n", device, parameters);
5711 *parameters = device->createParms;
5715 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5716 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5718 struct wined3d_swapchain *swapchain;
5720 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5721 device, swapchain_idx, flags, ramp);
5723 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5725 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5726 wined3d_swapchain_decref(swapchain);
5730 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5731 UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5733 struct wined3d_swapchain *swapchain;
5735 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5736 device, swapchain_idx, ramp);
5738 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5740 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5741 wined3d_swapchain_decref(swapchain);
5745 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5747 TRACE("device %p, resource %p.\n", device, resource);
5749 list_add_head(&device->resources, &resource->resource_list_entry);
5752 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5754 TRACE("device %p, resource %p.\n", device, resource);
5756 list_remove(&resource->resource_list_entry);
5759 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5761 WINED3DRESOURCETYPE type = resource->resourceType;
5764 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5766 context_resource_released(device, resource, type);
5770 case WINED3DRTYPE_SURFACE:
5772 struct wined3d_surface *surface = surface_from_resource(resource);
5774 if (!device->d3d_initialized) break;
5776 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5778 if (device->fb.render_targets[i] == surface)
5780 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5781 device->fb.render_targets[i] = NULL;
5785 if (device->fb.depth_stencil == surface)
5787 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5788 device->fb.depth_stencil = NULL;
5793 case WINED3DRTYPE_TEXTURE:
5794 case WINED3DRTYPE_CUBETEXTURE:
5795 case WINED3DRTYPE_VOLUMETEXTURE:
5796 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5798 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5800 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5802 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5803 texture, device->stateBlock, i);
5804 device->stateBlock->state.textures[i] = NULL;
5807 if (device->updateStateBlock != device->stateBlock
5808 && device->updateStateBlock->state.textures[i] == texture)
5810 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5811 texture, device->updateStateBlock, i);
5812 device->updateStateBlock->state.textures[i] = NULL;
5817 case WINED3DRTYPE_BUFFER:
5819 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5821 for (i = 0; i < MAX_STREAMS; ++i)
5823 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5825 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5826 buffer, device->stateBlock, i);
5827 device->stateBlock->state.streams[i].buffer = NULL;
5830 if (device->updateStateBlock != device->stateBlock
5831 && device->updateStateBlock->state.streams[i].buffer == buffer)
5833 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5834 buffer, device->updateStateBlock, i);
5835 device->updateStateBlock->state.streams[i].buffer = NULL;
5840 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5842 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5843 buffer, device->stateBlock);
5844 device->stateBlock->state.index_buffer = NULL;
5847 if (device->updateStateBlock != device->stateBlock
5848 && device->updateStateBlock->state.index_buffer == buffer)
5850 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5851 buffer, device->updateStateBlock);
5852 device->updateStateBlock->state.index_buffer = NULL;
5861 /* Remove the resource from the resourceStore */
5862 device_resource_remove(device, resource);
5864 TRACE("Resource released.\n");
5867 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5868 HDC dc, struct wined3d_surface **surface)
5870 struct wined3d_resource *resource;
5872 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5874 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5876 if (resource->resourceType == WINED3DRTYPE_SURFACE)
5878 struct wined3d_surface *s = surface_from_resource(resource);
5882 TRACE("Found surface %p for dc %p.\n", s, dc);
5889 return WINED3DERR_INVALIDCALL;
5892 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5893 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
5894 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5896 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5897 const struct fragment_pipeline *fragment_pipeline;
5898 struct wined3d_display_mode mode;
5899 struct shader_caps shader_caps;
5900 struct fragment_caps ffp_caps;
5905 device->wined3d = wined3d;
5906 wined3d_incref(device->wined3d);
5907 device->adapter = wined3d->adapter_count ? adapter : NULL;
5908 device->device_parent = device_parent;
5909 list_init(&device->resources);
5910 list_init(&device->shaders);
5911 device->surface_alignment = surface_alignment;
5913 /* Get the initial screen setup for ddraw. */
5914 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5917 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5918 wined3d_decref(device->wined3d);
5921 adapter->screen_size.cx = mode.width;
5922 adapter->screen_size.cy = mode.height;
5923 adapter->screen_format = mode.format_id;
5925 /* Save the creation parameters. */
5926 device->createParms.AdapterOrdinal = adapter_idx;
5927 device->createParms.DeviceType = device_type;
5928 device->createParms.hFocusWindow = focus_window;
5929 device->createParms.BehaviorFlags = flags;
5931 device->devType = device_type;
5932 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5934 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5935 device->shader_backend = adapter->shader_backend;
5937 if (device->shader_backend)
5939 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5940 device->vshader_version = shader_caps.VertexShaderVersion;
5941 device->pshader_version = shader_caps.PixelShaderVersion;
5942 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5943 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5944 device->vs_clipping = shader_caps.VSClipping;
5946 fragment_pipeline = adapter->fragment_pipe;
5947 device->frag_pipe = fragment_pipeline;
5948 if (fragment_pipeline)
5950 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5951 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5953 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5954 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5957 ERR("Failed to compile state table, hr %#x.\n", hr);
5958 wined3d_decref(device->wined3d);
5962 device->blitter = adapter->blitter;
5968 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5970 DWORD rep = device->StateTable[state].representative;
5971 struct wined3d_context *context;
5976 for (i = 0; i < device->context_count; ++i)
5978 context = device->contexts[i];
5979 if(isStateDirty(context, rep)) continue;
5981 context->dirtyArray[context->numDirtyEntries++] = rep;
5982 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5983 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5984 context->isStateDirty[idx] |= (1 << shift);
5988 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5990 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5991 *width = context->current_rt->pow2Width;
5992 *height = context->current_rt->pow2Height;
5995 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5997 const struct wined3d_swapchain *swapchain = context->swapchain;
5998 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5999 * current context's drawable, which is the size of the back buffer of the swapchain
6000 * the active context belongs to. */
6001 *width = swapchain->presentParms.BackBufferWidth;
6002 *height = swapchain->presentParms.BackBufferHeight;
6005 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6006 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6008 if (device->filter_messages)
6010 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6011 window, message, wparam, lparam);
6013 return DefWindowProcW(window, message, wparam, lparam);
6015 return DefWindowProcA(window, message, wparam, lparam);
6018 if (message == WM_DESTROY)
6020 TRACE("unregister window %p.\n", window);
6021 wined3d_unregister_window(window);
6023 if (device->focus_window == window) device->focus_window = NULL;
6024 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6028 return CallWindowProcW(proc, window, message, wparam, lparam);
6030 return CallWindowProcA(proc, window, message, wparam, lparam);