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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
42 WINED3D_LIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
70 switch(primitive_type)
72 case WINED3D_PT_POINTLIST:
75 case WINED3D_PT_LINELIST:
78 case WINED3D_PT_LINESTRIP:
81 case WINED3D_PT_TRIANGLELIST:
84 case WINED3D_PT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3D_PT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3D_PT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3D_PT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
108 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
113 return WINED3D_PT_POINTLIST;
116 return WINED3D_PT_LINELIST;
119 return WINED3D_PT_LINESTRIP;
122 return WINED3D_PT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3D_PT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3D_PT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3D_PT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3D_PT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
179 const struct wined3d_state *state = &device->stateBlock->state;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
185 stream_info->use_map = 0;
186 stream_info->swizzle_map = 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info->position_transformed = declaration->position_transformed;
190 use_vshader = state->vertex_shader && !declaration->position_transformed;
192 /* Translate the declaration into strided data. */
193 for (i = 0; i < declaration->element_count; ++i)
195 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
196 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
197 struct wined3d_buffer *buffer = stream->buffer;
198 struct wined3d_bo_address data;
203 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
204 element, i + 1, declaration->element_count);
206 if (!buffer) continue;
208 data.buffer_object = 0;
211 stride = stream->stride;
212 if (state->user_stream)
214 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
215 data.buffer_object = 0;
216 data.addr = (BYTE *)buffer;
220 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
221 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state->load_base_vertex_index < 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state->load_base_vertex_index);
232 data.buffer_object = 0;
233 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
234 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data.addr += element->offset;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
246 if (element->output_slot == ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used = vshader_get_input(state->vertex_shader,
252 element->usage, element->usage_idx, &idx);
256 idx = element->output_slot;
262 if (!element->ffp_valid)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
270 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader ? "shader": "fixed function", idx,
279 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
280 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
282 data.addr += stream->offset;
284 stream_info->elements[idx].format = element->format;
285 stream_info->elements[idx].data = data;
286 stream_info->elements[idx].stride = stride;
287 stream_info->elements[idx].stream_idx = element->input_slot;
289 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
290 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
292 stream_info->swizzle_map |= 1 << idx;
294 stream_info->use_map |= 1 << idx;
298 device->num_buffer_queries = 0;
299 if (!state->user_stream)
301 WORD map = stream_info->use_map;
302 stream_info->all_vbo = 1;
304 /* PreLoad all the vertex buffers. */
305 for (i = 0; map; map >>= 1, ++i)
307 struct wined3d_stream_info_element *element;
308 struct wined3d_buffer *buffer;
310 if (!(map & 1)) continue;
312 element = &stream_info->elements[i];
313 buffer = state->streams[element->stream_idx].buffer;
314 wined3d_buffer_preload(buffer);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer->buffer_object != element->data.buffer_object)
319 element->data.buffer_object = 0;
320 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
321 + (ptrdiff_t)element->data.addr;
324 if (!buffer->buffer_object)
325 stream_info->all_vbo = 0;
328 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
333 stream_info->all_vbo = 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
338 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
340 e->data.addr = strided->data;
341 e->data.buffer_object = 0;
342 e->format = wined3d_get_format(gl_info, strided->format);
343 e->stride = strided->stride;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
348 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
352 memset(stream_info, 0, sizeof(*stream_info));
354 if (strided->position.data)
355 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
356 if (strided->normal.data)
357 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
358 if (strided->diffuse.data)
359 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
360 if (strided->specular.data)
361 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
363 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
365 if (strided->tex_coords[i].data)
366 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
367 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
370 stream_info->position_transformed = strided->position_transformed;
372 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
374 if (!stream_info->elements[i].format) continue;
376 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
377 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
379 stream_info->swizzle_map |= 1 << i;
381 stream_info->use_map |= 1 << i;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
408 struct wined3d_stream_info *stream_info = &device->strided_streams;
409 const struct wined3d_state *state = &device->stateBlock->state;
410 DWORD prev_all_vbo = stream_info->all_vbo;
412 if (device->up_strided)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
417 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device, stream_info);
425 if (state->vertex_shader && !stream_info->position_transformed)
427 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device->useDrawStridedSlow = TRUE;
434 device->useDrawStridedSlow = FALSE;
439 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
440 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
441 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
443 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
445 device->useDrawStridedSlow = TRUE;
449 device->useDrawStridedSlow = FALSE;
453 if (prev_all_vbo != stream_info->all_vbo)
454 device_invalidate_state(device, STATE_INDEXBUFFER);
457 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
459 struct wined3d_texture *texture;
460 enum WINED3DSRGB srgb;
462 if (!(texture = state->textures[idx])) return;
463 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
464 texture->texture_ops->texture_preload(texture, srgb);
467 void device_preload_textures(const struct wined3d_device *device)
469 const struct wined3d_state *state = &device->stateBlock->state;
474 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
476 if (state->vertex_shader->reg_maps.sampler_type[i])
477 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
485 if (state->pixel_shader->reg_maps.sampler_type[i])
486 device_preload_texture(state, i);
491 WORD ffu_map = device->fixed_function_usage_map;
493 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
496 device_preload_texture(state, i);
501 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
503 struct wined3d_context **new_array;
505 TRACE("Adding context %p.\n", context);
507 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
508 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
509 sizeof(*new_array) * (device->context_count + 1));
513 ERR("Failed to grow the context array.\n");
517 new_array[device->context_count++] = context;
518 device->contexts = new_array;
522 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
524 struct wined3d_context **new_array;
528 TRACE("Removing context %p.\n", context);
530 for (i = 0; i < device->context_count; ++i)
532 if (device->contexts[i] == context)
541 ERR("Context %p doesn't exist in context array.\n", context);
545 if (!--device->context_count)
547 HeapFree(GetProcessHeap(), 0, device->contexts);
548 device->contexts = NULL;
552 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
553 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device->contexts = new_array;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device *device,
565 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
567 if (device->onscreen_depth_stencil)
569 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
571 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
572 device->onscreen_depth_stencil->ds_current_size.cx,
573 device->onscreen_depth_stencil->ds_current_size.cy);
574 wined3d_surface_decref(device->onscreen_depth_stencil);
576 device->onscreen_depth_stencil = depth_stencil;
577 wined3d_surface_incref(device->onscreen_depth_stencil);
580 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
582 /* partial draw rect */
583 if (draw_rect->left || draw_rect->top
584 || draw_rect->right < target->resource.width
585 || draw_rect->bottom < target->resource.height)
588 /* partial clear rect */
589 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
590 || clear_rect->right < target->resource.width
591 || clear_rect->bottom < target->resource.height))
597 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
598 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
600 RECT current_rect, r;
602 if (ds->flags & location)
603 SetRect(¤t_rect, 0, 0,
604 ds->ds_current_size.cx,
605 ds->ds_current_size.cy);
607 SetRectEmpty(¤t_rect);
609 IntersectRect(&r, draw_rect, ¤t_rect);
610 if (EqualRect(&r, draw_rect))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
617 if (EqualRect(&r, ¤t_rect))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect = *draw_rect;
628 IntersectRect(&r, draw_rect, clear_rect);
629 if (EqualRect(&r, draw_rect))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect = *draw_rect;
638 surface_load_ds_location(ds, context, location);
639 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
644 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
645 float depth, DWORD stencil)
647 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
648 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
649 UINT drawable_width, drawable_height;
650 struct wined3d_context *context;
651 GLbitfield clear_mask = 0;
652 BOOL render_offscreen;
656 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
657 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
658 * for the cleared parts, and the untouched parts.
660 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
661 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
662 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
663 * checking all this if the dest surface is in the drawable anyway. */
664 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
666 for (i = 0; i < rt_count; ++i)
668 struct wined3d_surface *rt = fb->render_targets[i];
670 surface_load_location(rt, rt->draw_binding, NULL);
674 context = context_acquire(device, target);
677 context_release(context);
678 WARN("Invalid context, skipping clear.\n");
684 render_offscreen = context->render_offscreen;
685 target->get_drawable_size(context, &drawable_width, &drawable_height);
689 render_offscreen = TRUE;
690 drawable_width = fb->depth_stencil->pow2Width;
691 drawable_height = fb->depth_stencil->pow2Height;
694 if (flags & WINED3DCLEAR_ZBUFFER)
696 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
698 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
699 device_switch_onscreen_ds(device, context, fb->depth_stencil);
700 prepare_ds_clear(fb->depth_stencil, context, location,
701 draw_rect, rect_count, clear_rect, &ds_rect);
704 if (!context_apply_clear_state(context, device, rt_count, fb))
706 context_release(context);
707 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags & WINED3DCLEAR_STENCIL)
716 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
718 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
719 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
722 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
723 glClearStencil(stencil);
724 checkGLcall("glClearStencil");
725 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728 if (flags & WINED3DCLEAR_ZBUFFER)
730 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
732 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_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(WINED3D_RS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_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);
827 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
829 ULONG refcount = InterlockedIncrement(&device->ref);
831 TRACE("%p increasing refcount to %u.\n", device, refcount);
836 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
838 ULONG refcount = InterlockedDecrement(&device->ref);
840 TRACE("%p decreasing refcount to %u.\n", device, refcount);
844 struct wined3d_stateblock *stateblock;
847 if (wined3d_stateblock_decref(device->updateStateBlock)
848 && device->updateStateBlock != device->stateBlock)
849 FIXME("Something's still holding the update stateblock.\n");
850 device->updateStateBlock = NULL;
852 stateblock = device->stateBlock;
853 device->stateBlock = NULL;
854 if (wined3d_stateblock_decref(stateblock))
855 FIXME("Something's still holding the stateblock.\n");
857 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
859 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
860 device->multistate_funcs[i] = NULL;
863 if (!list_empty(&device->resources))
865 struct wined3d_resource *resource;
867 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
869 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
871 FIXME("Leftover resource %p with type %s (%#x).\n",
872 resource, debug_d3dresourcetype(resource->type), resource->type);
876 if (device->contexts)
877 ERR("Context array not freed!\n");
878 if (device->hardwareCursor)
879 DestroyCursor(device->hardwareCursor);
880 device->hardwareCursor = 0;
882 wined3d_decref(device->wined3d);
883 device->wined3d = NULL;
884 HeapFree(GetProcessHeap(), 0, device);
885 TRACE("Freed device %p.\n", device);
891 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
893 TRACE("device %p.\n", device);
895 return device->swapchain_count;
898 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
899 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
901 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
902 device, swapchain_idx, swapchain);
904 if (swapchain_idx >= device->swapchain_count)
906 WARN("swapchain_idx %u >= swapchain_count %u.\n",
907 swapchain_idx, device->swapchain_count);
910 return WINED3DERR_INVALIDCALL;
913 *swapchain = device->swapchains[swapchain_idx];
914 wined3d_swapchain_incref(*swapchain);
915 TRACE("Returning %p.\n", *swapchain);
920 static void device_load_logo(struct wined3d_device *device, const char *filename)
922 struct wined3d_color_key color_key;
926 HDC dcb = NULL, dcs = NULL;
928 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
931 GetObjectA(hbm, sizeof(BITMAP), &bm);
932 dcb = CreateCompatibleDC(NULL);
934 SelectObject(dcb, hbm);
938 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941 memset(&bm, 0, sizeof(bm));
946 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
947 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
948 NULL, &wined3d_null_parent_ops, &device->logo_surface);
951 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
957 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
959 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
960 wined3d_surface_releasedc(device->logo_surface, dcs);
962 color_key.color_space_low_value = 0;
963 color_key.color_space_high_value = 0;
964 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
968 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
969 /* Fill the surface with a white color to show that wined3d is there */
970 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
974 if (dcb) DeleteDC(dcb);
975 if (hbm) DeleteObject(hbm);
978 /* Context activation is done by the caller. */
979 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
981 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
982 unsigned int i, j, count;
983 /* Under DirectX you can sample even if no texture is bound, whereas
984 * OpenGL will only allow that when a valid texture is bound.
985 * We emulate this by creating dummy textures and binding them
986 * to each texture stage when the currently set D3D texture is NULL. */
989 if (gl_info->supported[APPLE_CLIENT_STORAGE])
991 /* The dummy texture does not have client storage backing */
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
997 for (i = 0; i < count; ++i)
999 DWORD color = 0x000000ff;
1001 /* Make appropriate texture active */
1002 context_active_texture(context, gl_info, i);
1004 glGenTextures(1, &device->dummy_texture_2d[i]);
1005 checkGLcall("glGenTextures");
1006 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1008 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1009 checkGLcall("glBindTexture");
1011 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1012 checkGLcall("glTexImage2D");
1014 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1016 glGenTextures(1, &device->dummy_texture_rect[i]);
1017 checkGLcall("glGenTextures");
1018 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1020 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1021 checkGLcall("glBindTexture");
1023 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1024 checkGLcall("glTexImage2D");
1027 if (gl_info->supported[EXT_TEXTURE3D])
1029 glGenTextures(1, &device->dummy_texture_3d[i]);
1030 checkGLcall("glGenTextures");
1031 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1033 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1034 checkGLcall("glBindTexture");
1036 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1037 checkGLcall("glTexImage3D");
1040 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1042 glGenTextures(1, &device->dummy_texture_cube[i]);
1043 checkGLcall("glGenTextures");
1044 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1046 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1047 checkGLcall("glBindTexture");
1049 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1051 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1052 checkGLcall("glTexImage2D");
1057 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1059 /* Re-enable because if supported it is enabled by default */
1060 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1061 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1067 /* Context activation is done by the caller. */
1068 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1070 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1073 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1075 glDeleteTextures(count, device->dummy_texture_cube);
1076 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079 if (gl_info->supported[EXT_TEXTURE3D])
1081 glDeleteTextures(count, device->dummy_texture_3d);
1082 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1087 glDeleteTextures(count, device->dummy_texture_rect);
1088 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091 glDeleteTextures(count, device->dummy_texture_2d);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1096 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1097 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1098 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1101 static LONG fullscreen_style(LONG style)
1103 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1104 style |= WS_POPUP | WS_SYSMENU;
1105 style &= ~(WS_CAPTION | WS_THICKFRAME);
1110 static LONG fullscreen_exstyle(LONG exstyle)
1112 /* Filter out window decorations. */
1113 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1118 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1120 BOOL filter_messages;
1121 LONG style, exstyle;
1123 TRACE("Setting up window %p for fullscreen mode.\n", window);
1125 if (device->style || device->exStyle)
1127 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1128 window, device->style, device->exStyle);
1131 device->style = GetWindowLongW(window, GWL_STYLE);
1132 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1134 style = fullscreen_style(device->style);
1135 exstyle = fullscreen_exstyle(device->exStyle);
1137 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1138 device->style, device->exStyle, style, exstyle);
1140 filter_messages = device->filter_messages;
1141 device->filter_messages = TRUE;
1143 SetWindowLongW(window, GWL_STYLE, style);
1144 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1145 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1147 device->filter_messages = filter_messages;
1150 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1152 BOOL filter_messages;
1153 LONG style, exstyle;
1155 if (!device->style && !device->exStyle) return;
1157 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1158 window, device->style, device->exStyle);
1160 style = GetWindowLongW(window, GWL_STYLE);
1161 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1163 filter_messages = device->filter_messages;
1164 device->filter_messages = TRUE;
1166 /* Only restore the style if the application didn't modify it during the
1167 * fullscreen phase. Some applications change it before calling Reset()
1168 * when switching between windowed and fullscreen modes (HL2), some
1169 * depend on the original style (Eve Online). */
1170 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1172 SetWindowLongW(window, GWL_STYLE, device->style);
1173 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1175 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1177 device->filter_messages = filter_messages;
1179 /* Delete the old values. */
1181 device->exStyle = 0;
1184 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1186 TRACE("device %p, window %p.\n", device, window);
1188 if (!wined3d_register_window(window, device))
1190 ERR("Failed to register window %p.\n", window);
1194 InterlockedExchangePointer((void **)&device->focus_window, window);
1195 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1200 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1202 TRACE("device %p.\n", device);
1204 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1205 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1208 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1209 struct wined3d_swapchain_desc *swapchain_desc)
1211 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1212 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1213 struct wined3d_swapchain *swapchain = NULL;
1214 struct wined3d_context *context;
1219 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1221 if (device->d3d_initialized)
1222 return WINED3DERR_INVALIDCALL;
1223 if (!device->adapter->opengl)
1224 return WINED3DERR_INVALIDCALL;
1226 device->valid_rt_mask = 0;
1227 for (i = 0; i < gl_info->limits.buffers; ++i)
1228 device->valid_rt_mask |= (1 << i);
1229 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1230 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1232 /* Initialize the texture unit mapping to a 1:1 mapping */
1233 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1235 if (state < gl_info->limits.fragment_samplers)
1237 device->texUnitMap[state] = state;
1238 device->rev_tex_unit_map[state] = state;
1242 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1243 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1247 /* Setup the implicit swapchain. This also initializes a context. */
1248 TRACE("Creating implicit swapchain\n");
1249 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1250 swapchain_desc, &swapchain);
1253 WARN("Failed to create implicit swapchain\n");
1257 device->swapchain_count = 1;
1258 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1259 if (!device->swapchains)
1261 ERR("Out of memory!\n");
1264 device->swapchains[0] = swapchain;
1266 if (swapchain->back_buffers && swapchain->back_buffers[0])
1268 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1269 device->fb.render_targets[0] = swapchain->back_buffers[0];
1273 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1274 device->fb.render_targets[0] = swapchain->front_buffer;
1276 wined3d_surface_incref(device->fb.render_targets[0]);
1278 /* Depth Stencil support */
1279 device->fb.depth_stencil = device->auto_depth_stencil;
1280 if (device->fb.depth_stencil)
1281 wined3d_surface_incref(device->fb.depth_stencil);
1283 hr = device->shader_backend->shader_alloc_private(device);
1286 TRACE("Shader private data couldn't be allocated\n");
1289 hr = device->frag_pipe->alloc_private(device);
1292 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 hr = device->blitter->alloc_private(device);
1298 TRACE("Blitter private data couldn't be allocated\n");
1302 /* Set up some starting GL setup */
1304 /* Setup all the devices defaults */
1305 stateblock_init_default_state(device->stateBlock);
1307 context = context_acquire(device, swapchain->front_buffer);
1309 create_dummy_textures(device, context);
1313 /* Initialize the current view state */
1314 device->view_ident = 1;
1315 device->contexts[0]->last_was_rhw = 0;
1317 switch (wined3d_settings.offscreen_rendering_mode)
1320 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323 case ORM_BACKBUFFER:
1325 if (context_get_current()->aux_buffers > 0)
1327 TRACE("Using auxiliary buffer for offscreen rendering\n");
1328 device->offscreenBuffer = GL_AUX0;
1332 TRACE("Using back buffer for offscreen rendering\n");
1333 device->offscreenBuffer = GL_BACK;
1338 TRACE("All defaults now set up, leaving 3D init.\n");
1341 context_release(context);
1343 /* Clear the screen */
1344 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1345 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1348 device->d3d_initialized = TRUE;
1350 if (wined3d_settings.logo)
1351 device_load_logo(device, wined3d_settings.logo);
1355 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1356 HeapFree(GetProcessHeap(), 0, device->swapchains);
1357 device->swapchain_count = 0;
1359 wined3d_swapchain_decref(swapchain);
1360 if (device->blit_priv)
1361 device->blitter->free_private(device);
1362 if (device->fragment_priv)
1363 device->frag_pipe->free_private(device);
1364 if (device->shader_priv)
1365 device->shader_backend->shader_free_private(device);
1370 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1371 struct wined3d_swapchain_desc *swapchain_desc)
1373 struct wined3d_swapchain *swapchain = NULL;
1376 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1378 /* Setup the implicit swapchain */
1379 TRACE("Creating implicit swapchain\n");
1380 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1381 swapchain_desc, &swapchain);
1384 WARN("Failed to create implicit swapchain\n");
1388 device->swapchain_count = 1;
1389 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1390 if (!device->swapchains)
1392 ERR("Out of memory!\n");
1395 device->swapchains[0] = swapchain;
1399 wined3d_swapchain_decref(swapchain);
1403 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1405 struct wined3d_resource *resource, *cursor;
1406 const struct wined3d_gl_info *gl_info;
1407 struct wined3d_context *context;
1408 struct wined3d_surface *surface;
1411 TRACE("device %p.\n", device);
1413 if (!device->d3d_initialized)
1414 return WINED3DERR_INVALIDCALL;
1416 /* Force making the context current again, to verify it is still valid
1417 * (workaround for broken drivers) */
1418 context_set_current(NULL);
1419 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1420 * it was created. Thus make sure a context is active for the glDelete* calls
1422 context = context_acquire(device, NULL);
1423 gl_info = context->gl_info;
1425 if (device->logo_surface)
1426 wined3d_surface_decref(device->logo_surface);
1428 stateblock_unbind_resources(device->stateBlock);
1430 /* Unload resources */
1431 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1433 TRACE("Unloading resource %p.\n", resource);
1435 resource->resource_ops->resource_unload(resource);
1438 TRACE("Deleting high order patches\n");
1439 for (i = 0; i < PATCHMAP_SIZE; ++i)
1441 struct wined3d_rect_patch *patch;
1442 struct list *e1, *e2;
1444 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1446 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1447 wined3d_device_delete_patch(device, patch->Handle);
1451 /* Delete the mouse cursor texture */
1452 if (device->cursorTexture)
1455 glDeleteTextures(1, &device->cursorTexture);
1457 device->cursorTexture = 0;
1460 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461 * private data, it might contain opengl pointers
1463 if (device->depth_blt_texture)
1466 glDeleteTextures(1, &device->depth_blt_texture);
1468 device->depth_blt_texture = 0;
1471 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472 device->blitter->free_private(device);
1473 device->frag_pipe->free_private(device);
1474 device->shader_backend->shader_free_private(device);
1476 /* Release the buffers (with sanity checks)*/
1477 if (device->onscreen_depth_stencil)
1479 surface = device->onscreen_depth_stencil;
1480 device->onscreen_depth_stencil = NULL;
1481 wined3d_surface_decref(surface);
1484 if (device->fb.depth_stencil)
1486 surface = device->fb.depth_stencil;
1488 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1490 device->fb.depth_stencil = NULL;
1491 wined3d_surface_decref(surface);
1494 if (device->auto_depth_stencil)
1496 surface = device->auto_depth_stencil;
1497 device->auto_depth_stencil = NULL;
1498 if (wined3d_surface_decref(surface))
1499 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1502 for (i = 1; i < gl_info->limits.buffers; ++i)
1504 wined3d_device_set_render_target(device, i, NULL, FALSE);
1507 surface = device->fb.render_targets[0];
1508 TRACE("Setting rendertarget 0 to NULL\n");
1509 device->fb.render_targets[0] = NULL;
1510 TRACE("Releasing the render target at %p\n", surface);
1511 wined3d_surface_decref(surface);
1513 context_release(context);
1515 for (i = 0; i < device->swapchain_count; ++i)
1517 TRACE("Releasing the implicit swapchain %u.\n", i);
1518 if (wined3d_swapchain_decref(device->swapchains[i]))
1519 FIXME("Something's still holding the implicit swapchain.\n");
1522 HeapFree(GetProcessHeap(), 0, device->swapchains);
1523 device->swapchains = NULL;
1524 device->swapchain_count = 0;
1526 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1527 device->fb.render_targets = NULL;
1529 device->d3d_initialized = FALSE;
1534 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
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;
1551 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1552 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1553 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1555 * There is no way to deactivate thread safety once it is enabled.
1557 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1559 TRACE("device %p.\n", device);
1561 /* For now just store the flag (needed in case of ddraw). */
1562 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1565 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1566 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1568 struct wined3d_adapter *adapter = device->adapter;
1569 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1574 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1575 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1577 /* Resize the screen even without a window:
1578 * The app could have unset it with SetCooperativeLevel, but not called
1579 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1580 * but we don't have any hwnd
1583 memset(&devmode, 0, sizeof(devmode));
1584 devmode.dmSize = sizeof(devmode);
1585 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1586 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1587 devmode.dmPelsWidth = mode->width;
1588 devmode.dmPelsHeight = mode->height;
1590 devmode.dmDisplayFrequency = mode->refresh_rate;
1591 if (mode->refresh_rate)
1592 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1594 /* Only change the mode if necessary */
1595 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1596 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1599 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1600 if (ret != DISP_CHANGE_SUCCESSFUL)
1602 if (devmode.dmDisplayFrequency)
1604 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1605 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1606 devmode.dmDisplayFrequency = 0;
1607 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1609 if(ret != DISP_CHANGE_SUCCESSFUL) {
1610 return WINED3DERR_NOTAVAILABLE;
1614 /* Store the new values */
1615 adapter->screen_size.cx = mode->width;
1616 adapter->screen_size.cy = mode->height;
1617 adapter->screen_format = mode->format_id;
1619 /* And finally clip mouse to our screen */
1620 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1621 ClipCursor(&clip_rc);
1626 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1628 TRACE("device %p, wined3d %p.\n", device, wined3d);
1630 *wined3d = device->wined3d;
1631 wined3d_incref(*wined3d);
1633 TRACE("Returning %p.\n", *wined3d);
1638 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1640 TRACE("device %p.\n", device);
1642 TRACE("Emulating %d MB, returning %d MB left.\n",
1643 device->adapter->TextureRam / (1024 * 1024),
1644 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1646 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1649 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1650 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1652 struct wined3d_stream_state *stream;
1653 struct wined3d_buffer *prev_buffer;
1655 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1656 device, stream_idx, buffer, offset, stride);
1658 if (stream_idx >= MAX_STREAMS)
1660 WARN("Stream index %u out of range.\n", stream_idx);
1661 return WINED3DERR_INVALIDCALL;
1663 else if (offset & 0x3)
1665 WARN("Offset %u is not 4 byte aligned.\n", offset);
1666 return WINED3DERR_INVALIDCALL;
1669 stream = &device->updateStateBlock->state.streams[stream_idx];
1670 prev_buffer = stream->buffer;
1672 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1674 if (prev_buffer == buffer
1675 && stream->stride == stride
1676 && stream->offset == offset)
1678 TRACE("Application is setting the old values over, nothing to do.\n");
1682 stream->buffer = buffer;
1685 stream->stride = stride;
1686 stream->offset = offset;
1689 /* Handle recording of state blocks. */
1690 if (device->isRecordingState)
1692 TRACE("Recording... not performing anything.\n");
1694 wined3d_buffer_incref(buffer);
1696 wined3d_buffer_decref(prev_buffer);
1702 InterlockedIncrement(&buffer->resource.bind_count);
1703 wined3d_buffer_incref(buffer);
1707 InterlockedDecrement(&prev_buffer->resource.bind_count);
1708 wined3d_buffer_decref(prev_buffer);
1711 device_invalidate_state(device, STATE_STREAMSRC);
1716 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1717 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1719 struct wined3d_stream_state *stream;
1721 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1722 device, stream_idx, buffer, offset, stride);
1724 if (stream_idx >= MAX_STREAMS)
1726 WARN("Stream index %u out of range.\n", stream_idx);
1727 return WINED3DERR_INVALIDCALL;
1730 stream = &device->stateBlock->state.streams[stream_idx];
1731 *buffer = stream->buffer;
1733 wined3d_buffer_incref(*buffer);
1735 *offset = stream->offset;
1736 *stride = stream->stride;
1741 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1743 struct wined3d_stream_state *stream;
1744 UINT old_flags, old_freq;
1746 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1748 /* Verify input. At least in d3d9 this is invalid. */
1749 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1751 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1752 return WINED3DERR_INVALIDCALL;
1754 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1756 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1757 return WINED3DERR_INVALIDCALL;
1761 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1762 return WINED3DERR_INVALIDCALL;
1765 stream = &device->updateStateBlock->state.streams[stream_idx];
1766 old_flags = stream->flags;
1767 old_freq = stream->frequency;
1769 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1770 stream->frequency = divider & 0x7fffff;
1772 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1774 if (stream->frequency != old_freq || stream->flags != old_flags)
1775 device_invalidate_state(device, STATE_STREAMSRC);
1780 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1781 UINT stream_idx, UINT *divider)
1783 struct wined3d_stream_state *stream;
1785 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1787 stream = &device->updateStateBlock->state.streams[stream_idx];
1788 *divider = stream->flags | stream->frequency;
1790 TRACE("Returning %#x.\n", *divider);
1795 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1796 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1798 TRACE("device %p, state %s, matrix %p.\n",
1799 device, debug_d3dtstype(d3dts), matrix);
1800 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1801 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1802 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1803 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1805 /* Handle recording of state blocks. */
1806 if (device->isRecordingState)
1808 TRACE("Recording... not performing anything.\n");
1809 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1810 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1814 /* If the new matrix is the same as the current one,
1815 * we cut off any further processing. this seems to be a reasonable
1816 * optimization because as was noticed, some apps (warcraft3 for example)
1817 * tend towards setting the same matrix repeatedly for some reason.
1819 * From here on we assume that the new matrix is different, wherever it matters. */
1820 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1822 TRACE("The application is setting the same matrix over again.\n");
1826 device->stateBlock->state.transforms[d3dts] = *matrix;
1827 if (d3dts == WINED3D_TS_VIEW)
1828 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1830 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1831 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1837 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1838 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1840 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1842 *matrix = device->stateBlock->state.transforms[state];
1847 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1848 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1850 const struct wined3d_matrix *mat = NULL;
1851 struct wined3d_matrix temp;
1853 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1855 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1856 * below means it will be recorded in a state block change, but it
1857 * works regardless where it is recorded.
1858 * If this is found to be wrong, change to StateBlock. */
1859 if (state > HIGHEST_TRANSFORMSTATE)
1861 WARN("Unhandled transform state %#x.\n", state);
1865 mat = &device->updateStateBlock->state.transforms[state];
1866 multiply_matrix(&temp, mat, matrix);
1868 /* Apply change via set transform - will reapply to eg. lights this way. */
1869 return wined3d_device_set_transform(device, state, &temp);
1872 /* Note lights are real special cases. Although the device caps state only
1873 * e.g. 8 are supported, you can reference any indexes you want as long as
1874 * that number max are enabled at any one point in time. Therefore since the
1875 * indices can be anything, we need a hashmap of them. However, this causes
1876 * stateblock problems. When capturing the state block, I duplicate the
1877 * hashmap, but when recording, just build a chain pretty much of commands to
1879 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1880 UINT light_idx, const struct wined3d_light *light)
1882 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1883 struct wined3d_light_info *object = NULL;
1887 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1889 /* Check the parameter range. Need for speed most wanted sets junk lights
1890 * which confuse the GL driver. */
1892 return WINED3DERR_INVALIDCALL;
1894 switch (light->type)
1896 case WINED3D_LIGHT_POINT:
1897 case WINED3D_LIGHT_SPOT:
1898 case WINED3D_LIGHT_PARALLELPOINT:
1899 case WINED3D_LIGHT_GLSPOT:
1900 /* Incorrect attenuation values can cause the gl driver to crash.
1901 * Happens with Need for speed most wanted. */
1902 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1904 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1905 return WINED3DERR_INVALIDCALL;
1909 case WINED3D_LIGHT_DIRECTIONAL:
1910 /* Ignores attenuation */
1914 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1915 return WINED3DERR_INVALIDCALL;
1918 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1920 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1921 if (object->OriginalIndex == light_idx)
1928 TRACE("Adding new light\n");
1929 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1932 ERR("Out of memory error when allocating a light\n");
1933 return E_OUTOFMEMORY;
1935 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1936 object->glIndex = -1;
1937 object->OriginalIndex = light_idx;
1940 /* Initialize the object. */
1941 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1942 light_idx, light->type,
1943 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1944 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1945 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1946 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1947 light->direction.x, light->direction.y, light->direction.z);
1948 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1949 light->range, light->falloff, light->theta, light->phi);
1951 /* Save away the information. */
1952 object->OriginalParms = *light;
1954 switch (light->type)
1956 case WINED3D_LIGHT_POINT:
1958 object->lightPosn[0] = light->position.x;
1959 object->lightPosn[1] = light->position.y;
1960 object->lightPosn[2] = light->position.z;
1961 object->lightPosn[3] = 1.0f;
1962 object->cutoff = 180.0f;
1966 case WINED3D_LIGHT_DIRECTIONAL:
1968 object->lightPosn[0] = -light->direction.x;
1969 object->lightPosn[1] = -light->direction.y;
1970 object->lightPosn[2] = -light->direction.z;
1971 object->lightPosn[3] = 0.0f;
1972 object->exponent = 0.0f;
1973 object->cutoff = 180.0f;
1976 case WINED3D_LIGHT_SPOT:
1978 object->lightPosn[0] = light->position.x;
1979 object->lightPosn[1] = light->position.y;
1980 object->lightPosn[2] = light->position.z;
1981 object->lightPosn[3] = 1.0f;
1984 object->lightDirn[0] = light->direction.x;
1985 object->lightDirn[1] = light->direction.y;
1986 object->lightDirn[2] = light->direction.z;
1987 object->lightDirn[3] = 1.0f;
1989 /* opengl-ish and d3d-ish spot lights use too different models
1990 * for the light "intensity" as a function of the angle towards
1991 * the main light direction, so we only can approximate very
1992 * roughly. However, spot lights are rather rarely used in games
1993 * (if ever used at all). Furthermore if still used, probably
1994 * nobody pays attention to such details. */
1995 if (!light->falloff)
1997 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1998 * equations have the falloff resp. exponent parameter as an
1999 * exponent, so the spot light lighting will always be 1.0 for
2000 * both of them, and we don't have to care for the rest of the
2001 * rather complex calculation. */
2002 object->exponent = 0.0f;
2006 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2009 object->exponent = -0.3f / logf(cosf(rho / 2));
2012 if (object->exponent > 128.0f)
2013 object->exponent = 128.0f;
2015 object->cutoff = (float)(light->phi * 90 / M_PI);
2020 FIXME("Unrecognized light type %#x.\n", light->type);
2023 /* Update the live definitions if the light is currently assigned a glIndex. */
2024 if (object->glIndex != -1 && !device->isRecordingState)
2025 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2030 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2031 UINT light_idx, struct wined3d_light *light)
2033 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2034 struct wined3d_light_info *light_info = NULL;
2037 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2039 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2041 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2042 if (light_info->OriginalIndex == light_idx)
2049 TRACE("Light information requested but light not defined\n");
2050 return WINED3DERR_INVALIDCALL;
2053 *light = light_info->OriginalParms;
2057 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2059 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2060 struct wined3d_light_info *light_info = NULL;
2063 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2065 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2067 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2068 if (light_info->OriginalIndex == light_idx)
2072 TRACE("Found light %p.\n", light_info);
2074 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2077 TRACE("Light enabled requested but light not defined, so defining one!\n");
2078 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2080 /* Search for it again! Should be fairly quick as near head of list. */
2081 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2083 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2084 if (light_info->OriginalIndex == light_idx)
2090 FIXME("Adding default lights has failed dismally\n");
2091 return WINED3DERR_INVALIDCALL;
2097 if (light_info->glIndex != -1)
2099 if (!device->isRecordingState)
2100 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2102 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2103 light_info->glIndex = -1;
2107 TRACE("Light already disabled, nothing to do\n");
2109 light_info->enabled = FALSE;
2113 light_info->enabled = TRUE;
2114 if (light_info->glIndex != -1)
2116 TRACE("Nothing to do as light was enabled\n");
2121 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2122 /* Find a free GL light. */
2123 for (i = 0; i < gl_info->limits.lights; ++i)
2125 if (!device->updateStateBlock->state.lights[i])
2127 device->updateStateBlock->state.lights[i] = light_info;
2128 light_info->glIndex = i;
2132 if (light_info->glIndex == -1)
2134 /* Our tests show that Windows returns D3D_OK in this situation, even with
2135 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2136 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2137 * as well for those lights.
2139 * TODO: Test how this affects rendering. */
2140 WARN("Too many concurrently active lights\n");
2144 /* i == light_info->glIndex */
2145 if (!device->isRecordingState)
2146 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2153 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2155 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2156 struct wined3d_light_info *light_info = NULL;
2159 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2161 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2163 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2164 if (light_info->OriginalIndex == light_idx)
2171 TRACE("Light enabled state requested but light not defined.\n");
2172 return WINED3DERR_INVALIDCALL;
2174 /* true is 128 according to SetLightEnable */
2175 *enable = light_info->enabled ? 128 : 0;
2179 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2180 UINT plane_idx, const struct wined3d_vec4 *plane)
2182 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2184 /* Validate plane_idx. */
2185 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2187 TRACE("Application has requested clipplane this device doesn't support.\n");
2188 return WINED3DERR_INVALIDCALL;
2191 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2193 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2195 TRACE("Application is setting old values over, nothing to do.\n");
2199 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2201 /* Handle recording of state blocks. */
2202 if (device->isRecordingState)
2204 TRACE("Recording... not performing anything.\n");
2208 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2213 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2214 UINT plane_idx, struct wined3d_vec4 *plane)
2216 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2218 /* Validate plane_idx. */
2219 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2221 TRACE("Application has requested clipplane this device doesn't support.\n");
2222 return WINED3DERR_INVALIDCALL;
2225 *plane = device->stateBlock->state.clip_planes[plane_idx];
2230 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2231 const struct wined3d_clip_status *clip_status)
2233 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2236 return WINED3DERR_INVALIDCALL;
2241 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2242 struct wined3d_clip_status *clip_status)
2244 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2247 return WINED3DERR_INVALIDCALL;
2252 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2254 TRACE("device %p, material %p.\n", device, material);
2256 device->updateStateBlock->changed.material = TRUE;
2257 device->updateStateBlock->state.material = *material;
2259 /* Handle recording of state blocks */
2260 if (device->isRecordingState)
2262 TRACE("Recording... not performing anything.\n");
2266 device_invalidate_state(device, STATE_MATERIAL);
2271 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2273 TRACE("device %p, material %p.\n", device, material);
2275 *material = device->updateStateBlock->state.material;
2277 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2278 material->diffuse.r, material->diffuse.g,
2279 material->diffuse.b, material->diffuse.a);
2280 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2281 material->ambient.r, material->ambient.g,
2282 material->ambient.b, material->ambient.a);
2283 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2284 material->specular.r, material->specular.g,
2285 material->specular.b, material->specular.a);
2286 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2287 material->emissive.r, material->emissive.g,
2288 material->emissive.b, material->emissive.a);
2289 TRACE("power %.8e.\n", material->power);
2294 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2295 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2297 struct wined3d_buffer *prev_buffer;
2299 TRACE("device %p, buffer %p, format %s.\n",
2300 device, buffer, debug_d3dformat(format_id));
2302 prev_buffer = device->updateStateBlock->state.index_buffer;
2304 device->updateStateBlock->changed.indices = TRUE;
2305 device->updateStateBlock->state.index_buffer = buffer;
2306 device->updateStateBlock->state.index_format = format_id;
2308 /* Handle recording of state blocks. */
2309 if (device->isRecordingState)
2311 TRACE("Recording... not performing anything.\n");
2313 wined3d_buffer_incref(buffer);
2315 wined3d_buffer_decref(prev_buffer);
2319 if (prev_buffer != buffer)
2321 device_invalidate_state(device, STATE_INDEXBUFFER);
2324 InterlockedIncrement(&buffer->resource.bind_count);
2325 wined3d_buffer_incref(buffer);
2329 InterlockedDecrement(&prev_buffer->resource.bind_count);
2330 wined3d_buffer_decref(prev_buffer);
2337 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2339 TRACE("device %p, buffer %p.\n", device, buffer);
2341 *buffer = device->stateBlock->state.index_buffer;
2344 wined3d_buffer_incref(*buffer);
2346 TRACE("Returning %p.\n", *buffer);
2351 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2352 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2354 TRACE("device %p, base_index %d.\n", device, base_index);
2356 if (device->updateStateBlock->state.base_vertex_index == base_index)
2358 TRACE("Application is setting the old value over, nothing to do\n");
2362 device->updateStateBlock->state.base_vertex_index = base_index;
2364 if (device->isRecordingState)
2366 TRACE("Recording... not performing anything\n");
2372 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2374 TRACE("device %p.\n", device);
2376 return device->stateBlock->state.base_vertex_index;
2379 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2381 TRACE("device %p, viewport %p.\n", device, viewport);
2382 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2383 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2385 device->updateStateBlock->changed.viewport = TRUE;
2386 device->updateStateBlock->state.viewport = *viewport;
2388 /* Handle recording of state blocks */
2389 if (device->isRecordingState)
2391 TRACE("Recording... not performing anything\n");
2395 device_invalidate_state(device, STATE_VIEWPORT);
2400 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2402 TRACE("device %p, viewport %p.\n", device, viewport);
2404 *viewport = device->stateBlock->state.viewport;
2409 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2410 enum wined3d_render_state state, DWORD value)
2412 DWORD old_value = device->stateBlock->state.render_states[state];
2414 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2416 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2417 device->updateStateBlock->state.render_states[state] = value;
2419 /* Handle recording of state blocks. */
2420 if (device->isRecordingState)
2422 TRACE("Recording... not performing anything.\n");
2426 /* Compared here and not before the assignment to allow proper stateblock recording. */
2427 if (value == old_value)
2428 TRACE("Application is setting the old value over, nothing to do.\n");
2430 device_invalidate_state(device, STATE_RENDER(state));
2435 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2436 enum wined3d_render_state state, DWORD *value)
2438 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2440 *value = device->stateBlock->state.render_states[state];
2445 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2446 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2450 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2451 device, sampler_idx, debug_d3dsamplerstate(state), value);
2453 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2454 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2456 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2457 / sizeof(*device->stateBlock->state.sampler_states))
2459 WARN("Invalid sampler %u.\n", sampler_idx);
2460 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2463 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2464 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2465 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2467 /* Handle recording of state blocks. */
2468 if (device->isRecordingState)
2470 TRACE("Recording... not performing anything.\n");
2474 if (old_value == value)
2476 TRACE("Application is setting the old value over, nothing to do.\n");
2480 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2485 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2486 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2488 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2489 device, sampler_idx, debug_d3dsamplerstate(state), value);
2491 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2492 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2494 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2495 / sizeof(*device->stateBlock->state.sampler_states))
2497 WARN("Invalid sampler %u.\n", sampler_idx);
2498 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2501 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2502 TRACE("Returning %#x.\n", *value);
2507 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2509 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2511 device->updateStateBlock->changed.scissorRect = TRUE;
2512 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2514 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2517 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2519 if (device->isRecordingState)
2521 TRACE("Recording... not performing anything.\n");
2525 device_invalidate_state(device, STATE_SCISSORRECT);
2530 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2532 TRACE("device %p, rect %p.\n", device, rect);
2534 *rect = device->updateStateBlock->state.scissor_rect;
2535 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2540 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2541 struct wined3d_vertex_declaration *declaration)
2543 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2545 TRACE("device %p, declaration %p.\n", device, declaration);
2548 wined3d_vertex_declaration_incref(declaration);
2550 wined3d_vertex_declaration_decref(prev);
2552 device->updateStateBlock->state.vertex_declaration = declaration;
2553 device->updateStateBlock->changed.vertexDecl = TRUE;
2555 if (device->isRecordingState)
2557 TRACE("Recording... not performing anything.\n");
2560 else if (declaration == prev)
2562 /* Checked after the assignment to allow proper stateblock recording. */
2563 TRACE("Application is setting the old declaration over, nothing to do.\n");
2567 device_invalidate_state(device, STATE_VDECL);
2571 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2572 struct wined3d_vertex_declaration **declaration)
2574 TRACE("device %p, declaration %p.\n", device, declaration);
2576 *declaration = device->stateBlock->state.vertex_declaration;
2578 wined3d_vertex_declaration_incref(*declaration);
2583 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2585 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2587 TRACE("device %p, shader %p.\n", device, shader);
2589 device->updateStateBlock->state.vertex_shader = shader;
2590 device->updateStateBlock->changed.vertexShader = TRUE;
2592 if (device->isRecordingState)
2595 wined3d_shader_incref(shader);
2597 wined3d_shader_decref(prev);
2598 TRACE("Recording... not performing anything.\n");
2604 TRACE("Application is setting the old shader over, nothing to do.\n");
2609 wined3d_shader_incref(shader);
2611 wined3d_shader_decref(prev);
2613 device_invalidate_state(device, STATE_VSHADER);
2618 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2620 struct wined3d_shader *shader;
2622 TRACE("device %p.\n", device);
2624 shader = device->stateBlock->state.vertex_shader;
2626 wined3d_shader_incref(shader);
2628 TRACE("Returning %p.\n", shader);
2632 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2633 UINT start_register, const BOOL *constants, UINT bool_count)
2635 UINT count = min(bool_count, MAX_CONST_B - start_register);
2638 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2639 device, start_register, constants, bool_count);
2641 if (!constants || start_register >= MAX_CONST_B)
2642 return WINED3DERR_INVALIDCALL;
2644 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2645 for (i = 0; i < count; ++i)
2646 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2648 for (i = start_register; i < count + start_register; ++i)
2649 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2651 if (!device->isRecordingState)
2652 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2657 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2658 UINT start_register, BOOL *constants, UINT bool_count)
2660 UINT count = min(bool_count, MAX_CONST_B - start_register);
2662 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2663 device, start_register, constants, bool_count);
2665 if (!constants || start_register >= MAX_CONST_B)
2666 return WINED3DERR_INVALIDCALL;
2668 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2673 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2674 UINT start_register, const int *constants, UINT vector4i_count)
2676 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2679 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2680 device, start_register, constants, vector4i_count);
2682 if (!constants || start_register >= MAX_CONST_I)
2683 return WINED3DERR_INVALIDCALL;
2685 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2686 for (i = 0; i < count; ++i)
2687 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2688 constants[i * 4], constants[i * 4 + 1],
2689 constants[i * 4 + 2], constants[i * 4 + 3]);
2691 for (i = start_register; i < count + start_register; ++i)
2692 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2694 if (!device->isRecordingState)
2695 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2700 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2701 UINT start_register, int *constants, UINT vector4i_count)
2703 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2705 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2706 device, start_register, constants, vector4i_count);
2708 if (!constants || start_register >= MAX_CONST_I)
2709 return WINED3DERR_INVALIDCALL;
2711 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2715 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2716 UINT start_register, const float *constants, UINT vector4f_count)
2720 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2721 device, start_register, constants, vector4f_count);
2723 /* Specifically test start_register > limit to catch MAX_UINT overflows
2724 * when adding start_register + vector4f_count. */
2726 || start_register + vector4f_count > device->d3d_vshader_constantF
2727 || start_register > device->d3d_vshader_constantF)
2728 return WINED3DERR_INVALIDCALL;
2730 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2731 constants, vector4f_count * sizeof(float) * 4);
2734 for (i = 0; i < vector4f_count; ++i)
2735 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2736 constants[i * 4], constants[i * 4 + 1],
2737 constants[i * 4 + 2], constants[i * 4 + 3]);
2740 if (!device->isRecordingState)
2742 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2743 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2746 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2747 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2752 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2753 UINT start_register, float *constants, UINT vector4f_count)
2755 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2757 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2758 device, start_register, constants, vector4f_count);
2760 if (!constants || count < 0)
2761 return WINED3DERR_INVALIDCALL;
2763 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2768 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2772 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2774 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2778 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2780 DWORD i = device->rev_tex_unit_map[unit];
2781 DWORD j = device->texUnitMap[stage];
2783 device->texUnitMap[stage] = unit;
2784 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2785 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2787 device->rev_tex_unit_map[unit] = stage;
2788 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2789 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2792 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2796 device->fixed_function_usage_map = 0;
2797 for (i = 0; i < MAX_TEXTURES; ++i)
2799 const struct wined3d_state *state = &device->stateBlock->state;
2800 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2801 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2802 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2803 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2804 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2805 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2806 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2807 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2809 /* Not used, and disable higher stages. */
2810 if (color_op == WINED3D_TOP_DISABLE)
2813 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2814 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2815 || ((color_arg3 == WINED3DTA_TEXTURE)
2816 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2817 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2818 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2819 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2820 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2821 device->fixed_function_usage_map |= (1 << i);
2823 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2824 && i < MAX_TEXTURES - 1)
2825 device->fixed_function_usage_map |= (1 << (i + 1));
2829 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2831 unsigned int i, tex;
2834 device_update_fixed_function_usage_map(device);
2835 ffu_map = device->fixed_function_usage_map;
2837 if (device->max_ffp_textures == gl_info->limits.texture_stages
2838 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2840 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2842 if (!(ffu_map & 1)) continue;
2844 if (device->texUnitMap[i] != i)
2846 device_map_stage(device, i, i);
2847 device_invalidate_state(device, STATE_SAMPLER(i));
2848 device_invalidate_texture_stage(device, i);
2854 /* Now work out the mapping */
2856 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2858 if (!(ffu_map & 1)) continue;
2860 if (device->texUnitMap[i] != tex)
2862 device_map_stage(device, i, tex);
2863 device_invalidate_state(device, STATE_SAMPLER(i));
2864 device_invalidate_texture_stage(device, i);
2871 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2873 const enum wined3d_sampler_texture_type *sampler_type =
2874 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2877 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2879 if (sampler_type[i] && device->texUnitMap[i] != i)
2881 device_map_stage(device, i, i);
2882 device_invalidate_state(device, STATE_SAMPLER(i));
2883 if (i < gl_info->limits.texture_stages)
2884 device_invalidate_texture_stage(device, i);
2889 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2890 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2891 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2893 DWORD current_mapping = device->rev_tex_unit_map[unit];
2895 /* Not currently used */
2896 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2898 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2899 /* Used by a fragment sampler */
2901 if (!pshader_sampler_tokens) {
2902 /* No pixel shader, check fixed function */
2903 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2906 /* Pixel shader, check the shader's sampler map */
2907 return !pshader_sampler_tokens[current_mapping];
2910 /* Used by a vertex sampler */
2911 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2914 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2916 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2917 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2918 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2919 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2924 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2925 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2926 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2929 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2930 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2931 if (vshader_sampler_type[i])
2933 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2935 /* Already mapped somewhere */
2941 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2943 device_map_stage(device, vsampler_idx, start);
2944 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2956 void device_update_tex_unit_map(struct wined3d_device *device)
2958 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2959 const struct wined3d_state *state = &device->stateBlock->state;
2960 BOOL vs = use_vs(state);
2961 BOOL ps = use_ps(state);
2964 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2965 * that would be really messy and require shader recompilation
2966 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2967 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2970 device_map_psamplers(device, gl_info);
2972 device_map_fixed_function_samplers(device, gl_info);
2975 device_map_vsamplers(device, ps, gl_info);
2978 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2980 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2982 TRACE("device %p, shader %p.\n", device, shader);
2984 device->updateStateBlock->state.pixel_shader = shader;
2985 device->updateStateBlock->changed.pixelShader = TRUE;
2987 if (device->isRecordingState)
2990 wined3d_shader_incref(shader);
2992 wined3d_shader_decref(prev);
2993 TRACE("Recording... not performing anything.\n");
2999 TRACE("Application is setting the old shader over, nothing to do.\n");
3004 wined3d_shader_incref(shader);
3006 wined3d_shader_decref(prev);
3008 device_invalidate_state(device, STATE_PIXELSHADER);
3013 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3015 struct wined3d_shader *shader;
3017 TRACE("device %p.\n", device);
3019 shader = device->stateBlock->state.pixel_shader;
3021 wined3d_shader_incref(shader);
3023 TRACE("Returning %p.\n", shader);
3027 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3028 UINT start_register, const BOOL *constants, UINT bool_count)
3030 UINT count = min(bool_count, MAX_CONST_B - start_register);
3033 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3034 device, start_register, constants, bool_count);
3036 if (!constants || start_register >= MAX_CONST_B)
3037 return WINED3DERR_INVALIDCALL;
3039 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3040 for (i = 0; i < count; ++i)
3041 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3043 for (i = start_register; i < count + start_register; ++i)
3044 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3046 if (!device->isRecordingState)
3047 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3052 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3053 UINT start_register, BOOL *constants, UINT bool_count)
3055 UINT count = min(bool_count, MAX_CONST_B - start_register);
3057 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3058 device, start_register, constants, bool_count);
3060 if (!constants || start_register >= MAX_CONST_B)
3061 return WINED3DERR_INVALIDCALL;
3063 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3068 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3069 UINT start_register, const int *constants, UINT vector4i_count)
3071 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3074 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3075 device, start_register, constants, vector4i_count);
3077 if (!constants || start_register >= MAX_CONST_I)
3078 return WINED3DERR_INVALIDCALL;
3080 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3081 for (i = 0; i < count; ++i)
3082 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3083 constants[i * 4], constants[i * 4 + 1],
3084 constants[i * 4 + 2], constants[i * 4 + 3]);
3086 for (i = start_register; i < count + start_register; ++i)
3087 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3089 if (!device->isRecordingState)
3090 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3095 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3096 UINT start_register, int *constants, UINT vector4i_count)
3098 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3100 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3101 device, start_register, constants, vector4i_count);
3103 if (!constants || start_register >= MAX_CONST_I)
3104 return WINED3DERR_INVALIDCALL;
3106 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3111 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3112 UINT start_register, const float *constants, UINT vector4f_count)
3116 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3117 device, start_register, constants, vector4f_count);
3119 /* Specifically test start_register > limit to catch MAX_UINT overflows
3120 * when adding start_register + vector4f_count. */
3122 || start_register + vector4f_count > device->d3d_pshader_constantF
3123 || start_register > device->d3d_pshader_constantF)
3124 return WINED3DERR_INVALIDCALL;
3126 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3127 constants, vector4f_count * sizeof(float) * 4);
3130 for (i = 0; i < vector4f_count; ++i)
3131 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3132 constants[i * 4], constants[i * 4 + 1],
3133 constants[i * 4 + 2], constants[i * 4 + 3]);
3136 if (!device->isRecordingState)
3138 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3139 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3142 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3143 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3148 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3149 UINT start_register, float *constants, UINT vector4f_count)
3151 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3153 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3154 device, start_register, constants, vector4f_count);
3156 if (!constants || count < 0)
3157 return WINED3DERR_INVALIDCALL;
3159 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3164 /* Context activation is done by the caller. */
3165 /* Do not call while under the GL lock. */
3166 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3167 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3168 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3171 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3172 struct wined3d_viewport vp;
3180 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3182 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3185 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3187 ERR("Source has no position mask\n");
3188 return WINED3DERR_INVALIDCALL;
3191 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3193 static BOOL warned = FALSE;
3195 * The clipping code is not quite correct. Some things need
3196 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3197 * so disable clipping for now.
3198 * (The graphics in Half-Life are broken, and my processvertices
3199 * test crashes with IDirect3DDevice3)
3205 FIXME("Clipping is broken and disabled for now\n");
3211 vertex_size = get_flexible_vertex_size(DestFVF);
3212 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3214 WARN("Failed to map buffer, hr %#x.\n", hr);
3218 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3219 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3220 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3222 TRACE("View mat:\n");
3223 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);
3224 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);
3225 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);
3226 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);
3228 TRACE("Proj mat:\n");
3229 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);
3230 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);
3231 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);
3232 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);
3234 TRACE("World mat:\n");
3235 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);
3236 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);
3237 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);
3238 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);
3240 /* Get the viewport */
3241 wined3d_device_get_viewport(device, &vp);
3242 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3243 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3245 multiply_matrix(&mat,&view_mat,&world_mat);
3246 multiply_matrix(&mat,&proj_mat,&mat);
3248 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3250 for (i = 0; i < dwCount; i+= 1) {
3251 unsigned int tex_index;
3253 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3254 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3255 /* The position first */
3256 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3257 const float *p = (const float *)(element->data.addr + i * element->stride);
3259 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3261 /* Multiplication with world, view and projection matrix */
3262 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);
3263 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);
3264 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);
3265 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);
3267 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3269 /* WARNING: The following things are taken from d3d7 and were not yet checked
3270 * against d3d8 or d3d9!
3273 /* Clipping conditions: From msdn
3275 * A vertex is clipped if it does not match the following requirements
3279 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3281 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3282 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3287 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3288 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3291 /* "Normal" viewport transformation (not clipped)
3292 * 1) The values are divided by rhw
3293 * 2) The y axis is negative, so multiply it with -1
3294 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3295 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3296 * 4) Multiply x with Width/2 and add Width/2
3297 * 5) The same for the height
3298 * 6) Add the viewpoint X and Y to the 2D coordinates and
3299 * The minimum Z value to z
3300 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3302 * Well, basically it's simply a linear transformation into viewport
3314 z *= vp.max_z - vp.min_z;
3316 x += vp.width / 2 + vp.x;
3317 y += vp.height / 2 + vp.y;
3322 /* That vertex got clipped
3323 * Contrary to OpenGL it is not dropped completely, it just
3324 * undergoes a different calculation.
3326 TRACE("Vertex got clipped\n");
3333 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3334 * outside of the main vertex buffer memory. That needs some more
3339 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3342 ( (float *) dest_ptr)[0] = x;
3343 ( (float *) dest_ptr)[1] = y;
3344 ( (float *) dest_ptr)[2] = z;
3345 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3347 dest_ptr += 3 * sizeof(float);
3349 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3350 dest_ptr += sizeof(float);
3353 if (DestFVF & WINED3DFVF_PSIZE)
3354 dest_ptr += sizeof(DWORD);
3356 if (DestFVF & WINED3DFVF_NORMAL)
3358 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3359 const float *normal = (const float *)(element->data.addr + i * element->stride);
3360 /* AFAIK this should go into the lighting information */
3361 FIXME("Didn't expect the destination to have a normal\n");
3362 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3365 if (DestFVF & WINED3DFVF_DIFFUSE)
3367 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3368 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3369 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3371 static BOOL warned = FALSE;
3374 ERR("No diffuse color in source, but destination has one\n");
3378 *( (DWORD *) dest_ptr) = 0xffffffff;
3379 dest_ptr += sizeof(DWORD);
3383 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3387 if (DestFVF & WINED3DFVF_SPECULAR)
3389 /* What's the color value in the feedback buffer? */
3390 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3391 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3392 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3394 static BOOL warned = FALSE;
3397 ERR("No specular color in source, but destination has one\n");
3401 *( (DWORD *) dest_ptr) = 0xFF000000;
3402 dest_ptr += sizeof(DWORD);
3406 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3410 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3412 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3413 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3414 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3416 ERR("No source texture, but destination requests one\n");
3417 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3421 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3426 wined3d_buffer_unmap(dest);
3430 #undef copy_and_next
3432 /* Do not call while under the GL lock. */
3433 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3434 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3435 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3437 struct wined3d_state *state = &device->stateBlock->state;
3438 struct wined3d_stream_info stream_info;
3439 const struct wined3d_gl_info *gl_info;
3440 BOOL streamWasUP = state->user_stream;
3441 struct wined3d_context *context;
3442 struct wined3d_shader *vs;
3446 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3447 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3448 device, src_start_idx, dst_idx, vertex_count,
3449 dst_buffer, declaration, flags, dst_fvf);
3452 FIXME("Output vertex declaration not implemented yet.\n");
3454 /* Need any context to write to the vbo. */
3455 context = context_acquire(device, NULL);
3456 gl_info = context->gl_info;
3458 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3459 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3460 * restore it afterwards. */
3461 vs = state->vertex_shader;
3462 state->vertex_shader = NULL;
3463 state->user_stream = FALSE;
3464 device_stream_info_from_declaration(device, &stream_info);
3465 state->user_stream = streamWasUP;
3466 state->vertex_shader = vs;
3468 /* We can't convert FROM a VBO, and vertex buffers used to source into
3469 * process_vertices() are unlikely to ever be used for drawing. Release
3470 * VBOs in those buffers and fix up the stream_info structure.
3472 * Also apply the start index. */
3473 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3475 struct wined3d_stream_info_element *e;
3477 if (!(stream_info.use_map & (1 << i)))
3480 e = &stream_info.elements[i];
3481 if (e->data.buffer_object)
3483 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3484 e->data.buffer_object = 0;
3485 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3487 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3488 vb->buffer_object = 0;
3492 e->data.addr += e->stride * src_start_idx;
3495 hr = process_vertices_strided(device, dst_idx, vertex_count,
3496 &stream_info, dst_buffer, flags, dst_fvf);
3498 context_release(context);
3503 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3504 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3506 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3509 TRACE("device %p, stage %u, state %s, value %#x.\n",
3510 device, stage, debug_d3dtexturestate(state), value);
3512 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3514 WARN("Invalid state %#x passed.\n", state);
3518 if (stage >= gl_info->limits.texture_stages)
3520 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3521 stage, gl_info->limits.texture_stages - 1);
3525 old_value = device->updateStateBlock->state.texture_states[stage][state];
3526 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3527 device->updateStateBlock->state.texture_states[stage][state] = value;
3529 if (device->isRecordingState)
3531 TRACE("Recording... not performing anything.\n");
3535 /* Checked after the assignments to allow proper stateblock recording. */
3536 if (old_value == value)
3538 TRACE("Application is setting the old value over, nothing to do.\n");
3542 if (stage > device->stateBlock->state.lowest_disabled_stage
3543 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3544 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3546 /* Colorop change above lowest disabled stage? That won't change
3547 * anything in the GL setup. Changes in other states are important on
3548 * disabled stages too. */
3552 if (state == WINED3D_TSS_COLOR_OP)
3556 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3558 /* Previously enabled stage disabled now. Make sure to dirtify
3559 * all enabled stages above stage, they have to be disabled.
3561 * The current stage is dirtified below. */
3562 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3564 TRACE("Additionally dirtifying stage %u.\n", i);
3565 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3567 device->stateBlock->state.lowest_disabled_stage = stage;
3568 TRACE("New lowest disabled: %u.\n", stage);
3570 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3572 /* Previously disabled stage enabled. Stages above it may need
3573 * enabling. Stage must be lowest_disabled_stage here, if it's
3574 * bigger success is returned above, and stages below the lowest
3575 * disabled stage can't be enabled (because they are enabled
3578 * Again stage stage doesn't need to be dirtified here, it is
3580 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3582 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3584 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3585 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3587 device->stateBlock->state.lowest_disabled_stage = i;
3588 TRACE("New lowest disabled: %u.\n", i);
3592 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3597 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3598 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3600 TRACE("device %p, stage %u, state %s, value %p.\n",
3601 device, stage, debug_d3dtexturestate(state), value);
3603 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3605 WARN("Invalid state %#x passed.\n", state);
3609 *value = device->updateStateBlock->state.texture_states[stage][state];
3610 TRACE("Returning %#x.\n", *value);
3615 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3616 UINT stage, struct wined3d_texture *texture)
3618 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3619 struct wined3d_texture *prev;
3621 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3623 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3624 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3626 /* Windows accepts overflowing this array... we do not. */
3627 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3629 WARN("Ignoring invalid stage %u.\n", stage);
3633 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3635 WARN("Rejecting attempt to set scratch texture.\n");
3636 return WINED3DERR_INVALIDCALL;
3639 device->updateStateBlock->changed.textures |= 1 << stage;
3641 prev = device->updateStateBlock->state.textures[stage];
3642 TRACE("Previous texture %p.\n", prev);
3644 if (texture == prev)
3646 TRACE("App is setting the same texture again, nothing to do.\n");
3650 TRACE("Setting new texture to %p.\n", texture);
3651 device->updateStateBlock->state.textures[stage] = texture;
3653 if (device->isRecordingState)
3655 TRACE("Recording... not performing anything\n");
3657 if (texture) wined3d_texture_incref(texture);
3658 if (prev) wined3d_texture_decref(prev);
3665 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3667 wined3d_texture_incref(texture);
3669 if (!prev || texture->target != prev->target)
3670 device_invalidate_state(device, STATE_PIXELSHADER);
3672 if (!prev && stage < gl_info->limits.texture_stages)
3674 /* The source arguments for color and alpha ops have different
3675 * meanings when a NULL texture is bound, so the COLOR_OP and
3676 * ALPHA_OP have to be dirtified. */
3677 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3678 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3681 if (bind_count == 1)
3682 texture->sampler = stage;
3687 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3689 wined3d_texture_decref(prev);
3691 if (!texture && stage < gl_info->limits.texture_stages)
3693 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3694 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3697 if (bind_count && prev->sampler == stage)
3701 /* Search for other stages the texture is bound to. Shouldn't
3702 * happen if applications bind textures to a single stage only. */
3703 TRACE("Searching for other stages the texture is bound to.\n");
3704 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3706 if (device->updateStateBlock->state.textures[i] == prev)
3708 TRACE("Texture is also bound to stage %u.\n", i);
3716 device_invalidate_state(device, STATE_SAMPLER(stage));
3721 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3722 UINT stage, struct wined3d_texture **texture)
3724 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3726 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3727 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3729 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3731 WARN("Ignoring invalid stage %u.\n", stage);
3732 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3735 *texture = device->stateBlock->state.textures[stage];
3737 wined3d_texture_incref(*texture);
3739 TRACE("Returning %p.\n", *texture);
3744 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3745 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3747 struct wined3d_swapchain *swapchain;
3750 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3751 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3753 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3756 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3760 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3761 wined3d_swapchain_decref(swapchain);
3764 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3771 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3773 TRACE("device %p, caps %p.\n", device, caps);
3775 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3776 device->create_parms.device_type, caps);
3779 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3780 UINT swapchain_idx, struct wined3d_display_mode *mode)
3782 struct wined3d_swapchain *swapchain;
3785 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3789 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3792 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3793 wined3d_swapchain_decref(swapchain);
3798 const struct wined3d_adapter *adapter = device->adapter;
3800 /* Don't read the real display mode, but return the stored mode
3801 * instead. X11 can't change the color depth, and some apps are
3802 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3803 * that GetDisplayMode still returns 24 bpp.
3805 * Also don't relay to the swapchain because with ddraw it's possible
3806 * that there isn't a swapchain at all. */
3807 mode->width = adapter->screen_size.cx;
3808 mode->height = adapter->screen_size.cy;
3809 mode->format_id = adapter->screen_format;
3810 mode->refresh_rate = 0;
3817 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3819 struct wined3d_stateblock *stateblock;
3822 TRACE("device %p.\n", device);
3824 if (device->isRecordingState)
3825 return WINED3DERR_INVALIDCALL;
3827 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3831 wined3d_stateblock_decref(device->updateStateBlock);
3832 device->updateStateBlock = stateblock;
3833 device->isRecordingState = TRUE;
3835 TRACE("Recording stateblock %p.\n", stateblock);
3840 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3841 struct wined3d_stateblock **stateblock)
3843 struct wined3d_stateblock *object = device->updateStateBlock;
3845 TRACE("device %p, stateblock %p.\n", device, stateblock);
3847 if (!device->isRecordingState)
3849 WARN("Not recording.\n");
3851 return WINED3DERR_INVALIDCALL;
3854 stateblock_init_contained_states(object);
3856 *stateblock = object;
3857 device->isRecordingState = FALSE;
3858 device->updateStateBlock = device->stateBlock;
3859 wined3d_stateblock_incref(device->updateStateBlock);
3861 TRACE("Returning stateblock %p.\n", *stateblock);
3866 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3868 /* At the moment we have no need for any functionality at the beginning
3870 TRACE("device %p.\n", device);
3872 if (device->inScene)
3874 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3875 return WINED3DERR_INVALIDCALL;
3877 device->inScene = TRUE;
3881 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3883 struct wined3d_context *context;
3885 TRACE("device %p.\n", device);
3887 if (!device->inScene)
3889 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3890 return WINED3DERR_INVALIDCALL;
3893 context = context_acquire(device, NULL);
3894 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3896 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3898 context_release(context);
3900 device->inScene = FALSE;
3904 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3905 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3909 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3910 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3911 dst_window_override, dirty_region);
3913 for (i = 0; i < device->swapchain_count; ++i)
3915 wined3d_swapchain_present(device->swapchains[i], src_rect,
3916 dst_rect, dst_window_override, dirty_region, 0);
3922 /* Do not call while under the GL lock. */
3923 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3924 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3928 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3929 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3931 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3933 struct wined3d_surface *ds = device->fb.depth_stencil;
3936 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3937 /* TODO: What about depth stencil buffers without stencil bits? */
3938 return WINED3DERR_INVALIDCALL;
3940 else if (flags & WINED3DCLEAR_TARGET)
3942 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3943 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3945 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3951 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3952 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3953 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3958 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3959 enum wined3d_primitive_type primitive_type)
3961 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3963 device->updateStateBlock->changed.primitive_type = TRUE;
3964 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3967 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3968 enum wined3d_primitive_type *primitive_type)
3970 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3972 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3974 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3977 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3979 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3981 if (!device->stateBlock->state.vertex_declaration)
3983 WARN("Called without a valid vertex declaration set.\n");
3984 return WINED3DERR_INVALIDCALL;
3987 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3988 if (device->stateBlock->state.user_stream)
3990 device_invalidate_state(device, STATE_INDEXBUFFER);
3991 device->stateBlock->state.user_stream = FALSE;
3994 if (device->stateBlock->state.load_base_vertex_index)
3996 device->stateBlock->state.load_base_vertex_index = 0;
3997 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4000 /* Account for the loading offset due to index buffers. Instead of
4001 * reloading all sources correct it with the startvertex parameter. */
4002 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
4006 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4008 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4010 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4012 if (!device->stateBlock->state.index_buffer)
4014 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4015 * without an index buffer set. (The first time at least...)
4016 * D3D8 simply dies, but I doubt it can do much harm to return
4017 * D3DERR_INVALIDCALL there as well. */
4018 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4019 return WINED3DERR_INVALIDCALL;
4022 if (!device->stateBlock->state.vertex_declaration)
4024 WARN("Called without a valid vertex declaration set.\n");
4025 return WINED3DERR_INVALIDCALL;
4028 if (device->stateBlock->state.user_stream)
4030 device_invalidate_state(device, STATE_INDEXBUFFER);
4031 device->stateBlock->state.user_stream = FALSE;
4034 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4035 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4037 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4038 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4041 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
4046 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4047 const void *stream_data, UINT stream_stride)
4049 struct wined3d_stream_state *stream;
4050 struct wined3d_buffer *vb;
4052 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4053 device, vertex_count, stream_data, stream_stride);
4055 if (!device->stateBlock->state.vertex_declaration)
4057 WARN("Called without a valid vertex declaration set.\n");
4058 return WINED3DERR_INVALIDCALL;
4061 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4062 stream = &device->stateBlock->state.streams[0];
4063 vb = stream->buffer;
4064 stream->buffer = (struct wined3d_buffer *)stream_data;
4066 wined3d_buffer_decref(vb);
4068 stream->stride = stream_stride;
4069 device->stateBlock->state.user_stream = TRUE;
4070 if (device->stateBlock->state.load_base_vertex_index)
4072 device->stateBlock->state.load_base_vertex_index = 0;
4073 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4076 /* TODO: Only mark dirty if drawing from a different UP address */
4077 device_invalidate_state(device, STATE_STREAMSRC);
4079 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4081 /* MSDN specifies stream zero settings must be set to NULL */
4082 stream->buffer = NULL;
4085 /* stream zero settings set to null at end, as per the msdn. No need to
4086 * mark dirty here, the app has to set the new stream sources or use UP
4091 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4092 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4093 const void *stream_data, UINT stream_stride)
4095 struct wined3d_stream_state *stream;
4096 struct wined3d_buffer *vb, *ib;
4098 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4099 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4101 if (!device->stateBlock->state.vertex_declaration)
4103 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4104 return WINED3DERR_INVALIDCALL;
4107 stream = &device->stateBlock->state.streams[0];
4108 vb = stream->buffer;
4109 stream->buffer = (struct wined3d_buffer *)stream_data;
4111 wined3d_buffer_decref(vb);
4113 stream->stride = stream_stride;
4114 device->stateBlock->state.user_stream = TRUE;
4115 device->stateBlock->state.index_format = index_data_format_id;
4117 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4118 device->stateBlock->state.base_vertex_index = 0;
4119 if (device->stateBlock->state.load_base_vertex_index)
4121 device->stateBlock->state.load_base_vertex_index = 0;
4122 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4124 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4125 device_invalidate_state(device, STATE_STREAMSRC);
4126 device_invalidate_state(device, STATE_INDEXBUFFER);
4128 drawPrimitive(device, index_count, 0, TRUE, index_data);
4130 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4131 stream->buffer = NULL;
4133 ib = device->stateBlock->state.index_buffer;
4136 wined3d_buffer_decref(ib);
4137 device->stateBlock->state.index_buffer = NULL;
4139 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4140 * SetStreamSource to specify a vertex buffer
4146 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4147 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4149 /* Mark the state dirty until we have nicer tracking. It's fine to change
4150 * baseVertexIndex because that call is only called by ddraw which does
4151 * not need that value. */
4152 device_invalidate_state(device, STATE_VDECL);
4153 device_invalidate_state(device, STATE_STREAMSRC);
4154 device_invalidate_state(device, STATE_INDEXBUFFER);
4156 device->stateBlock->state.base_vertex_index = 0;
4157 device->up_strided = strided_data;
4158 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4159 device->up_strided = NULL;
4161 /* Invalidate the states again to make sure the values from the stateblock
4162 * are properly applied in the next regular draw. Note that the application-
4163 * provided strided data has ovwritten pretty much the entire vertex and
4164 * and index stream related states */
4165 device_invalidate_state(device, STATE_VDECL);
4166 device_invalidate_state(device, STATE_STREAMSRC);
4167 device_invalidate_state(device, STATE_INDEXBUFFER);
4171 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4172 UINT index_count, const struct wined3d_strided_data *strided_data,
4173 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4175 enum wined3d_format_id prev_idx_format;
4177 /* Mark the state dirty until we have nicer tracking
4178 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4181 device_invalidate_state(device, STATE_VDECL);
4182 device_invalidate_state(device, STATE_STREAMSRC);
4183 device_invalidate_state(device, STATE_INDEXBUFFER);
4185 prev_idx_format = device->stateBlock->state.index_format;
4186 device->stateBlock->state.index_format = index_data_format_id;
4187 device->stateBlock->state.user_stream = TRUE;
4188 device->stateBlock->state.base_vertex_index = 0;
4189 device->up_strided = strided_data;
4190 drawPrimitive(device, index_count, 0, TRUE, index_data);
4191 device->up_strided = NULL;
4192 device->stateBlock->state.index_format = prev_idx_format;
4194 device_invalidate_state(device, STATE_VDECL);
4195 device_invalidate_state(device, STATE_STREAMSRC);
4196 device_invalidate_state(device, STATE_INDEXBUFFER);
4200 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4201 static HRESULT device_update_volume(struct wined3d_device *device,
4202 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4204 struct wined3d_map_desc src;
4205 struct wined3d_map_desc dst;
4208 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4209 device, src_volume, dst_volume);
4211 /* TODO: Implement direct loading into the gl volume instead of using
4212 * memcpy and dirtification to improve loading performance. */
4213 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4214 if (FAILED(hr)) return hr;
4215 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4218 wined3d_volume_unmap(src_volume);
4222 memcpy(dst.data, src.data, dst_volume->resource.size);
4224 hr = wined3d_volume_unmap(dst_volume);
4226 wined3d_volume_unmap(src_volume);
4228 hr = wined3d_volume_unmap(src_volume);
4233 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4234 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4236 enum wined3d_resource_type type;
4237 unsigned int level_count, i;
4240 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4242 /* Verify that the source and destination textures are non-NULL. */
4243 if (!src_texture || !dst_texture)
4245 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4246 return WINED3DERR_INVALIDCALL;
4249 if (src_texture == dst_texture)
4251 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4252 return WINED3DERR_INVALIDCALL;
4255 /* Verify that the source and destination textures are the same type. */
4256 type = src_texture->resource.type;
4257 if (dst_texture->resource.type != type)
4259 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4260 return WINED3DERR_INVALIDCALL;
4263 /* Check that both textures have the identical numbers of levels. */
4264 level_count = wined3d_texture_get_level_count(src_texture);
4265 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4267 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4268 return WINED3DERR_INVALIDCALL;
4271 /* Make sure that the destination texture is loaded. */
4272 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4274 /* Update every surface level of the texture. */
4277 case WINED3D_RTYPE_TEXTURE:
4279 struct wined3d_surface *src_surface;
4280 struct wined3d_surface *dst_surface;
4282 for (i = 0; i < level_count; ++i)
4284 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4285 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4286 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4289 WARN("Failed to update surface, hr %#x.\n", hr);
4296 case WINED3D_RTYPE_CUBE_TEXTURE:
4298 struct wined3d_surface *src_surface;
4299 struct wined3d_surface *dst_surface;
4301 for (i = 0; i < level_count * 6; ++i)
4303 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4304 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4305 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4308 WARN("Failed to update surface, hr %#x.\n", hr);
4315 case WINED3D_RTYPE_VOLUME_TEXTURE:
4317 for (i = 0; i < level_count; ++i)
4319 hr = device_update_volume(device,
4320 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4321 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4324 WARN("Failed to update volume, hr %#x.\n", hr);
4332 FIXME("Unsupported texture type %#x.\n", type);
4333 return WINED3DERR_INVALIDCALL;
4339 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4340 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4342 struct wined3d_swapchain *swapchain;
4345 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4347 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4348 if (FAILED(hr)) return hr;
4350 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4351 wined3d_swapchain_decref(swapchain);
4356 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4358 const struct wined3d_state *state = &device->stateBlock->state;
4359 struct wined3d_texture *texture;
4362 TRACE("device %p, num_passes %p.\n", device, num_passes);
4364 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4366 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4368 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4369 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4371 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4373 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4374 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4377 texture = state->textures[i];
4378 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4380 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4382 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4385 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4387 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4390 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4391 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4393 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4398 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4399 || state->render_states[WINED3D_RS_STENCILENABLE])
4401 struct wined3d_surface *ds = device->fb.depth_stencil;
4402 struct wined3d_surface *target = device->fb.render_targets[0];
4405 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4407 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4408 return WINED3DERR_CONFLICTINGRENDERSTATE;
4412 /* return a sensible default */
4415 TRACE("returning D3D_OK\n");
4419 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4423 TRACE("device %p, software %#x.\n", device, software);
4427 FIXME("device %p, software %#x stub!\n", device, software);
4431 device->softwareVertexProcessing = software;
4436 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4440 TRACE("device %p.\n", device);
4444 TRACE("device %p stub!\n", device);
4448 return device->softwareVertexProcessing;
4451 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4452 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4454 struct wined3d_swapchain *swapchain;
4457 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4458 device, swapchain_idx, raster_status);
4460 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4463 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4467 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4468 wined3d_swapchain_decref(swapchain);
4471 WARN("Failed to get raster status, hr %#x.\n", hr);
4478 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4482 TRACE("device %p, segments %.8e.\n", device, segments);
4484 if (segments != 0.0f)
4488 FIXME("device %p, segments %.8e stub!\n", device, segments);
4496 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4500 TRACE("device %p.\n", device);
4504 FIXME("device %p stub!\n", device);
4511 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4512 struct wined3d_surface *src_surface, const RECT *src_rect,
4513 struct wined3d_surface *dst_surface, const POINT *dst_point)
4515 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4516 device, src_surface, wine_dbgstr_rect(src_rect),
4517 dst_surface, wine_dbgstr_point(dst_point));
4519 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4521 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4522 src_surface, dst_surface);
4523 return WINED3DERR_INVALIDCALL;
4526 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4529 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4530 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4532 struct wined3d_rect_patch *patch;
4533 GLenum old_primitive_type;
4538 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4539 device, handle, num_segs, rect_patch_info);
4541 if (!(handle || rect_patch_info))
4543 /* TODO: Write a test for the return value, thus the FIXME */
4544 FIXME("Both handle and rect_patch_info are NULL.\n");
4545 return WINED3DERR_INVALIDCALL;
4550 i = PATCHMAP_HASHFUNC(handle);
4552 LIST_FOR_EACH(e, &device->patches[i])
4554 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4555 if (patch->Handle == handle)
4564 TRACE("Patch does not exist. Creating a new one\n");
4565 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4566 patch->Handle = handle;
4567 list_add_head(&device->patches[i], &patch->entry);
4569 TRACE("Found existing patch %p\n", patch);
4574 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4575 * attributes we have to tesselate, read back, and draw. This needs a patch
4576 * management structure instance. Create one.
4578 * A possible improvement is to check if a vertex shader is used, and if not directly
4581 FIXME("Drawing an uncached patch. This is slow\n");
4582 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4585 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4586 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4587 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4590 TRACE("Tesselation density or patch info changed, retesselating\n");
4592 if (rect_patch_info)
4593 patch->rect_patch_info = *rect_patch_info;
4595 patch->numSegs[0] = num_segs[0];
4596 patch->numSegs[1] = num_segs[1];
4597 patch->numSegs[2] = num_segs[2];
4598 patch->numSegs[3] = num_segs[3];
4600 hr = tesselate_rectpatch(device, patch);
4603 WARN("Patch tesselation failed.\n");
4605 /* Do not release the handle to store the params of the patch */
4607 HeapFree(GetProcessHeap(), 0, patch);
4613 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4614 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4615 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4616 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4618 /* Destroy uncached patches */
4621 HeapFree(GetProcessHeap(), 0, patch->mem);
4622 HeapFree(GetProcessHeap(), 0, patch);
4627 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4628 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4630 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4631 device, handle, segment_count, patch_info);
4636 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4638 struct wined3d_rect_patch *patch;
4642 TRACE("device %p, handle %#x.\n", device, handle);
4644 i = PATCHMAP_HASHFUNC(handle);
4645 LIST_FOR_EACH(e, &device->patches[i])
4647 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4648 if (patch->Handle == handle)
4650 TRACE("Deleting patch %p\n", patch);
4651 list_remove(&patch->entry);
4652 HeapFree(GetProcessHeap(), 0, patch->mem);
4653 HeapFree(GetProcessHeap(), 0, patch);
4658 /* TODO: Write a test for the return value */
4659 FIXME("Attempt to destroy nonexistent patch\n");
4660 return WINED3DERR_INVALIDCALL;
4663 /* Do not call while under the GL lock. */
4664 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4665 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4669 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4670 device, surface, wine_dbgstr_rect(rect),
4671 color->r, color->g, color->b, color->a);
4673 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4675 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4676 return WINED3DERR_INVALIDCALL;
4681 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4685 return surface_color_fill(surface, rect, color);
4688 /* Do not call while under the GL lock. */
4689 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4690 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4692 struct wined3d_resource *resource;
4696 resource = rendertarget_view->resource;
4697 if (resource->type != WINED3D_RTYPE_SURFACE)
4699 FIXME("Only supported on surface resources\n");
4703 SetRect(&rect, 0, 0, resource->width, resource->height);
4704 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4705 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4708 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4709 UINT render_target_idx, struct wined3d_surface **render_target)
4711 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4712 device, render_target_idx, render_target);
4714 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4716 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4717 return WINED3DERR_INVALIDCALL;
4720 *render_target = device->fb.render_targets[render_target_idx];
4721 TRACE("Returning render target %p.\n", *render_target);
4723 if (!*render_target)
4724 return WINED3DERR_NOTFOUND;
4726 wined3d_surface_incref(*render_target);
4731 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4732 struct wined3d_surface **depth_stencil)
4734 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4736 *depth_stencil = device->fb.depth_stencil;
4737 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4739 if (!*depth_stencil)
4740 return WINED3DERR_NOTFOUND;
4742 wined3d_surface_incref(*depth_stencil);
4747 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4748 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4750 struct wined3d_surface *prev;
4752 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4753 device, render_target_idx, render_target, set_viewport);
4755 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4757 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4758 return WINED3DERR_INVALIDCALL;
4761 prev = device->fb.render_targets[render_target_idx];
4762 if (render_target == prev)
4764 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4768 /* Render target 0 can't be set to NULL. */
4769 if (!render_target && !render_target_idx)
4771 WARN("Trying to set render target 0 to NULL.\n");
4772 return WINED3DERR_INVALIDCALL;
4775 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4777 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4778 return WINED3DERR_INVALIDCALL;
4782 wined3d_surface_incref(render_target);
4783 device->fb.render_targets[render_target_idx] = render_target;
4784 /* Release after the assignment, to prevent device_resource_released()
4785 * from seeing the surface as still in use. */
4787 wined3d_surface_decref(prev);
4789 /* Render target 0 is special. */
4790 if (!render_target_idx && set_viewport)
4792 /* Set the viewport and scissor rectangles, if requested. Tests show
4793 * that stateblock recording is ignored, the change goes directly
4794 * into the primary stateblock. */
4795 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4796 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4797 device->stateBlock->state.viewport.x = 0;
4798 device->stateBlock->state.viewport.y = 0;
4799 device->stateBlock->state.viewport.max_z = 1.0f;
4800 device->stateBlock->state.viewport.min_z = 0.0f;
4801 device_invalidate_state(device, STATE_VIEWPORT);
4803 device->stateBlock->state.scissor_rect.top = 0;
4804 device->stateBlock->state.scissor_rect.left = 0;
4805 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4806 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4807 device_invalidate_state(device, STATE_SCISSORRECT);
4810 device_invalidate_state(device, STATE_FRAMEBUFFER);
4815 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4817 struct wined3d_surface *prev = device->fb.depth_stencil;
4819 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4820 device, depth_stencil, prev);
4822 if (prev == depth_stencil)
4824 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4830 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4831 || prev->flags & SFLAG_DISCARD)
4833 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4834 prev->resource.width, prev->resource.height);
4835 if (prev == device->onscreen_depth_stencil)
4837 wined3d_surface_decref(device->onscreen_depth_stencil);
4838 device->onscreen_depth_stencil = NULL;
4843 device->fb.depth_stencil = depth_stencil;
4845 wined3d_surface_incref(depth_stencil);
4847 if (!prev != !depth_stencil)
4849 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4850 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4851 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4852 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4853 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4855 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4857 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4860 wined3d_surface_decref(prev);
4862 device_invalidate_state(device, STATE_FRAMEBUFFER);
4867 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4868 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4870 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4871 device, x_hotspot, y_hotspot, cursor_image);
4873 /* some basic validation checks */
4874 if (device->cursorTexture)
4876 struct wined3d_context *context = context_acquire(device, NULL);
4878 glDeleteTextures(1, &device->cursorTexture);
4880 context_release(context);
4881 device->cursorTexture = 0;
4886 struct wined3d_map_desc map_desc;
4888 /* MSDN: Cursor must be A8R8G8B8 */
4889 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4891 WARN("surface %p has an invalid format.\n", cursor_image);
4892 return WINED3DERR_INVALIDCALL;
4895 /* MSDN: Cursor must be smaller than the display mode */
4896 if (cursor_image->resource.width > device->adapter->screen_size.cx
4897 || cursor_image->resource.height > device->adapter->screen_size.cy)
4899 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4900 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4901 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4902 return WINED3DERR_INVALIDCALL;
4905 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4907 /* Do not store the surface's pointer because the application may
4908 * release it after setting the cursor image. Windows doesn't
4909 * addref the set surface, so we can't do this either without
4910 * creating circular refcount dependencies. Copy out the gl texture
4912 device->cursorWidth = cursor_image->resource.width;
4913 device->cursorHeight = cursor_image->resource.height;
4914 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY)))
4916 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4917 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4918 struct wined3d_context *context;
4919 char *mem, *bits = map_desc.data;
4920 GLint intfmt = format->glInternal;
4921 GLint gl_format = format->glFormat;
4922 GLint type = format->glType;
4923 INT height = device->cursorHeight;
4924 INT width = device->cursorWidth;
4925 INT bpp = format->byte_count;
4928 /* Reformat the texture memory (pitch and width can be
4930 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4931 for (i = 0; i < height; ++i)
4932 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4933 wined3d_surface_unmap(cursor_image);
4935 context = context_acquire(device, NULL);
4939 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4941 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4942 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4945 invalidate_active_texture(device, context);
4946 /* Create a new cursor texture */
4947 glGenTextures(1, &device->cursorTexture);
4948 checkGLcall("glGenTextures");
4949 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4950 /* Copy the bitmap memory into the cursor texture */
4951 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4952 checkGLcall("glTexImage2D");
4953 HeapFree(GetProcessHeap(), 0, mem);
4955 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4957 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4958 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4963 context_release(context);
4967 FIXME("A cursor texture was not returned.\n");
4968 device->cursorTexture = 0;
4971 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4973 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4974 ICONINFO cursorInfo;
4978 /* 32-bit user32 cursors ignore the alpha channel if it's all
4979 * zeroes, and use the mask instead. Fill the mask with all ones
4980 * to ensure we still get a fully transparent cursor. */
4981 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4982 memset(maskBits, 0xff, mask_size);
4983 wined3d_surface_map(cursor_image, &map_desc, NULL,
4984 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
4985 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4987 cursorInfo.fIcon = FALSE;
4988 cursorInfo.xHotspot = x_hotspot;
4989 cursorInfo.yHotspot = y_hotspot;
4990 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4992 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4993 1, 32, map_desc.data);
4994 wined3d_surface_unmap(cursor_image);
4995 /* Create our cursor and clean up. */
4996 cursor = CreateIconIndirect(&cursorInfo);
4997 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4998 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4999 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5000 device->hardwareCursor = cursor;
5001 if (device->bCursorVisible) SetCursor( cursor );
5002 HeapFree(GetProcessHeap(), 0, maskBits);
5006 device->xHotSpot = x_hotspot;
5007 device->yHotSpot = y_hotspot;
5011 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5012 int x_screen_space, int y_screen_space, DWORD flags)
5014 TRACE("device %p, x %d, y %d, flags %#x.\n",
5015 device, x_screen_space, y_screen_space, flags);
5017 device->xScreenSpace = x_screen_space;
5018 device->yScreenSpace = y_screen_space;
5020 if (device->hardwareCursor)
5024 GetCursorPos( &pt );
5025 if (x_screen_space == pt.x && y_screen_space == pt.y)
5027 SetCursorPos( x_screen_space, y_screen_space );
5029 /* Switch to the software cursor if position diverges from the hardware one. */
5030 GetCursorPos( &pt );
5031 if (x_screen_space != pt.x || y_screen_space != pt.y)
5033 if (device->bCursorVisible) SetCursor( NULL );
5034 DestroyCursor( device->hardwareCursor );
5035 device->hardwareCursor = 0;
5040 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5042 BOOL oldVisible = device->bCursorVisible;
5044 TRACE("device %p, show %#x.\n", device, show);
5047 * When ShowCursor is first called it should make the cursor appear at the OS's last
5048 * known cursor position.
5050 if (show && !oldVisible)
5054 device->xScreenSpace = pt.x;
5055 device->yScreenSpace = pt.y;
5058 if (device->hardwareCursor)
5060 device->bCursorVisible = show;
5062 SetCursor(device->hardwareCursor);
5068 if (device->cursorTexture)
5069 device->bCursorVisible = show;
5075 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5077 struct wined3d_resource *resource, *cursor;
5079 TRACE("device %p.\n", device);
5081 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5083 TRACE("Checking resource %p for eviction.\n", resource);
5085 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
5087 TRACE("Evicting %p.\n", resource);
5088 resource->resource_ops->resource_unload(resource);
5092 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5093 device_invalidate_state(device, STATE_STREAMSRC);
5096 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5097 const struct wined3d_swapchain_desc *swapchain_desc)
5099 struct wined3d_display_mode m;
5103 /* All Windowed modes are supported, as is leaving the current mode */
5104 if (swapchain_desc->windowed)
5106 if (!swapchain_desc->backbuffer_width)
5108 if (!swapchain_desc->backbuffer_height)
5111 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5112 for (i = 0; i < count; ++i)
5114 memset(&m, 0, sizeof(m));
5115 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5117 ERR("Failed to enumerate adapter mode.\n");
5118 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5119 /* Mode found, it is supported. */
5122 /* Mode not found -> not supported */
5126 /* Do not call while under the GL lock. */
5127 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5129 struct wined3d_resource *resource, *cursor;
5130 const struct wined3d_gl_info *gl_info;
5131 struct wined3d_context *context;
5132 struct wined3d_shader *shader;
5134 context = context_acquire(device, NULL);
5135 gl_info = context->gl_info;
5137 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5139 TRACE("Unloading resource %p.\n", resource);
5141 resource->resource_ops->resource_unload(resource);
5144 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5146 device->shader_backend->shader_destroy(shader);
5150 if (device->depth_blt_texture)
5152 glDeleteTextures(1, &device->depth_blt_texture);
5153 device->depth_blt_texture = 0;
5155 if (device->cursorTexture)
5157 glDeleteTextures(1, &device->cursorTexture);
5158 device->cursorTexture = 0;
5162 device->blitter->free_private(device);
5163 device->frag_pipe->free_private(device);
5164 device->shader_backend->shader_free_private(device);
5165 destroy_dummy_textures(device, gl_info);
5167 context_release(context);
5169 while (device->context_count)
5171 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5174 HeapFree(GetProcessHeap(), 0, swapchain->context);
5175 swapchain->context = NULL;
5178 /* Do not call while under the GL lock. */
5179 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5181 struct wined3d_context *context;
5182 struct wined3d_surface *target;
5185 /* Recreate the primary swapchain's context */
5186 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5187 if (!swapchain->context)
5189 ERR("Failed to allocate memory for swapchain context array.\n");
5190 return E_OUTOFMEMORY;
5193 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5194 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5196 WARN("Failed to create context.\n");
5197 HeapFree(GetProcessHeap(), 0, swapchain->context);
5201 swapchain->context[0] = context;
5202 swapchain->num_contexts = 1;
5203 create_dummy_textures(device, context);
5204 context_release(context);
5206 hr = device->shader_backend->shader_alloc_private(device);
5209 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5213 hr = device->frag_pipe->alloc_private(device);
5216 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5217 device->shader_backend->shader_free_private(device);
5221 hr = device->blitter->alloc_private(device);
5224 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5225 device->frag_pipe->free_private(device);
5226 device->shader_backend->shader_free_private(device);
5233 context_acquire(device, NULL);
5234 destroy_dummy_textures(device, context->gl_info);
5235 context_release(context);
5236 context_destroy(device, context);
5237 HeapFree(GetProcessHeap(), 0, swapchain->context);
5238 swapchain->num_contexts = 0;
5242 /* Do not call while under the GL lock. */
5243 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5244 const struct wined3d_swapchain_desc *swapchain_desc,
5245 wined3d_device_reset_cb callback)
5247 struct wined3d_resource *resource, *cursor;
5248 struct wined3d_swapchain *swapchain;
5249 struct wined3d_display_mode mode;
5250 BOOL DisplayModeChanged = FALSE;
5251 BOOL update_desc = FALSE;
5255 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5257 if (FAILED(hr = wined3d_device_get_swapchain(device, 0, &swapchain)))
5259 ERR("Failed to get the first implicit swapchain.\n");
5263 stateblock_unbind_resources(device->stateBlock);
5264 if (swapchain->back_buffers && swapchain->back_buffers[0])
5265 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
5267 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
5268 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
5270 wined3d_device_set_render_target(device, i, NULL, FALSE);
5272 wined3d_device_set_depth_stencil(device, NULL);
5274 if (device->onscreen_depth_stencil)
5276 wined3d_surface_decref(device->onscreen_depth_stencil);
5277 device->onscreen_depth_stencil = NULL;
5280 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5282 TRACE("Enumerating resource %p.\n", resource);
5283 if (FAILED(hr = callback(resource)))
5285 wined3d_swapchain_decref(swapchain);
5290 if (!is_display_mode_supported(device, swapchain_desc))
5292 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5293 WARN("Requested mode: %ux%u.\n",
5294 swapchain_desc->backbuffer_width,
5295 swapchain_desc->backbuffer_height);
5296 wined3d_swapchain_decref(swapchain);
5297 return WINED3DERR_INVALIDCALL;
5300 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5301 * on an existing gl context, so there's no real need for recreation.
5303 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5305 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5307 TRACE("New params:\n");
5308 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5309 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5310 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5311 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5312 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5313 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5314 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5315 TRACE("device_window %p\n", swapchain_desc->device_window);
5316 TRACE("windowed %#x\n", swapchain_desc->windowed);
5317 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5318 if (swapchain_desc->enable_auto_depth_stencil)
5319 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5320 TRACE("flags %#x\n", swapchain_desc->flags);
5321 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5322 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5323 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5325 /* No special treatment of these parameters. Just store them */
5326 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5327 swapchain->desc.flags = swapchain_desc->flags;
5328 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5329 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5331 /* What to do about these? */
5332 if (swapchain_desc->backbuffer_count
5333 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5334 FIXME("Cannot change the back buffer count yet.\n");
5336 if (swapchain_desc->device_window
5337 && swapchain_desc->device_window != swapchain->desc.device_window)
5339 TRACE("Changing the device window from %p to %p.\n",
5340 swapchain->desc.device_window, swapchain_desc->device_window);
5341 swapchain->desc.device_window = swapchain_desc->device_window;
5342 swapchain->device_window = swapchain_desc->device_window;
5343 wined3d_swapchain_set_window(swapchain, NULL);
5346 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5350 TRACE("Creating the depth stencil buffer\n");
5352 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5353 swapchain_desc->backbuffer_width,
5354 swapchain_desc->backbuffer_height,
5355 swapchain_desc->auto_depth_stencil_format,
5356 swapchain_desc->multisample_type,
5357 swapchain_desc->multisample_quality,
5359 &device->auto_depth_stencil);
5362 ERR("Failed to create the depth stencil buffer.\n");
5363 wined3d_swapchain_decref(swapchain);
5364 return WINED3DERR_INVALIDCALL;
5368 if (device->onscreen_depth_stencil)
5370 wined3d_surface_decref(device->onscreen_depth_stencil);
5371 device->onscreen_depth_stencil = NULL;
5374 /* Reset the depth stencil */
5375 if (swapchain_desc->enable_auto_depth_stencil)
5376 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5378 TRACE("Resetting stateblock\n");
5379 wined3d_stateblock_decref(device->updateStateBlock);
5380 wined3d_stateblock_decref(device->stateBlock);
5382 if (swapchain_desc->windowed)
5384 mode.width = swapchain->orig_width;
5385 mode.height = swapchain->orig_height;
5386 mode.refresh_rate = 0;
5387 mode.format_id = swapchain->desc.backbuffer_format;
5391 mode.width = swapchain_desc->backbuffer_width;
5392 mode.height = swapchain_desc->backbuffer_height;
5393 mode.refresh_rate = swapchain_desc->refresh_rate;
5394 mode.format_id = swapchain_desc->backbuffer_format;
5397 /* Should Width == 800 && Height == 0 set 800x600? */
5398 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5399 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5400 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5402 if (!swapchain_desc->windowed)
5403 DisplayModeChanged = TRUE;
5405 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5406 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5410 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5411 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5413 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5417 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5418 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5420 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5421 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5429 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5430 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5431 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5434 wined3d_swapchain_decref(swapchain);
5438 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5440 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5441 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5442 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5445 wined3d_swapchain_decref(swapchain);
5449 if (device->auto_depth_stencil)
5451 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5452 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5453 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5456 wined3d_swapchain_decref(swapchain);
5462 if (device->d3d_initialized)
5463 delete_opengl_contexts(device, swapchain);
5465 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5466 || DisplayModeChanged)
5468 wined3d_device_set_display_mode(device, 0, &mode);
5470 if (!swapchain_desc->windowed)
5472 if (swapchain->desc.windowed)
5474 HWND focus_window = device->create_parms.focus_window;
5476 focus_window = swapchain_desc->device_window;
5477 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5479 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5480 wined3d_swapchain_decref(swapchain);
5484 /* switch from windowed to fs */
5485 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5486 swapchain_desc->backbuffer_width,
5487 swapchain_desc->backbuffer_height);
5491 /* Fullscreen -> fullscreen mode change */
5492 MoveWindow(swapchain->device_window, 0, 0,
5493 swapchain_desc->backbuffer_width,
5494 swapchain_desc->backbuffer_height,
5498 else if (!swapchain->desc.windowed)
5500 /* Fullscreen -> windowed switch */
5501 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5502 wined3d_device_release_focus_window(device);
5504 swapchain->desc.windowed = swapchain_desc->windowed;
5506 else if (!swapchain_desc->windowed)
5508 DWORD style = device->style;
5509 DWORD exStyle = device->exStyle;
5510 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5511 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5512 * Reset to clear up their mess. Guild Wars also loses the device during that.
5515 device->exStyle = 0;
5516 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5517 swapchain_desc->backbuffer_width,
5518 swapchain_desc->backbuffer_height);
5519 device->style = style;
5520 device->exStyle = exStyle;
5523 /* Note: No parent needed for initial internal stateblock */
5524 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5526 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5528 TRACE("Created stateblock %p.\n", device->stateBlock);
5529 device->updateStateBlock = device->stateBlock;
5530 wined3d_stateblock_incref(device->updateStateBlock);
5532 stateblock_init_default_state(device->stateBlock);
5534 swapchain_update_render_to_fbo(swapchain);
5535 swapchain_update_draw_bindings(swapchain);
5537 if (device->d3d_initialized)
5538 hr = create_primary_opengl_context(device, swapchain);
5539 wined3d_swapchain_decref(swapchain);
5541 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5547 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5549 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5551 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5557 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5558 struct wined3d_device_creation_parameters *parameters)
5560 TRACE("device %p, parameters %p.\n", device, parameters);
5562 *parameters = device->create_parms;
5566 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5567 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5569 struct wined3d_swapchain *swapchain;
5571 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5572 device, swapchain_idx, flags, ramp);
5574 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5576 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5577 wined3d_swapchain_decref(swapchain);
5581 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5582 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5584 struct wined3d_swapchain *swapchain;
5586 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5587 device, swapchain_idx, ramp);
5589 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5591 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5592 wined3d_swapchain_decref(swapchain);
5596 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5598 TRACE("device %p, resource %p.\n", device, resource);
5600 list_add_head(&device->resources, &resource->resource_list_entry);
5603 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5605 TRACE("device %p, resource %p.\n", device, resource);
5607 list_remove(&resource->resource_list_entry);
5610 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5612 enum wined3d_resource_type type = resource->type;
5615 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5617 context_resource_released(device, resource, type);
5621 case WINED3D_RTYPE_SURFACE:
5623 struct wined3d_surface *surface = surface_from_resource(resource);
5625 if (!device->d3d_initialized) break;
5627 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5629 if (device->fb.render_targets[i] == surface)
5631 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5632 device->fb.render_targets[i] = NULL;
5636 if (device->fb.depth_stencil == surface)
5638 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5639 device->fb.depth_stencil = NULL;
5644 case WINED3D_RTYPE_TEXTURE:
5645 case WINED3D_RTYPE_CUBE_TEXTURE:
5646 case WINED3D_RTYPE_VOLUME_TEXTURE:
5647 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5649 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5651 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5653 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5654 texture, device->stateBlock, i);
5655 device->stateBlock->state.textures[i] = NULL;
5658 if (device->updateStateBlock != device->stateBlock
5659 && device->updateStateBlock->state.textures[i] == texture)
5661 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5662 texture, device->updateStateBlock, i);
5663 device->updateStateBlock->state.textures[i] = NULL;
5668 case WINED3D_RTYPE_BUFFER:
5670 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5672 for (i = 0; i < MAX_STREAMS; ++i)
5674 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5676 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5677 buffer, device->stateBlock, i);
5678 device->stateBlock->state.streams[i].buffer = NULL;
5681 if (device->updateStateBlock != device->stateBlock
5682 && device->updateStateBlock->state.streams[i].buffer == buffer)
5684 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5685 buffer, device->updateStateBlock, i);
5686 device->updateStateBlock->state.streams[i].buffer = NULL;
5691 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5693 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5694 buffer, device->stateBlock);
5695 device->stateBlock->state.index_buffer = NULL;
5698 if (device->updateStateBlock != device->stateBlock
5699 && device->updateStateBlock->state.index_buffer == buffer)
5701 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5702 buffer, device->updateStateBlock);
5703 device->updateStateBlock->state.index_buffer = NULL;
5712 /* Remove the resource from the resourceStore */
5713 device_resource_remove(device, resource);
5715 TRACE("Resource released.\n");
5718 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5719 HDC dc, struct wined3d_surface **surface)
5721 struct wined3d_resource *resource;
5723 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5726 return WINED3DERR_INVALIDCALL;
5728 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5730 if (resource->type == WINED3D_RTYPE_SURFACE)
5732 struct wined3d_surface *s = surface_from_resource(resource);
5736 TRACE("Found surface %p for dc %p.\n", s, dc);
5743 return WINED3DERR_INVALIDCALL;
5746 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5747 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5748 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5750 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5751 const struct fragment_pipeline *fragment_pipeline;
5752 struct wined3d_display_mode mode;
5753 struct shader_caps shader_caps;
5754 struct fragment_caps ffp_caps;
5759 device->wined3d = wined3d;
5760 wined3d_incref(device->wined3d);
5761 device->adapter = wined3d->adapter_count ? adapter : NULL;
5762 device->device_parent = device_parent;
5763 list_init(&device->resources);
5764 list_init(&device->shaders);
5765 device->surface_alignment = surface_alignment;
5767 /* Get the initial screen setup for ddraw. */
5768 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5771 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5772 wined3d_decref(device->wined3d);
5775 adapter->screen_size.cx = mode.width;
5776 adapter->screen_size.cy = mode.height;
5777 adapter->screen_format = mode.format_id;
5779 /* Save the creation parameters. */
5780 device->create_parms.adapter_idx = adapter_idx;
5781 device->create_parms.device_type = device_type;
5782 device->create_parms.focus_window = focus_window;
5783 device->create_parms.flags = flags;
5785 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5787 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5788 device->shader_backend = adapter->shader_backend;
5790 if (device->shader_backend)
5792 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5793 device->vshader_version = shader_caps.VertexShaderVersion;
5794 device->pshader_version = shader_caps.PixelShaderVersion;
5795 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5796 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5797 device->vs_clipping = shader_caps.VSClipping;
5799 fragment_pipeline = adapter->fragment_pipe;
5800 device->frag_pipe = fragment_pipeline;
5801 if (fragment_pipeline)
5803 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5804 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5806 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5807 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5810 ERR("Failed to compile state table, hr %#x.\n", hr);
5811 wined3d_decref(device->wined3d);
5815 device->blitter = adapter->blitter;
5817 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5820 WARN("Failed to create stateblock.\n");
5821 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5823 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5825 wined3d_decref(device->wined3d);
5829 TRACE("Created stateblock %p.\n", device->stateBlock);
5830 device->updateStateBlock = device->stateBlock;
5831 wined3d_stateblock_incref(device->updateStateBlock);
5837 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5839 DWORD rep = device->StateTable[state].representative;
5840 struct wined3d_context *context;
5845 for (i = 0; i < device->context_count; ++i)
5847 context = device->contexts[i];
5848 if(isStateDirty(context, rep)) continue;
5850 context->dirtyArray[context->numDirtyEntries++] = rep;
5851 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5852 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5853 context->isStateDirty[idx] |= (1 << shift);
5857 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5859 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5860 *width = context->current_rt->pow2Width;
5861 *height = context->current_rt->pow2Height;
5864 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5866 const struct wined3d_swapchain *swapchain = context->swapchain;
5867 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5868 * current context's drawable, which is the size of the back buffer of the swapchain
5869 * the active context belongs to. */
5870 *width = swapchain->desc.backbuffer_width;
5871 *height = swapchain->desc.backbuffer_height;
5874 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5875 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5877 if (device->filter_messages)
5879 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5880 window, message, wparam, lparam);
5882 return DefWindowProcW(window, message, wparam, lparam);
5884 return DefWindowProcA(window, message, wparam, lparam);
5887 if (message == WM_DESTROY)
5889 TRACE("unregister window %p.\n", window);
5890 wined3d_unregister_window(window);
5892 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5893 ERR("Window %p is not the focus window for device %p.\n", window, device);
5895 else if (message == WM_DISPLAYCHANGE)
5897 device->device_parent->ops->mode_changed(device->device_parent);
5901 return CallWindowProcW(proc, window, message, wparam, lparam);
5903 return CallWindowProcA(proc, window, message, wparam, lparam);