jscript: Use bytecode for '|=' expression.
[wine] / dlls / wined3d / device.c
1 /*
2  * Copyright 2002 Lionel Ulmer
3  * Copyright 2002-2005 Jason Edmeades
4  * Copyright 2003-2004 Raphael Junqueira
5  * Copyright 2004 Christian Costa
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2006-2008 Henri Verbeet
9  * Copyright 2007 Andrew Riedi
10  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
38 {
39     WINED3DLIGHT_DIRECTIONAL,   /* Type */
40     { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43     { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
44     { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
45     0.0f,                       /* Range */
46     0.0f,                       /* Falloff */
47     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
48     0.0f,                       /* Theta */
49     0.0f                        /* Phi */
50 };
51
52 /**********************************************************
53  * Global variable / Constants follow
54  **********************************************************/
55 const float identity[] =
56 {
57     1.0f, 0.0f, 0.0f, 0.0f,
58     0.0f, 1.0f, 0.0f, 0.0f,
59     0.0f, 0.0f, 1.0f, 0.0f,
60     0.0f, 0.0f, 0.0f, 1.0f,
61 };  /* When needed for comparisons */
62
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64  * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
66 {
67     switch(primitive_type)
68     {
69         case WINED3DPT_POINTLIST:
70             return GL_POINTS;
71
72         case WINED3DPT_LINELIST:
73             return GL_LINES;
74
75         case WINED3DPT_LINESTRIP:
76             return GL_LINE_STRIP;
77
78         case WINED3DPT_TRIANGLELIST:
79             return GL_TRIANGLES;
80
81         case WINED3DPT_TRIANGLESTRIP:
82             return GL_TRIANGLE_STRIP;
83
84         case WINED3DPT_TRIANGLEFAN:
85             return GL_TRIANGLE_FAN;
86
87         case WINED3DPT_LINELIST_ADJ:
88             return GL_LINES_ADJACENCY_ARB;
89
90         case WINED3DPT_LINESTRIP_ADJ:
91             return GL_LINE_STRIP_ADJACENCY_ARB;
92
93         case WINED3DPT_TRIANGLELIST_ADJ:
94             return GL_TRIANGLES_ADJACENCY_ARB;
95
96         case WINED3DPT_TRIANGLESTRIP_ADJ:
97             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
98
99         default:
100             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101             return GL_NONE;
102     }
103 }
104
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
106 {
107     switch(primitive_type)
108     {
109         case GL_POINTS:
110             return WINED3DPT_POINTLIST;
111
112         case GL_LINES:
113             return WINED3DPT_LINELIST;
114
115         case GL_LINE_STRIP:
116             return WINED3DPT_LINESTRIP;
117
118         case GL_TRIANGLES:
119             return WINED3DPT_TRIANGLELIST;
120
121         case GL_TRIANGLE_STRIP:
122             return WINED3DPT_TRIANGLESTRIP;
123
124         case GL_TRIANGLE_FAN:
125             return WINED3DPT_TRIANGLEFAN;
126
127         case GL_LINES_ADJACENCY_ARB:
128             return WINED3DPT_LINELIST_ADJ;
129
130         case GL_LINE_STRIP_ADJACENCY_ARB:
131             return WINED3DPT_LINESTRIP_ADJ;
132
133         case GL_TRIANGLES_ADJACENCY_ARB:
134             return WINED3DPT_TRIANGLELIST_ADJ;
135
136         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137             return WINED3DPT_TRIANGLESTRIP_ADJ;
138
139         default:
140             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141             return WINED3DPT_UNDEFINED;
142     }
143 }
144
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
146 {
147     if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148         *regnum = WINED3D_FFP_POSITION;
149     else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150         *regnum = WINED3D_FFP_BLENDWEIGHT;
151     else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152         *regnum = WINED3D_FFP_BLENDINDICES;
153     else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154         *regnum = WINED3D_FFP_NORMAL;
155     else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156         *regnum = WINED3D_FFP_PSIZE;
157     else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158         *regnum = WINED3D_FFP_DIFFUSE;
159     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160         *regnum = WINED3D_FFP_SPECULAR;
161     else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162         *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163     else
164     {
165         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166         *regnum = ~0U;
167         return FALSE;
168     }
169
170     return TRUE;
171 }
172
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175         struct wined3d_stream_info *stream_info, BOOL *fixup)
176 {
177     const struct wined3d_state *state = &device->stateBlock->state;
178     /* We need to deal with frequency data! */
179     struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180     BOOL use_vshader;
181     unsigned int i;
182
183     stream_info->use_map = 0;
184     stream_info->swizzle_map = 0;
185
186     /* Check for transformed vertices, disable vertex shader if present. */
187     stream_info->position_transformed = declaration->position_transformed;
188     use_vshader = state->vertex_shader && !declaration->position_transformed;
189
190     /* Translate the declaration into strided data. */
191     for (i = 0; i < declaration->element_count; ++i)
192     {
193         const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194         const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195         struct wined3d_buffer *buffer = stream->buffer;
196         struct wined3d_bo_address data;
197         BOOL stride_used;
198         unsigned int idx;
199         DWORD stride;
200
201         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202                 element, i + 1, declaration->element_count);
203
204         if (!buffer) continue;
205
206         data.buffer_object = 0;
207         data.addr = NULL;
208
209         stride = stream->stride;
210         if (state->user_stream)
211         {
212             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213             data.buffer_object = 0;
214             data.addr = (BYTE *)buffer;
215         }
216         else
217         {
218             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220
221             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225              * not, drawStridedSlow is needed, including a vertex buffer path. */
226             if (state->load_base_vertex_index < 0)
227             {
228                 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229                         state->load_base_vertex_index);
230                 data.buffer_object = 0;
231                 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232                 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233                 {
234                     FIXME("System memory vertex data load offset is negative!\n");
235                 }
236             }
237
238             if (fixup)
239             {
240                 if (data.buffer_object)
241                     *fixup = TRUE;
242                 else if (*fixup && !use_vshader
243                         && (element->usage == WINED3DDECLUSAGE_COLOR
244                         || element->usage == WINED3DDECLUSAGE_POSITIONT))
245                 {
246                     static BOOL warned = FALSE;
247                     if (!warned)
248                     {
249                         /* This may be bad with the fixed function pipeline. */
250                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251                         warned = TRUE;
252                     }
253                 }
254             }
255         }
256         data.addr += element->offset;
257
258         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
259
260         if (use_vshader)
261         {
262             if (element->output_slot == ~0U)
263             {
264                 /* TODO: Assuming vertexdeclarations are usually used with the
265                  * same or a similar shader, it might be worth it to store the
266                  * last used output slot and try that one first. */
267                 stride_used = vshader_get_input(state->vertex_shader,
268                         element->usage, element->usage_idx, &idx);
269             }
270             else
271             {
272                 idx = element->output_slot;
273                 stride_used = TRUE;
274             }
275         }
276         else
277         {
278             if (!element->ffp_valid)
279             {
280                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282                 stride_used = FALSE;
283             }
284             else
285             {
286                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
287             }
288         }
289
290         if (stride_used)
291         {
292             TRACE("Load %s array %u [usage %s, usage_idx %u, "
293                     "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294                     use_vshader ? "shader": "fixed function", idx,
295                     debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296                     element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
297
298             data.addr += stream->offset;
299
300             stream_info->elements[idx].format = element->format;
301             stream_info->elements[idx].data = data;
302             stream_info->elements[idx].stride = stride;
303             stream_info->elements[idx].stream_idx = element->input_slot;
304
305             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
307             {
308                 stream_info->swizzle_map |= 1 << idx;
309             }
310             stream_info->use_map |= 1 << idx;
311         }
312     }
313
314     device->num_buffer_queries = 0;
315     if (!state->user_stream)
316     {
317         WORD map = stream_info->use_map;
318
319         /* PreLoad all the vertex buffers. */
320         for (i = 0; map; map >>= 1, ++i)
321         {
322             struct wined3d_stream_info_element *element;
323             struct wined3d_buffer *buffer;
324
325             if (!(map & 1)) continue;
326
327             element = &stream_info->elements[i];
328             buffer = state->streams[element->stream_idx].buffer;
329             wined3d_buffer_preload(buffer);
330
331             /* If the preload dropped the buffer object, update the stream info. */
332             if (buffer->buffer_object != element->data.buffer_object)
333             {
334                 element->data.buffer_object = 0;
335                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336                         + (ptrdiff_t)element->data.addr;
337             }
338
339             if (buffer->query)
340                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
341         }
342     }
343 }
344
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346         const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
347 {
348     e->data.addr = strided->lpData;
349     e->data.buffer_object = 0;
350     e->format = wined3d_get_format(gl_info, strided->format);
351     e->stride = strided->dwStride;
352     e->stream_idx = 0;
353 }
354
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
357 {
358     unsigned int i;
359
360     memset(stream_info, 0, sizeof(*stream_info));
361
362     if (strided->position.lpData)
363         stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364     if (strided->normal.lpData)
365         stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366     if (strided->diffuse.lpData)
367         stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368     if (strided->specular.lpData)
369         stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
370
371     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
372     {
373         if (strided->texCoords[i].lpData)
374             stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375                     &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
376     }
377
378     stream_info->position_transformed = strided->position_transformed;
379
380     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
381     {
382         if (!stream_info->elements[i].format) continue;
383
384         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
386         {
387             stream_info->swizzle_map |= 1 << i;
388         }
389         stream_info->use_map |= 1 << i;
390     }
391 }
392
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
394 {
395     TRACE("Strided Data:\n");
396     TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398     TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399     TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400     TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401     TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402     TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410     TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
411 }
412
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
415 {
416     struct wined3d_stream_info *stream_info = &device->strided_streams;
417     const struct wined3d_state *state = &device->stateBlock->state;
418     BOOL fixup = FALSE;
419
420     if (device->up_strided)
421     {
422         /* Note: this is a ddraw fixed-function code path. */
423         TRACE("=============================== Strided Input ================================\n");
424         device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425         if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
426     }
427     else
428     {
429         TRACE("============================= Vertex Declaration =============================\n");
430         device_stream_info_from_declaration(device, stream_info, &fixup);
431     }
432
433     if (state->vertex_shader && !stream_info->position_transformed)
434     {
435         if (state->vertex_declaration->half_float_conv_needed && !fixup)
436         {
437             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438             device->useDrawStridedSlow = TRUE;
439         }
440         else
441         {
442             device->useDrawStridedSlow = FALSE;
443         }
444     }
445     else
446     {
447         WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448         slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449                 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
450
451         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
452         {
453             device->useDrawStridedSlow = TRUE;
454         }
455         else
456         {
457             device->useDrawStridedSlow = FALSE;
458         }
459     }
460 }
461
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 {
464     struct wined3d_texture *texture;
465     enum WINED3DSRGB srgb;
466
467     if (!(texture = state->textures[idx])) return;
468     srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469     texture->texture_ops->texture_preload(texture, srgb);
470 }
471
472 void device_preload_textures(const struct wined3d_device *device)
473 {
474     const struct wined3d_state *state = &device->stateBlock->state;
475     unsigned int i;
476
477     if (use_vs(state))
478     {
479         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480         {
481             if (state->vertex_shader->reg_maps.sampler_type[i])
482                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483         }
484     }
485
486     if (use_ps(state))
487     {
488         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489         {
490             if (state->pixel_shader->reg_maps.sampler_type[i])
491                 device_preload_texture(state, i);
492         }
493     }
494     else
495     {
496         WORD ffu_map = device->fixed_function_usage_map;
497
498         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499         {
500             if (ffu_map & 1)
501                 device_preload_texture(state, i);
502         }
503     }
504 }
505
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 {
508     struct wined3d_context **new_array;
509
510     TRACE("Adding context %p.\n", context);
511
512     if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513     else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514             sizeof(*new_array) * (device->context_count + 1));
515
516     if (!new_array)
517     {
518         ERR("Failed to grow the context array.\n");
519         return FALSE;
520     }
521
522     new_array[device->context_count++] = context;
523     device->contexts = new_array;
524     return TRUE;
525 }
526
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 {
529     struct wined3d_context **new_array;
530     BOOL found = FALSE;
531     UINT i;
532
533     TRACE("Removing context %p.\n", context);
534
535     for (i = 0; i < device->context_count; ++i)
536     {
537         if (device->contexts[i] == context)
538         {
539             found = TRUE;
540             break;
541         }
542     }
543
544     if (!found)
545     {
546         ERR("Context %p doesn't exist in context array.\n", context);
547         return;
548     }
549
550     if (!--device->context_count)
551     {
552         HeapFree(GetProcessHeap(), 0, device->contexts);
553         device->contexts = NULL;
554         return;
555     }
556
557     memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558     new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559     if (!new_array)
560     {
561         ERR("Failed to shrink context array. Oh well.\n");
562         return;
563     }
564
565     device->contexts = new_array;
566 }
567
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570         struct wined3d_context *context, struct wined3d_surface *depth_stencil)
571 {
572     if (device->onscreen_depth_stencil)
573     {
574         surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575         surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576                 device->onscreen_depth_stencil->ds_current_size.cx,
577                 device->onscreen_depth_stencil->ds_current_size.cy);
578         wined3d_surface_decref(device->onscreen_depth_stencil);
579     }
580     device->onscreen_depth_stencil = depth_stencil;
581     wined3d_surface_incref(device->onscreen_depth_stencil);
582 }
583
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
585 {
586     /* partial draw rect */
587     if (draw_rect->left || draw_rect->top
588             || draw_rect->right < target->resource.width
589             || draw_rect->bottom < target->resource.height)
590         return FALSE;
591
592     /* partial clear rect */
593     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594             || clear_rect->right < target->resource.width
595             || clear_rect->bottom < target->resource.height))
596         return FALSE;
597
598     return TRUE;
599 }
600
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602         DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
603 {
604     RECT current_rect, r;
605
606     if (ds->flags & location)
607         SetRect(&current_rect, 0, 0,
608                 ds->ds_current_size.cx,
609                 ds->ds_current_size.cy);
610     else
611         SetRectEmpty(&current_rect);
612
613     IntersectRect(&r, draw_rect, &current_rect);
614     if (EqualRect(&r, draw_rect))
615     {
616         /* current_rect âЇ draw_rect, modify only. */
617         surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618         return;
619     }
620
621     if (EqualRect(&r, &current_rect))
622     {
623         /* draw_rect âЇ current_rect, test if we're doing a full clear. */
624
625         if (!clear_rect)
626         {
627             /* Full clear, modify only. */
628             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629             return;
630         }
631
632         IntersectRect(&r, draw_rect, clear_rect);
633         if (EqualRect(&r, draw_rect))
634         {
635             /* clear_rect âЇ draw_rect, modify only. */
636             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637             return;
638         }
639     }
640
641     /* Full load. */
642     surface_load_ds_location(ds, context, location);
643     surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
644 }
645
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648         UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649         float depth, DWORD stencil)
650 {
651     const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652     struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653     UINT drawable_width, drawable_height;
654     struct wined3d_context *context;
655     GLbitfield clear_mask = 0;
656     BOOL render_offscreen;
657     unsigned int i;
658
659     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661      * for the cleared parts, and the untouched parts.
662      *
663      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666      * checking all this if the dest surface is in the drawable anyway. */
667     if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
668     {
669         for (i = 0; i < rt_count; ++i)
670         {
671             struct wined3d_surface *rt = fb->render_targets[i];
672             if (rt)
673                 surface_load_location(rt, rt->draw_binding, NULL);
674         }
675     }
676
677     context = context_acquire(device, target);
678     if (!context->valid)
679     {
680         context_release(context);
681         WARN("Invalid context, skipping clear.\n");
682         return WINED3D_OK;
683     }
684
685     if (target)
686     {
687         render_offscreen = context->render_offscreen;
688         target->get_drawable_size(context, &drawable_width, &drawable_height);
689     }
690     else
691     {
692         render_offscreen = TRUE;
693         drawable_width = fb->depth_stencil->pow2Width;
694         drawable_height = fb->depth_stencil->pow2Height;
695     }
696
697     if (flags & WINED3DCLEAR_ZBUFFER)
698     {
699         DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
700
701         if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702             device_switch_onscreen_ds(device, context, fb->depth_stencil);
703         prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
704     }
705
706     if (!context_apply_clear_state(context, device, rt_count, fb))
707     {
708         context_release(context);
709         WARN("Failed to apply clear state, skipping clear.\n");
710         return WINED3D_OK;
711     }
712
713     ENTER_GL();
714
715     /* Only set the values up once, as they are not changing. */
716     if (flags & WINED3DCLEAR_STENCIL)
717     {
718         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
719         {
720             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721             context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
722         }
723         glStencilMask(~0U);
724         context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725         glClearStencil(stencil);
726         checkGLcall("glClearStencil");
727         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728     }
729
730     if (flags & WINED3DCLEAR_ZBUFFER)
731     {
732         surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
733
734         glDepthMask(GL_TRUE);
735         context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
736         glClearDepth(depth);
737         checkGLcall("glClearDepth");
738         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739     }
740
741     if (flags & WINED3DCLEAR_TARGET)
742     {
743         for (i = 0; i < rt_count; ++i)
744         {
745             struct wined3d_surface *rt = fb->render_targets[i];
746
747             if (rt)
748                 surface_modify_location(rt, rt->draw_binding, TRUE);
749         }
750
751         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756         glClearColor(color->r, color->g, color->b, color->a);
757         checkGLcall("glClearColor");
758         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
759     }
760
761     if (!clear_rect)
762     {
763         if (render_offscreen)
764         {
765             glScissor(draw_rect->left, draw_rect->top,
766                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767         }
768         else
769         {
770             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772         }
773         checkGLcall("glScissor");
774         glClear(clear_mask);
775         checkGLcall("glClear");
776     }
777     else
778     {
779         RECT current_rect;
780
781         /* Now process each rect in turn. */
782         for (i = 0; i < rect_count; ++i)
783         {
784             /* Note that GL uses lower left, width/height. */
785             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
786
787             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788                     wine_dbgstr_rect(&clear_rect[i]),
789                     wine_dbgstr_rect(&current_rect));
790
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)
795             {
796                 TRACE("Rectangle with negative dimensions, ignoring.\n");
797                 continue;
798             }
799
800             if (render_offscreen)
801             {
802                 glScissor(current_rect.left, current_rect.top,
803                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804             }
805             else
806             {
807                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809             }
810             checkGLcall("glScissor");
811
812             glClear(clear_mask);
813             checkGLcall("glClear");
814         }
815     }
816
817     LEAVE_GL();
818
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. */
823
824     context_release(context);
825
826     return WINED3D_OK;
827 }
828
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
830 {
831     ULONG refcount = InterlockedIncrement(&device->ref);
832
833     TRACE("%p increasing refcount to %u.\n", device, refcount);
834
835     return refcount;
836 }
837
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
839 {
840     ULONG refcount = InterlockedDecrement(&device->ref);
841
842     TRACE("%p decreasing refcount to %u.\n", device, refcount);
843
844     if (!refcount)
845     {
846         struct wined3d_stateblock *stateblock;
847         UINT i;
848
849         if (wined3d_stateblock_decref(device->updateStateBlock)
850                 && device->updateStateBlock != device->stateBlock)
851             FIXME("Something's still holding the update stateblock.\n");
852         device->updateStateBlock = NULL;
853
854         stateblock = device->stateBlock;
855         device->stateBlock = NULL;
856         if (wined3d_stateblock_decref(stateblock))
857             FIXME("Something's still holding the stateblock.\n");
858
859         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
860         {
861             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
862             device->multistate_funcs[i] = NULL;
863         }
864
865         if (!list_empty(&device->resources))
866         {
867             struct wined3d_resource *resource;
868
869             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
870
871             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
872             {
873                 FIXME("Leftover resource %p with type %s (%#x).\n",
874                         resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
875             }
876         }
877
878         if (device->contexts)
879             ERR("Context array not freed!\n");
880         if (device->hardwareCursor)
881             DestroyCursor(device->hardwareCursor);
882         device->hardwareCursor = 0;
883
884         wined3d_decref(device->wined3d);
885         device->wined3d = NULL;
886         HeapFree(GetProcessHeap(), 0, device);
887         TRACE("Freed device %p.\n", device);
888     }
889
890     return refcount;
891 }
892
893 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
894 {
895     TRACE("device %p.\n", device);
896
897     return device->swapchain_count;
898 }
899
900 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
901         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
902 {
903     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
904             device, swapchain_idx, swapchain);
905
906     if (swapchain_idx >= device->swapchain_count)
907     {
908         WARN("swapchain_idx %u >= swapchain_count %u.\n",
909                 swapchain_idx, device->swapchain_count);
910         *swapchain = NULL;
911
912         return WINED3DERR_INVALIDCALL;
913     }
914
915     *swapchain = device->swapchains[swapchain_idx];
916     wined3d_swapchain_incref(*swapchain);
917     TRACE("Returning %p.\n", *swapchain);
918
919     return WINED3D_OK;
920 }
921
922 static void device_load_logo(struct wined3d_device *device, const char *filename)
923 {
924     HBITMAP hbm;
925     BITMAP bm;
926     HRESULT hr;
927     HDC dcb = NULL, dcs = NULL;
928     WINEDDCOLORKEY colorkey;
929
930     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
931     if(hbm)
932     {
933         GetObjectA(hbm, sizeof(BITMAP), &bm);
934         dcb = CreateCompatibleDC(NULL);
935         if(!dcb) goto out;
936         SelectObject(dcb, hbm);
937     }
938     else
939     {
940         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941          * couldn't be loaded
942          */
943         memset(&bm, 0, sizeof(bm));
944         bm.bmWidth = 32;
945         bm.bmHeight = 32;
946     }
947
948     hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
949             WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, WINED3D_SURFACE_MAPPABLE,
950             NULL, &wined3d_null_parent_ops, &device->logo_surface);
951     if (FAILED(hr))
952     {
953         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
954         goto out;
955     }
956
957     if (dcb)
958     {
959         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
960             goto out;
961         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
962         wined3d_surface_releasedc(device->logo_surface, dcs);
963
964         colorkey.dwColorSpaceLowValue = 0;
965         colorkey.dwColorSpaceHighValue = 0;
966         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
967     }
968     else
969     {
970         const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
971         /* Fill the surface with a white color to show that wined3d is there */
972         wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
973     }
974
975 out:
976     if (dcb) DeleteDC(dcb);
977     if (hbm) DeleteObject(hbm);
978 }
979
980 /* Context activation is done by the caller. */
981 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
982 {
983     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
984     unsigned int i, j, count;
985     /* Under DirectX you can sample even if no texture is bound, whereas
986      * OpenGL will only allow that when a valid texture is bound.
987      * We emulate this by creating dummy textures and binding them
988      * to each texture stage when the currently set D3D texture is NULL. */
989     ENTER_GL();
990
991     if (gl_info->supported[APPLE_CLIENT_STORAGE])
992     {
993         /* The dummy texture does not have client storage backing */
994         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
995         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996     }
997
998     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
999     for (i = 0; i < count; ++i)
1000     {
1001         DWORD color = 0x000000ff;
1002
1003         /* Make appropriate texture active */
1004         context_active_texture(context, gl_info, i);
1005
1006         glGenTextures(1, &device->dummy_texture_2d[i]);
1007         checkGLcall("glGenTextures");
1008         TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1009
1010         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1011         checkGLcall("glBindTexture");
1012
1013         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1014         checkGLcall("glTexImage2D");
1015
1016         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1017         {
1018             glGenTextures(1, &device->dummy_texture_rect[i]);
1019             checkGLcall("glGenTextures");
1020             TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1021
1022             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1023             checkGLcall("glBindTexture");
1024
1025             glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1026             checkGLcall("glTexImage2D");
1027         }
1028
1029         if (gl_info->supported[EXT_TEXTURE3D])
1030         {
1031             glGenTextures(1, &device->dummy_texture_3d[i]);
1032             checkGLcall("glGenTextures");
1033             TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1034
1035             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1036             checkGLcall("glBindTexture");
1037
1038             GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1039             checkGLcall("glTexImage3D");
1040         }
1041
1042         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1043         {
1044             glGenTextures(1, &device->dummy_texture_cube[i]);
1045             checkGLcall("glGenTextures");
1046             TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1047
1048             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1049             checkGLcall("glBindTexture");
1050
1051             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1052             {
1053                 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1054                 checkGLcall("glTexImage2D");
1055             }
1056         }
1057     }
1058
1059     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1060     {
1061         /* Reenable because if supported it is enabled by default */
1062         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1063         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1064     }
1065
1066     LEAVE_GL();
1067 }
1068
1069 /* Context activation is done by the caller. */
1070 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1071 {
1072     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1073
1074     ENTER_GL();
1075     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1076     {
1077         glDeleteTextures(count, device->dummy_texture_cube);
1078         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079     }
1080
1081     if (gl_info->supported[EXT_TEXTURE3D])
1082     {
1083         glDeleteTextures(count, device->dummy_texture_3d);
1084         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085     }
1086
1087     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1088     {
1089         glDeleteTextures(count, device->dummy_texture_rect);
1090         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091     }
1092
1093     glDeleteTextures(count, device->dummy_texture_2d);
1094     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095     LEAVE_GL();
1096
1097     memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1098     memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1099     memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1100     memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1101 }
1102
1103 static LONG fullscreen_style(LONG style)
1104 {
1105     /* Make sure the window is managed, otherwise we won't get keyboard input. */
1106     style |= WS_POPUP | WS_SYSMENU;
1107     style &= ~(WS_CAPTION | WS_THICKFRAME);
1108
1109     return style;
1110 }
1111
1112 static LONG fullscreen_exstyle(LONG exstyle)
1113 {
1114     /* Filter out window decorations. */
1115     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1116
1117     return exstyle;
1118 }
1119
1120 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1121 {
1122     BOOL filter_messages;
1123     LONG style, exstyle;
1124
1125     TRACE("Setting up window %p for fullscreen mode.\n", window);
1126
1127     if (device->style || device->exStyle)
1128     {
1129         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1130                 window, device->style, device->exStyle);
1131     }
1132
1133     device->style = GetWindowLongW(window, GWL_STYLE);
1134     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1135
1136     style = fullscreen_style(device->style);
1137     exstyle = fullscreen_exstyle(device->exStyle);
1138
1139     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1140             device->style, device->exStyle, style, exstyle);
1141
1142     filter_messages = device->filter_messages;
1143     device->filter_messages = TRUE;
1144
1145     SetWindowLongW(window, GWL_STYLE, style);
1146     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1147     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1148
1149     device->filter_messages = filter_messages;
1150 }
1151
1152 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1153 {
1154     BOOL filter_messages;
1155     LONG style, exstyle;
1156
1157     if (!device->style && !device->exStyle) return;
1158
1159     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1160             window, device->style, device->exStyle);
1161
1162     style = GetWindowLongW(window, GWL_STYLE);
1163     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1164
1165     filter_messages = device->filter_messages;
1166     device->filter_messages = TRUE;
1167
1168     /* Only restore the style if the application didn't modify it during the
1169      * fullscreen phase. Some applications change it before calling Reset()
1170      * when switching between windowed and fullscreen modes (HL2), some
1171      * depend on the original style (Eve Online). */
1172     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1173     {
1174         SetWindowLongW(window, GWL_STYLE, device->style);
1175         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1176     }
1177     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1178
1179     device->filter_messages = filter_messages;
1180
1181     /* Delete the old values. */
1182     device->style = 0;
1183     device->exStyle = 0;
1184 }
1185
1186 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1187 {
1188     TRACE("device %p, window %p.\n", device, window);
1189
1190     if (!wined3d_register_window(window, device))
1191     {
1192         ERR("Failed to register window %p.\n", window);
1193         return E_FAIL;
1194     }
1195
1196     device->focus_window = window;
1197     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1198
1199     return WINED3D_OK;
1200 }
1201
1202 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1203 {
1204     TRACE("device %p.\n", device);
1205
1206     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1207     device->focus_window = NULL;
1208 }
1209
1210 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1211         struct wined3d_swapchain_desc *swapchain_desc)
1212 {
1213     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1214     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1215     struct wined3d_swapchain *swapchain = NULL;
1216     struct wined3d_context *context;
1217     HRESULT hr;
1218     DWORD state;
1219     unsigned int i;
1220
1221     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1222
1223     if (device->d3d_initialized)
1224         return WINED3DERR_INVALIDCALL;
1225     if (!device->adapter->opengl)
1226         return WINED3DERR_INVALIDCALL;
1227
1228     device->valid_rt_mask = 0;
1229     for (i = 0; i < gl_info->limits.buffers; ++i)
1230         device->valid_rt_mask |= (1 << i);
1231     device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1232             sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1233
1234     /* Initialize the texture unit mapping to a 1:1 mapping */
1235     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1236     {
1237         if (state < gl_info->limits.fragment_samplers)
1238         {
1239             device->texUnitMap[state] = state;
1240             device->rev_tex_unit_map[state] = state;
1241         }
1242         else
1243         {
1244             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1245             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1246         }
1247     }
1248
1249     /* Setup the implicit swapchain. This also initializes a context. */
1250     TRACE("Creating implicit swapchain\n");
1251     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1252             swapchain_desc, &swapchain);
1253     if (FAILED(hr))
1254     {
1255         WARN("Failed to create implicit swapchain\n");
1256         goto err_out;
1257     }
1258
1259     device->swapchain_count = 1;
1260     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1261     if (!device->swapchains)
1262     {
1263         ERR("Out of memory!\n");
1264         goto err_out;
1265     }
1266     device->swapchains[0] = swapchain;
1267
1268     if (swapchain->back_buffers && swapchain->back_buffers[0])
1269     {
1270         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1271         device->fb.render_targets[0] = swapchain->back_buffers[0];
1272     }
1273     else
1274     {
1275         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1276         device->fb.render_targets[0] = swapchain->front_buffer;
1277     }
1278     wined3d_surface_incref(device->fb.render_targets[0]);
1279
1280     /* Depth Stencil support */
1281     device->fb.depth_stencil = device->auto_depth_stencil;
1282     if (device->fb.depth_stencil)
1283         wined3d_surface_incref(device->fb.depth_stencil);
1284
1285     hr = device->shader_backend->shader_alloc_private(device);
1286     if (FAILED(hr))
1287     {
1288         TRACE("Shader private data couldn't be allocated\n");
1289         goto err_out;
1290     }
1291     hr = device->frag_pipe->alloc_private(device);
1292     if (FAILED(hr))
1293     {
1294         TRACE("Fragment pipeline private data couldn't be allocated\n");
1295         goto err_out;
1296     }
1297     hr = device->blitter->alloc_private(device);
1298     if (FAILED(hr))
1299     {
1300         TRACE("Blitter private data couldn't be allocated\n");
1301         goto err_out;
1302     }
1303
1304     /* Set up some starting GL setup */
1305
1306     /* Setup all the devices defaults */
1307     stateblock_init_default_state(device->stateBlock);
1308
1309     context = context_acquire(device, swapchain->front_buffer);
1310
1311     create_dummy_textures(device, context);
1312
1313     ENTER_GL();
1314
1315     /* Initialize the current view state */
1316     device->view_ident = 1;
1317     device->contexts[0]->last_was_rhw = 0;
1318
1319     switch (wined3d_settings.offscreen_rendering_mode)
1320     {
1321         case ORM_FBO:
1322             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323             break;
1324
1325         case ORM_BACKBUFFER:
1326         {
1327             if (context_get_current()->aux_buffers > 0)
1328             {
1329                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1330                 device->offscreenBuffer = GL_AUX0;
1331             }
1332             else
1333             {
1334                 TRACE("Using back buffer for offscreen rendering\n");
1335                 device->offscreenBuffer = GL_BACK;
1336             }
1337         }
1338     }
1339
1340     TRACE("All defaults now set up, leaving 3D init.\n");
1341     LEAVE_GL();
1342
1343     context_release(context);
1344
1345     /* Clear the screen */
1346     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1347             | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1348             &black, 1.0f, 0);
1349
1350     device->d3d_initialized = TRUE;
1351
1352     if (wined3d_settings.logo)
1353         device_load_logo(device, wined3d_settings.logo);
1354     return WINED3D_OK;
1355
1356 err_out:
1357     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1358     HeapFree(GetProcessHeap(), 0, device->swapchains);
1359     device->swapchain_count = 0;
1360     if (swapchain)
1361         wined3d_swapchain_decref(swapchain);
1362     if (device->blit_priv)
1363         device->blitter->free_private(device);
1364     if (device->fragment_priv)
1365         device->frag_pipe->free_private(device);
1366     if (device->shader_priv)
1367         device->shader_backend->shader_free_private(device);
1368
1369     return hr;
1370 }
1371
1372 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1373         struct wined3d_swapchain_desc *swapchain_desc)
1374 {
1375     struct wined3d_swapchain *swapchain = NULL;
1376     HRESULT hr;
1377
1378     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1379
1380     /* Setup the implicit swapchain */
1381     TRACE("Creating implicit swapchain\n");
1382     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1383             swapchain_desc, &swapchain);
1384     if (FAILED(hr))
1385     {
1386         WARN("Failed to create implicit swapchain\n");
1387         goto err_out;
1388     }
1389
1390     device->swapchain_count = 1;
1391     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1392     if (!device->swapchains)
1393     {
1394         ERR("Out of memory!\n");
1395         goto err_out;
1396     }
1397     device->swapchains[0] = swapchain;
1398     return WINED3D_OK;
1399
1400 err_out:
1401     wined3d_swapchain_decref(swapchain);
1402     return hr;
1403 }
1404
1405 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1406 {
1407     struct wined3d_resource *resource, *cursor;
1408     const struct wined3d_gl_info *gl_info;
1409     struct wined3d_context *context;
1410     struct wined3d_surface *surface;
1411     UINT i;
1412
1413     TRACE("device %p.\n", device);
1414
1415     if (!device->d3d_initialized)
1416         return WINED3DERR_INVALIDCALL;
1417
1418     /* Force making the context current again, to verify it is still valid
1419      * (workaround for broken drivers) */
1420     context_set_current(NULL);
1421     /* I don't think that the interface guarantees that the device is destroyed from the same thread
1422      * it was created. Thus make sure a context is active for the glDelete* calls
1423      */
1424     context = context_acquire(device, NULL);
1425     gl_info = context->gl_info;
1426
1427     if (device->logo_surface)
1428         wined3d_surface_decref(device->logo_surface);
1429
1430     /* Unload resources */
1431     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1432     {
1433         TRACE("Unloading resource %p.\n", resource);
1434
1435         resource->resource_ops->resource_unload(resource);
1436     }
1437
1438     TRACE("Deleting high order patches\n");
1439     for(i = 0; i < PATCHMAP_SIZE; i++) {
1440         struct list *e1, *e2;
1441         struct WineD3DRectPatch *patch;
1442         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1443         {
1444             patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1445             wined3d_device_delete_patch(device, patch->Handle);
1446         }
1447     }
1448
1449     /* Delete the mouse cursor texture */
1450     if (device->cursorTexture)
1451     {
1452         ENTER_GL();
1453         glDeleteTextures(1, &device->cursorTexture);
1454         LEAVE_GL();
1455         device->cursorTexture = 0;
1456     }
1457
1458     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1459      * private data, it might contain opengl pointers
1460      */
1461     if (device->depth_blt_texture)
1462     {
1463         ENTER_GL();
1464         glDeleteTextures(1, &device->depth_blt_texture);
1465         LEAVE_GL();
1466         device->depth_blt_texture = 0;
1467     }
1468
1469     /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1470     device->blitter->free_private(device);
1471     device->frag_pipe->free_private(device);
1472     device->shader_backend->shader_free_private(device);
1473
1474     /* Release the buffers (with sanity checks)*/
1475     if (device->onscreen_depth_stencil)
1476     {
1477         surface = device->onscreen_depth_stencil;
1478         device->onscreen_depth_stencil = NULL;
1479         wined3d_surface_decref(surface);
1480     }
1481
1482     if (device->fb.depth_stencil)
1483     {
1484         surface = device->fb.depth_stencil;
1485
1486         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1487
1488         device->fb.depth_stencil = NULL;
1489         if (wined3d_surface_decref(surface)
1490                 && surface != device->auto_depth_stencil)
1491             ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1492     }
1493
1494     if (device->auto_depth_stencil)
1495     {
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);
1500     }
1501
1502     for (i = 1; i < gl_info->limits.buffers; ++i)
1503     {
1504         wined3d_device_set_render_target(device, i, NULL, FALSE);
1505     }
1506
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);
1512
1513     context_release(context);
1514
1515     for (i = 0; i < device->swapchain_count; ++i)
1516     {
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");
1520     }
1521
1522     HeapFree(GetProcessHeap(), 0, device->swapchains);
1523     device->swapchains = NULL;
1524     device->swapchain_count = 0;
1525
1526     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1527     device->fb.render_targets = NULL;
1528
1529     device->d3d_initialized = FALSE;
1530
1531     return WINED3D_OK;
1532 }
1533
1534 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1535 {
1536     unsigned int i;
1537
1538     for (i = 0; i < device->swapchain_count; ++i)
1539     {
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");
1543     }
1544
1545     HeapFree(GetProcessHeap(), 0, device->swapchains);
1546     device->swapchains = NULL;
1547     device->swapchain_count = 0;
1548     return WINED3D_OK;
1549 }
1550
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.
1554  *
1555  * There is no way to deactivate thread safety once it is enabled.
1556  */
1557 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1558 {
1559     TRACE("device %p.\n", device);
1560
1561     /* For now just store the flag (needed in case of ddraw). */
1562     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1563 }
1564
1565 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1566         UINT swapchain_idx, const struct wined3d_display_mode *mode)
1567 {
1568     struct wined3d_adapter *adapter = device->adapter;
1569     const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1570     DEVMODEW devmode;
1571     LONG ret;
1572     RECT clip_rc;
1573
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));
1576
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
1581      */
1582
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;
1589
1590     devmode.dmDisplayFrequency = mode->refresh_rate;
1591     if (mode->refresh_rate)
1592         devmode.dmFields |= DM_DISPLAYFREQUENCY;
1593
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)
1597         return WINED3D_OK;
1598
1599     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1600     if (ret != DISP_CHANGE_SUCCESSFUL)
1601     {
1602         if (devmode.dmDisplayFrequency)
1603         {
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;
1608         }
1609         if(ret != DISP_CHANGE_SUCCESSFUL) {
1610             return WINED3DERR_NOTAVAILABLE;
1611         }
1612     }
1613
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;
1618
1619     /* And finally clip mouse to our screen */
1620     SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1621     ClipCursor(&clip_rc);
1622
1623     return WINED3D_OK;
1624 }
1625
1626 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1627 {
1628     TRACE("device %p, wined3d %p.\n", device, wined3d);
1629
1630     *wined3d = device->wined3d;
1631     wined3d_incref(*wined3d);
1632
1633     TRACE("Returning %p.\n", *wined3d);
1634
1635     return WINED3D_OK;
1636 }
1637
1638 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1639 {
1640     TRACE("device %p.\n", device);
1641
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));
1645
1646     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1647 }
1648
1649 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1650         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1651 {
1652     struct wined3d_stream_state *stream;
1653     struct wined3d_buffer *prev_buffer;
1654
1655     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1656             device, stream_idx, buffer, offset, stride);
1657
1658     if (stream_idx >= MAX_STREAMS)
1659     {
1660         WARN("Stream index %u out of range.\n", stream_idx);
1661         return WINED3DERR_INVALIDCALL;
1662     }
1663     else if (offset & 0x3)
1664     {
1665         WARN("Offset %u is not 4 byte aligned.\n", offset);
1666         return WINED3DERR_INVALIDCALL;
1667     }
1668
1669     stream = &device->updateStateBlock->state.streams[stream_idx];
1670     prev_buffer = stream->buffer;
1671
1672     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1673
1674     if (prev_buffer == buffer
1675             && stream->stride == stride
1676             && stream->offset == offset)
1677     {
1678        TRACE("Application is setting the old values over, nothing to do.\n");
1679        return WINED3D_OK;
1680     }
1681
1682     stream->buffer = buffer;
1683     if (buffer)
1684     {
1685         stream->stride = stride;
1686         stream->offset = offset;
1687     }
1688
1689     /* Handle recording of state blocks. */
1690     if (device->isRecordingState)
1691     {
1692         TRACE("Recording... not performing anything.\n");
1693         if (buffer)
1694             wined3d_buffer_incref(buffer);
1695         if (prev_buffer)
1696             wined3d_buffer_decref(prev_buffer);
1697         return WINED3D_OK;
1698     }
1699
1700     if (buffer)
1701     {
1702         InterlockedIncrement(&buffer->bind_count);
1703         wined3d_buffer_incref(buffer);
1704     }
1705     if (prev_buffer)
1706     {
1707         InterlockedDecrement(&prev_buffer->bind_count);
1708         wined3d_buffer_decref(prev_buffer);
1709     }
1710
1711     device_invalidate_state(device, STATE_STREAMSRC);
1712
1713     return WINED3D_OK;
1714 }
1715
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)
1718 {
1719     struct wined3d_stream_state *stream;
1720
1721     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1722             device, stream_idx, buffer, offset, stride);
1723
1724     if (stream_idx >= MAX_STREAMS)
1725     {
1726         WARN("Stream index %u out of range.\n", stream_idx);
1727         return WINED3DERR_INVALIDCALL;
1728     }
1729
1730     stream = &device->stateBlock->state.streams[stream_idx];
1731     *buffer = stream->buffer;
1732     if (*buffer)
1733         wined3d_buffer_incref(*buffer);
1734     if (offset)
1735         *offset = stream->offset;
1736     *stride = stream->stride;
1737
1738     return WINED3D_OK;
1739 }
1740
1741 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1742 {
1743     struct wined3d_stream_state *stream;
1744     UINT old_flags, old_freq;
1745
1746     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1747
1748     /* Verify input. At least in d3d9 this is invalid. */
1749     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1750     {
1751         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1752         return WINED3DERR_INVALIDCALL;
1753     }
1754     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1755     {
1756         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1757         return WINED3DERR_INVALIDCALL;
1758     }
1759     if (!divider)
1760     {
1761         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1762         return WINED3DERR_INVALIDCALL;
1763     }
1764
1765     stream = &device->updateStateBlock->state.streams[stream_idx];
1766     old_flags = stream->flags;
1767     old_freq = stream->frequency;
1768
1769     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1770     stream->frequency = divider & 0x7fffff;
1771
1772     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1773
1774     if (stream->frequency != old_freq || stream->flags != old_flags)
1775         device_invalidate_state(device, STATE_STREAMSRC);
1776
1777     return WINED3D_OK;
1778 }
1779
1780 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1781         UINT stream_idx, UINT *divider)
1782 {
1783     struct wined3d_stream_state *stream;
1784
1785     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1786
1787     stream = &device->updateStateBlock->state.streams[stream_idx];
1788     *divider = stream->flags | stream->frequency;
1789
1790     TRACE("Returning %#x.\n", *divider);
1791
1792     return WINED3D_OK;
1793 }
1794
1795 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1796         WINED3DTRANSFORMSTATETYPE d3dts, const struct wined3d_matrix *matrix)
1797 {
1798     TRACE("device %p, state %s, matrix %p.\n",
1799             device, debug_d3dtstype(d3dts), matrix);
1800
1801     /* Handle recording of state blocks. */
1802     if (device->isRecordingState)
1803     {
1804         TRACE("Recording... not performing anything.\n");
1805         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1806         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1807         return WINED3D_OK;
1808     }
1809
1810     /* If the new matrix is the same as the current one,
1811      * we cut off any further processing. this seems to be a reasonable
1812      * optimization because as was noticed, some apps (warcraft3 for example)
1813      * tend towards setting the same matrix repeatedly for some reason.
1814      *
1815      * From here on we assume that the new matrix is different, wherever it matters. */
1816     if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1817     {
1818         TRACE("The application is setting the same matrix over again.\n");
1819         return WINED3D_OK;
1820     }
1821
1822     conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1823
1824     /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1825      * where ViewMat = Camera space, WorldMat = world space.
1826      *
1827      * In OpenGL, camera and world space is combined into GL_MODELVIEW
1828      * matrix.  The Projection matrix stay projection matrix. */
1829
1830     if (d3dts == WINED3DTS_VIEW)
1831         device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1832
1833     if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1834         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1835
1836     return WINED3D_OK;
1837
1838 }
1839
1840 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1841         WINED3DTRANSFORMSTATETYPE state, struct wined3d_matrix *matrix)
1842 {
1843     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1844
1845     *matrix = device->stateBlock->state.transforms[state];
1846
1847     return WINED3D_OK;
1848 }
1849
1850 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1851         WINED3DTRANSFORMSTATETYPE state, const struct wined3d_matrix *matrix)
1852 {
1853     const struct wined3d_matrix *mat = NULL;
1854     struct wined3d_matrix temp;
1855
1856     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1857
1858     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1859      * below means it will be recorded in a state block change, but it
1860      * works regardless where it is recorded.
1861      * If this is found to be wrong, change to StateBlock. */
1862     if (state > HIGHEST_TRANSFORMSTATE)
1863     {
1864         WARN("Unhandled transform state %#x.\n", state);
1865         return WINED3D_OK;
1866     }
1867
1868     mat = &device->updateStateBlock->state.transforms[state];
1869     multiply_matrix(&temp, mat, matrix);
1870
1871     /* Apply change via set transform - will reapply to eg. lights this way. */
1872     return wined3d_device_set_transform(device, state, &temp);
1873 }
1874
1875 /* Note lights are real special cases. Although the device caps state only
1876  * e.g. 8 are supported, you can reference any indexes you want as long as
1877  * that number max are enabled at any one point in time. Therefore since the
1878  * indices can be anything, we need a hashmap of them. However, this causes
1879  * stateblock problems. When capturing the state block, I duplicate the
1880  * hashmap, but when recording, just build a chain pretty much of commands to
1881  * be replayed. */
1882 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1883         UINT light_idx, const struct wined3d_light *light)
1884 {
1885     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1886     struct wined3d_light_info *object = NULL;
1887     struct list *e;
1888     float rho;
1889
1890     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1891
1892     /* Check the parameter range. Need for speed most wanted sets junk lights
1893      * which confuse the GL driver. */
1894     if (!light)
1895         return WINED3DERR_INVALIDCALL;
1896
1897     switch (light->type)
1898     {
1899         case WINED3DLIGHT_POINT:
1900         case WINED3DLIGHT_SPOT:
1901         case WINED3DLIGHT_PARALLELPOINT:
1902         case WINED3DLIGHT_GLSPOT:
1903             /* Incorrect attenuation values can cause the gl driver to crash.
1904              * Happens with Need for speed most wanted. */
1905             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1906             {
1907                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1908                 return WINED3DERR_INVALIDCALL;
1909             }
1910             break;
1911
1912         case WINED3DLIGHT_DIRECTIONAL:
1913             /* Ignores attenuation */
1914             break;
1915
1916         default:
1917         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1918         return WINED3DERR_INVALIDCALL;
1919     }
1920
1921     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1922     {
1923         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1924         if (object->OriginalIndex == light_idx)
1925             break;
1926         object = NULL;
1927     }
1928
1929     if (!object)
1930     {
1931         TRACE("Adding new light\n");
1932         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1933         if (!object)
1934         {
1935             ERR("Out of memory error when allocating a light\n");
1936             return E_OUTOFMEMORY;
1937         }
1938         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1939         object->glIndex = -1;
1940         object->OriginalIndex = light_idx;
1941     }
1942
1943     /* Initialize the object. */
1944     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1945             light_idx, light->type,
1946             light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1947             light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1948             light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1949     TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1950             light->direction.x, light->direction.y, light->direction.z);
1951     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1952             light->range, light->falloff, light->theta, light->phi);
1953
1954     /* Save away the information. */
1955     object->OriginalParms = *light;
1956
1957     switch (light->type)
1958     {
1959         case WINED3DLIGHT_POINT:
1960             /* Position */
1961             object->lightPosn[0] = light->position.x;
1962             object->lightPosn[1] = light->position.y;
1963             object->lightPosn[2] = light->position.z;
1964             object->lightPosn[3] = 1.0f;
1965             object->cutoff = 180.0f;
1966             /* FIXME: Range */
1967             break;
1968
1969         case WINED3DLIGHT_DIRECTIONAL:
1970             /* Direction */
1971             object->lightPosn[0] = -light->direction.x;
1972             object->lightPosn[1] = -light->direction.y;
1973             object->lightPosn[2] = -light->direction.z;
1974             object->lightPosn[3] = 0.0f;
1975             object->exponent = 0.0f;
1976             object->cutoff = 180.0f;
1977             break;
1978
1979         case WINED3DLIGHT_SPOT:
1980             /* Position */
1981             object->lightPosn[0] = light->position.x;
1982             object->lightPosn[1] = light->position.y;
1983             object->lightPosn[2] = light->position.z;
1984             object->lightPosn[3] = 1.0f;
1985
1986             /* Direction */
1987             object->lightDirn[0] = light->direction.x;
1988             object->lightDirn[1] = light->direction.y;
1989             object->lightDirn[2] = light->direction.z;
1990             object->lightDirn[3] = 1.0f;
1991
1992             /* opengl-ish and d3d-ish spot lights use too different models
1993              * for the light "intensity" as a function of the angle towards
1994              * the main light direction, so we only can approximate very
1995              * roughly. However, spot lights are rather rarely used in games
1996              * (if ever used at all). Furthermore if still used, probably
1997              * nobody pays attention to such details. */
1998             if (!light->falloff)
1999             {
2000                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2001                  * equations have the falloff resp. exponent parameter as an
2002                  * exponent, so the spot light lighting will always be 1.0 for
2003                  * both of them, and we don't have to care for the rest of the
2004                  * rather complex calculation. */
2005                 object->exponent = 0.0f;
2006             }
2007             else
2008             {
2009                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2010                 if (rho < 0.0001f)
2011                     rho = 0.0001f;
2012                 object->exponent = -0.3f / logf(cosf(rho / 2));
2013             }
2014
2015             if (object->exponent > 128.0f)
2016                 object->exponent = 128.0f;
2017
2018             object->cutoff = (float)(light->phi * 90 / M_PI);
2019             /* FIXME: Range */
2020             break;
2021
2022         default:
2023             FIXME("Unrecognized light type %#x.\n", light->type);
2024     }
2025
2026     /* Update the live definitions if the light is currently assigned a glIndex. */
2027     if (object->glIndex != -1 && !device->isRecordingState)
2028         device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2029
2030     return WINED3D_OK;
2031 }
2032
2033 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2034         UINT light_idx, struct wined3d_light *light)
2035 {
2036     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2037     struct wined3d_light_info *light_info = NULL;
2038     struct list *e;
2039
2040     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2041
2042     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2043     {
2044         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2045         if (light_info->OriginalIndex == light_idx)
2046             break;
2047         light_info = NULL;
2048     }
2049
2050     if (!light_info)
2051     {
2052         TRACE("Light information requested but light not defined\n");
2053         return WINED3DERR_INVALIDCALL;
2054     }
2055
2056     *light = light_info->OriginalParms;
2057     return WINED3D_OK;
2058 }
2059
2060 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2061 {
2062     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2063     struct wined3d_light_info *light_info = NULL;
2064     struct list *e;
2065
2066     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2067
2068     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2069     {
2070         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2071         if (light_info->OriginalIndex == light_idx)
2072             break;
2073         light_info = NULL;
2074     }
2075     TRACE("Found light %p.\n", light_info);
2076
2077     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2078     if (!light_info)
2079     {
2080         TRACE("Light enabled requested but light not defined, so defining one!\n");
2081         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2082
2083         /* Search for it again! Should be fairly quick as near head of list. */
2084         LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2085         {
2086             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2087             if (light_info->OriginalIndex == light_idx)
2088                 break;
2089             light_info = NULL;
2090         }
2091         if (!light_info)
2092         {
2093             FIXME("Adding default lights has failed dismally\n");
2094             return WINED3DERR_INVALIDCALL;
2095         }
2096     }
2097
2098     if (!enable)
2099     {
2100         if (light_info->glIndex != -1)
2101         {
2102             if (!device->isRecordingState)
2103                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2104
2105             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2106             light_info->glIndex = -1;
2107         }
2108         else
2109         {
2110             TRACE("Light already disabled, nothing to do\n");
2111         }
2112         light_info->enabled = FALSE;
2113     }
2114     else
2115     {
2116         light_info->enabled = TRUE;
2117         if (light_info->glIndex != -1)
2118         {
2119             TRACE("Nothing to do as light was enabled\n");
2120         }
2121         else
2122         {
2123             unsigned int i;
2124             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2125             /* Find a free GL light. */
2126             for (i = 0; i < gl_info->limits.lights; ++i)
2127             {
2128                 if (!device->updateStateBlock->state.lights[i])
2129                 {
2130                     device->updateStateBlock->state.lights[i] = light_info;
2131                     light_info->glIndex = i;
2132                     break;
2133                 }
2134             }
2135             if (light_info->glIndex == -1)
2136             {
2137                 /* Our tests show that Windows returns D3D_OK in this situation, even with
2138                  * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2139                  * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2140                  * as well for those lights.
2141                  *
2142                  * TODO: Test how this affects rendering. */
2143                 WARN("Too many concurrently active lights\n");
2144                 return WINED3D_OK;
2145             }
2146
2147             /* i == light_info->glIndex */
2148             if (!device->isRecordingState)
2149                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2150         }
2151     }
2152
2153     return WINED3D_OK;
2154 }
2155
2156 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2157 {
2158     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2159     struct wined3d_light_info *light_info = NULL;
2160     struct list *e;
2161
2162     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2163
2164     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2165     {
2166         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2167         if (light_info->OriginalIndex == light_idx)
2168             break;
2169         light_info = NULL;
2170     }
2171
2172     if (!light_info)
2173     {
2174         TRACE("Light enabled state requested but light not defined.\n");
2175         return WINED3DERR_INVALIDCALL;
2176     }
2177     /* true is 128 according to SetLightEnable */
2178     *enable = light_info->enabled ? 128 : 0;
2179     return WINED3D_OK;
2180 }
2181
2182 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2183 {
2184     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2185
2186     /* Validate plane_idx. */
2187     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2188     {
2189         TRACE("Application has requested clipplane this device doesn't support.\n");
2190         return WINED3DERR_INVALIDCALL;
2191     }
2192
2193     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2194
2195     if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2196             && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2197             && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2198             && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2199     {
2200         TRACE("Application is setting old values over, nothing to do.\n");
2201         return WINED3D_OK;
2202     }
2203
2204     device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2205     device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2206     device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2207     device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2208
2209     /* Handle recording of state blocks. */
2210     if (device->isRecordingState)
2211     {
2212         TRACE("Recording... not performing anything.\n");
2213         return WINED3D_OK;
2214     }
2215
2216     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2217
2218     return WINED3D_OK;
2219 }
2220
2221 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2222 {
2223     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2224
2225     /* Validate plane_idx. */
2226     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2227     {
2228         TRACE("Application has requested clipplane this device doesn't support.\n");
2229         return WINED3DERR_INVALIDCALL;
2230     }
2231
2232     plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2233     plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2234     plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2235     plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2236
2237     return WINED3D_OK;
2238 }
2239
2240 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2241         const struct wined3d_clip_status *clip_status)
2242 {
2243     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2244
2245     if (!clip_status)
2246         return WINED3DERR_INVALIDCALL;
2247
2248     return WINED3D_OK;
2249 }
2250
2251 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2252         struct wined3d_clip_status *clip_status)
2253 {
2254     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2255
2256     if (!clip_status)
2257         return WINED3DERR_INVALIDCALL;
2258
2259     return WINED3D_OK;
2260 }
2261
2262 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2263 {
2264     TRACE("device %p, material %p.\n", device, material);
2265
2266     device->updateStateBlock->changed.material = TRUE;
2267     device->updateStateBlock->state.material = *material;
2268
2269     /* Handle recording of state blocks */
2270     if (device->isRecordingState)
2271     {
2272         TRACE("Recording... not performing anything.\n");
2273         return WINED3D_OK;
2274     }
2275
2276     device_invalidate_state(device, STATE_MATERIAL);
2277
2278     return WINED3D_OK;
2279 }
2280
2281 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2282 {
2283     TRACE("device %p, material %p.\n", device, material);
2284
2285     *material = device->updateStateBlock->state.material;
2286
2287     TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2288             material->diffuse.r, material->diffuse.g,
2289             material->diffuse.b, material->diffuse.a);
2290     TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2291             material->ambient.r, material->ambient.g,
2292             material->ambient.b, material->ambient.a);
2293     TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2294             material->specular.r, material->specular.g,
2295             material->specular.b, material->specular.a);
2296     TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2297             material->emissive.r, material->emissive.g,
2298             material->emissive.b, material->emissive.a);
2299     TRACE("power %.8e.\n", material->power);
2300
2301     return WINED3D_OK;
2302 }
2303
2304 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2305         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2306 {
2307     struct wined3d_buffer *prev_buffer;
2308
2309     TRACE("device %p, buffer %p, format %s.\n",
2310             device, buffer, debug_d3dformat(format_id));
2311
2312     prev_buffer = device->updateStateBlock->state.index_buffer;
2313
2314     device->updateStateBlock->changed.indices = TRUE;
2315     device->updateStateBlock->state.index_buffer = buffer;
2316     device->updateStateBlock->state.index_format = format_id;
2317
2318     /* Handle recording of state blocks. */
2319     if (device->isRecordingState)
2320     {
2321         TRACE("Recording... not performing anything.\n");
2322         if (buffer)
2323             wined3d_buffer_incref(buffer);
2324         if (prev_buffer)
2325             wined3d_buffer_decref(prev_buffer);
2326         return WINED3D_OK;
2327     }
2328
2329     if (prev_buffer != buffer)
2330     {
2331         device_invalidate_state(device, STATE_INDEXBUFFER);
2332         if (buffer)
2333         {
2334             InterlockedIncrement(&buffer->bind_count);
2335             wined3d_buffer_incref(buffer);
2336         }
2337         if (prev_buffer)
2338         {
2339             InterlockedDecrement(&prev_buffer->bind_count);
2340             wined3d_buffer_decref(prev_buffer);
2341         }
2342     }
2343
2344     return WINED3D_OK;
2345 }
2346
2347 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2348 {
2349     TRACE("device %p, buffer %p.\n", device, buffer);
2350
2351     *buffer = device->stateBlock->state.index_buffer;
2352
2353     if (*buffer)
2354         wined3d_buffer_incref(*buffer);
2355
2356     TRACE("Returning %p.\n", *buffer);
2357
2358     return WINED3D_OK;
2359 }
2360
2361 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2362 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2363 {
2364     TRACE("device %p, base_index %d.\n", device, base_index);
2365
2366     if (device->updateStateBlock->state.base_vertex_index == base_index)
2367     {
2368         TRACE("Application is setting the old value over, nothing to do\n");
2369         return WINED3D_OK;
2370     }
2371
2372     device->updateStateBlock->state.base_vertex_index = base_index;
2373
2374     if (device->isRecordingState)
2375     {
2376         TRACE("Recording... not performing anything\n");
2377         return WINED3D_OK;
2378     }
2379     return WINED3D_OK;
2380 }
2381
2382 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2383 {
2384     TRACE("device %p.\n", device);
2385
2386     return device->stateBlock->state.base_vertex_index;
2387 }
2388
2389 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2390 {
2391     TRACE("device %p, viewport %p.\n", device, viewport);
2392     TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2393           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2394
2395     device->updateStateBlock->changed.viewport = TRUE;
2396     device->updateStateBlock->state.viewport = *viewport;
2397
2398     /* Handle recording of state blocks */
2399     if (device->isRecordingState)
2400     {
2401         TRACE("Recording... not performing anything\n");
2402         return WINED3D_OK;
2403     }
2404
2405     device_invalidate_state(device, STATE_VIEWPORT);
2406
2407     return WINED3D_OK;
2408 }
2409
2410 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2411 {
2412     TRACE("device %p, viewport %p.\n", device, viewport);
2413
2414     *viewport = device->stateBlock->state.viewport;
2415
2416     return WINED3D_OK;
2417 }
2418
2419 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2420         WINED3DRENDERSTATETYPE state, DWORD value)
2421 {
2422     DWORD old_value = device->stateBlock->state.render_states[state];
2423
2424     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2425
2426     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2427     device->updateStateBlock->state.render_states[state] = value;
2428
2429     /* Handle recording of state blocks. */
2430     if (device->isRecordingState)
2431     {
2432         TRACE("Recording... not performing anything.\n");
2433         return WINED3D_OK;
2434     }
2435
2436     /* Compared here and not before the assignment to allow proper stateblock recording. */
2437     if (value == old_value)
2438         TRACE("Application is setting the old value over, nothing to do.\n");
2439     else
2440         device_invalidate_state(device, STATE_RENDER(state));
2441
2442     return WINED3D_OK;
2443 }
2444
2445 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2446         WINED3DRENDERSTATETYPE state, DWORD *value)
2447 {
2448     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2449
2450     *value = device->stateBlock->state.render_states[state];
2451
2452     return WINED3D_OK;
2453 }
2454
2455 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2456         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2457 {
2458     DWORD old_value;
2459
2460     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2461             device, sampler_idx, debug_d3dsamplerstate(state), value);
2462
2463     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2464         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2465
2466     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2467             / sizeof(*device->stateBlock->state.sampler_states))
2468     {
2469         WARN("Invalid sampler %u.\n", sampler_idx);
2470         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2471     }
2472
2473     old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2474     device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2475     device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2476
2477     /* Handle recording of state blocks. */
2478     if (device->isRecordingState)
2479     {
2480         TRACE("Recording... not performing anything.\n");
2481         return WINED3D_OK;
2482     }
2483
2484     if (old_value == value)
2485     {
2486         TRACE("Application is setting the old value over, nothing to do.\n");
2487         return WINED3D_OK;
2488     }
2489
2490     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2491
2492     return WINED3D_OK;
2493 }
2494
2495 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2496         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2497 {
2498     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2499             device, sampler_idx, debug_d3dsamplerstate(state), value);
2500
2501     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2502         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2503
2504     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2505             / sizeof(*device->stateBlock->state.sampler_states))
2506     {
2507         WARN("Invalid sampler %u.\n", sampler_idx);
2508         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2509     }
2510
2511     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2512     TRACE("Returning %#x.\n", *value);
2513
2514     return WINED3D_OK;
2515 }
2516
2517 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2518 {
2519     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2520
2521     device->updateStateBlock->changed.scissorRect = TRUE;
2522     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2523     {
2524         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2525         return WINED3D_OK;
2526     }
2527     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2528
2529     if (device->isRecordingState)
2530     {
2531         TRACE("Recording... not performing anything.\n");
2532         return WINED3D_OK;
2533     }
2534
2535     device_invalidate_state(device, STATE_SCISSORRECT);
2536
2537     return WINED3D_OK;
2538 }
2539
2540 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2541 {
2542     TRACE("device %p, rect %p.\n", device, rect);
2543
2544     *rect = device->updateStateBlock->state.scissor_rect;
2545     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2546
2547     return WINED3D_OK;
2548 }
2549
2550 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2551         struct wined3d_vertex_declaration *declaration)
2552 {
2553     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2554
2555     TRACE("device %p, declaration %p.\n", device, declaration);
2556
2557     if (declaration)
2558         wined3d_vertex_declaration_incref(declaration);
2559     if (prev)
2560         wined3d_vertex_declaration_decref(prev);
2561
2562     device->updateStateBlock->state.vertex_declaration = declaration;
2563     device->updateStateBlock->changed.vertexDecl = TRUE;
2564
2565     if (device->isRecordingState)
2566     {
2567         TRACE("Recording... not performing anything.\n");
2568         return WINED3D_OK;
2569     }
2570     else if (declaration == prev)
2571     {
2572         /* Checked after the assignment to allow proper stateblock recording. */
2573         TRACE("Application is setting the old declaration over, nothing to do.\n");
2574         return WINED3D_OK;
2575     }
2576
2577     device_invalidate_state(device, STATE_VDECL);
2578     return WINED3D_OK;
2579 }
2580
2581 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2582         struct wined3d_vertex_declaration **declaration)
2583 {
2584     TRACE("device %p, declaration %p.\n", device, declaration);
2585
2586     *declaration = device->stateBlock->state.vertex_declaration;
2587     if (*declaration)
2588         wined3d_vertex_declaration_incref(*declaration);
2589
2590     return WINED3D_OK;
2591 }
2592
2593 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2594 {
2595     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2596
2597     TRACE("device %p, shader %p.\n", device, shader);
2598
2599     device->updateStateBlock->state.vertex_shader = shader;
2600     device->updateStateBlock->changed.vertexShader = TRUE;
2601
2602     if (device->isRecordingState)
2603     {
2604         if (shader)
2605             wined3d_shader_incref(shader);
2606         if (prev)
2607             wined3d_shader_decref(prev);
2608         TRACE("Recording... not performing anything.\n");
2609         return WINED3D_OK;
2610     }
2611
2612     if (shader == prev)
2613     {
2614         TRACE("Application is setting the old shader over, nothing to do.\n");
2615         return WINED3D_OK;
2616     }
2617
2618     if (shader)
2619         wined3d_shader_incref(shader);
2620     if (prev)
2621         wined3d_shader_decref(prev);
2622
2623     device_invalidate_state(device, STATE_VSHADER);
2624
2625     return WINED3D_OK;
2626 }
2627
2628 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2629 {
2630     struct wined3d_shader *shader;
2631
2632     TRACE("device %p.\n", device);
2633
2634     shader = device->stateBlock->state.vertex_shader;
2635     if (shader)
2636         wined3d_shader_incref(shader);
2637
2638     TRACE("Returning %p.\n", shader);
2639     return shader;
2640 }
2641
2642 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2643         UINT start_register, const BOOL *constants, UINT bool_count)
2644 {
2645     UINT count = min(bool_count, MAX_CONST_B - start_register);
2646     UINT i;
2647
2648     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2649             device, start_register, constants, bool_count);
2650
2651     if (!constants || start_register >= MAX_CONST_B)
2652         return WINED3DERR_INVALIDCALL;
2653
2654     memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2655     for (i = 0; i < count; ++i)
2656         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2657
2658     for (i = start_register; i < count + start_register; ++i)
2659         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2660
2661     if (!device->isRecordingState)
2662         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2663
2664     return WINED3D_OK;
2665 }
2666
2667 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2668         UINT start_register, BOOL *constants, UINT bool_count)
2669 {
2670     UINT count = min(bool_count, MAX_CONST_B - start_register);
2671
2672     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2673             device, start_register, constants, bool_count);
2674
2675     if (!constants || start_register >= MAX_CONST_B)
2676         return WINED3DERR_INVALIDCALL;
2677
2678     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2679
2680     return WINED3D_OK;
2681 }
2682
2683 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2684         UINT start_register, const int *constants, UINT vector4i_count)
2685 {
2686     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2687     UINT i;
2688
2689     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2690             device, start_register, constants, vector4i_count);
2691
2692     if (!constants || start_register >= MAX_CONST_I)
2693         return WINED3DERR_INVALIDCALL;
2694
2695     memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2696     for (i = 0; i < count; ++i)
2697         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2698                 constants[i * 4], constants[i * 4 + 1],
2699                 constants[i * 4 + 2], constants[i * 4 + 3]);
2700
2701     for (i = start_register; i < count + start_register; ++i)
2702         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2703
2704     if (!device->isRecordingState)
2705         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2706
2707     return WINED3D_OK;
2708 }
2709
2710 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2711         UINT start_register, int *constants, UINT vector4i_count)
2712 {
2713     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2714
2715     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2716             device, start_register, constants, vector4i_count);
2717
2718     if (!constants || start_register >= MAX_CONST_I)
2719         return WINED3DERR_INVALIDCALL;
2720
2721     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2722     return WINED3D_OK;
2723 }
2724
2725 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2726         UINT start_register, const float *constants, UINT vector4f_count)
2727 {
2728     UINT i;
2729
2730     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2731             device, start_register, constants, vector4f_count);
2732
2733     /* Specifically test start_register > limit to catch MAX_UINT overflows
2734      * when adding start_register + vector4f_count. */
2735     if (!constants
2736             || start_register + vector4f_count > device->d3d_vshader_constantF
2737             || start_register > device->d3d_vshader_constantF)
2738         return WINED3DERR_INVALIDCALL;
2739
2740     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2741             constants, vector4f_count * sizeof(float) * 4);
2742     if (TRACE_ON(d3d))
2743     {
2744         for (i = 0; i < vector4f_count; ++i)
2745             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2746                     constants[i * 4], constants[i * 4 + 1],
2747                     constants[i * 4 + 2], constants[i * 4 + 3]);
2748     }
2749
2750     if (!device->isRecordingState)
2751     {
2752         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2753         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2754     }
2755
2756     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2757             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2758
2759     return WINED3D_OK;
2760 }
2761
2762 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2763         UINT start_register, float *constants, UINT vector4f_count)
2764 {
2765     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2766
2767     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2768             device, start_register, constants, vector4f_count);
2769
2770     if (!constants || count < 0)
2771         return WINED3DERR_INVALIDCALL;
2772
2773     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2774
2775     return WINED3D_OK;
2776 }
2777
2778 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2779 {
2780     DWORD i;
2781
2782     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2783     {
2784         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2785     }
2786 }
2787
2788 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2789 {
2790     DWORD i = device->rev_tex_unit_map[unit];
2791     DWORD j = device->texUnitMap[stage];
2792
2793     device->texUnitMap[stage] = unit;
2794     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2795         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2796
2797     device->rev_tex_unit_map[unit] = stage;
2798     if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2799         device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2800 }
2801
2802 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2803 {
2804     UINT i;
2805
2806     device->fixed_function_usage_map = 0;
2807     for (i = 0; i < MAX_TEXTURES; ++i)
2808     {
2809         const struct wined3d_state *state = &device->stateBlock->state;
2810         WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2811         WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2812         DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2813         DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2814         DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2815         DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2816         DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2817         DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2818
2819         if (color_op == WINED3DTOP_DISABLE) {
2820             /* Not used, and disable higher stages */
2821             break;
2822         }
2823
2824         if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2825                 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2826                 || ((color_arg3 == WINED3DTA_TEXTURE)
2827                     && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2828                 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2829                 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2830                 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2831                     && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2832             device->fixed_function_usage_map |= (1 << i);
2833
2834         if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2835             device->fixed_function_usage_map |= (1 << (i + 1));
2836     }
2837 }
2838
2839 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2840 {
2841     unsigned int i, tex;
2842     WORD ffu_map;
2843
2844     device_update_fixed_function_usage_map(device);
2845     ffu_map = device->fixed_function_usage_map;
2846
2847     if (device->max_ffp_textures == gl_info->limits.texture_stages
2848             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2849     {
2850         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2851         {
2852             if (!(ffu_map & 1)) continue;
2853
2854             if (device->texUnitMap[i] != i)
2855             {
2856                 device_map_stage(device, i, i);
2857                 device_invalidate_state(device, STATE_SAMPLER(i));
2858                 device_invalidate_texture_stage(device, i);
2859             }
2860         }
2861         return;
2862     }
2863
2864     /* Now work out the mapping */
2865     tex = 0;
2866     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2867     {
2868         if (!(ffu_map & 1)) continue;
2869
2870         if (device->texUnitMap[i] != tex)
2871         {
2872             device_map_stage(device, i, tex);
2873             device_invalidate_state(device, STATE_SAMPLER(i));
2874             device_invalidate_texture_stage(device, i);
2875         }
2876
2877         ++tex;
2878     }
2879 }
2880
2881 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2882 {
2883     const enum wined3d_sampler_texture_type *sampler_type =
2884             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2885     unsigned int i;
2886
2887     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2888     {
2889         if (sampler_type[i] && device->texUnitMap[i] != i)
2890         {
2891             device_map_stage(device, i, i);
2892             device_invalidate_state(device, STATE_SAMPLER(i));
2893             if (i < gl_info->limits.texture_stages)
2894                 device_invalidate_texture_stage(device, i);
2895         }
2896     }
2897 }
2898
2899 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2900         const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2901         const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2902 {
2903     DWORD current_mapping = device->rev_tex_unit_map[unit];
2904
2905     /* Not currently used */
2906     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2907
2908     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2909         /* Used by a fragment sampler */
2910
2911         if (!pshader_sampler_tokens) {
2912             /* No pixel shader, check fixed function */
2913             return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2914         }
2915
2916         /* Pixel shader, check the shader's sampler map */
2917         return !pshader_sampler_tokens[current_mapping];
2918     }
2919
2920     /* Used by a vertex sampler */
2921     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2922 }
2923
2924 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2925 {
2926     const enum wined3d_sampler_texture_type *vshader_sampler_type =
2927             device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2928     const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2929     int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2930     int i;
2931
2932     if (ps)
2933     {
2934         /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2935          * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2936         pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2937     }
2938
2939     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2940         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2941         if (vshader_sampler_type[i])
2942         {
2943             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2944             {
2945                 /* Already mapped somewhere */
2946                 continue;
2947             }
2948
2949             while (start >= 0)
2950             {
2951                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2952                 {
2953                     device_map_stage(device, vsampler_idx, start);
2954                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2955
2956                     --start;
2957                     break;
2958                 }
2959
2960                 --start;
2961             }
2962         }
2963     }
2964 }
2965
2966 void device_update_tex_unit_map(struct wined3d_device *device)
2967 {
2968     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2969     const struct wined3d_state *state = &device->stateBlock->state;
2970     BOOL vs = use_vs(state);
2971     BOOL ps = use_ps(state);
2972     /*
2973      * Rules are:
2974      * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2975      * that would be really messy and require shader recompilation
2976      * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2977      * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2978      */
2979     if (ps)
2980         device_map_psamplers(device, gl_info);
2981     else
2982         device_map_fixed_function_samplers(device, gl_info);
2983
2984     if (vs)
2985         device_map_vsamplers(device, ps, gl_info);
2986 }
2987
2988 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2989 {
2990     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2991
2992     TRACE("device %p, shader %p.\n", device, shader);
2993
2994     device->updateStateBlock->state.pixel_shader = shader;
2995     device->updateStateBlock->changed.pixelShader = TRUE;
2996
2997     if (device->isRecordingState)
2998     {
2999         if (shader)
3000             wined3d_shader_incref(shader);
3001         if (prev)
3002             wined3d_shader_decref(prev);
3003         TRACE("Recording... not performing anything.\n");
3004         return WINED3D_OK;
3005     }
3006
3007     if (shader == prev)
3008     {
3009         TRACE("Application is setting the old shader over, nothing to do.\n");
3010         return WINED3D_OK;
3011     }
3012
3013     if (shader)
3014         wined3d_shader_incref(shader);
3015     if (prev)
3016         wined3d_shader_decref(prev);
3017
3018     device_invalidate_state(device, STATE_PIXELSHADER);
3019
3020     return WINED3D_OK;
3021 }
3022
3023 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3024 {
3025     struct wined3d_shader *shader;
3026
3027     TRACE("device %p.\n", device);
3028
3029     shader = device->stateBlock->state.pixel_shader;
3030     if (shader)
3031         wined3d_shader_incref(shader);
3032
3033     TRACE("Returning %p.\n", shader);
3034     return shader;
3035 }
3036
3037 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3038         UINT start_register, const BOOL *constants, UINT bool_count)
3039 {
3040     UINT count = min(bool_count, MAX_CONST_B - start_register);
3041     UINT i;
3042
3043     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3044             device, start_register, constants, bool_count);
3045
3046     if (!constants || start_register >= MAX_CONST_B)
3047         return WINED3DERR_INVALIDCALL;
3048
3049     memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3050     for (i = 0; i < count; ++i)
3051         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3052
3053     for (i = start_register; i < count + start_register; ++i)
3054         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3055
3056     if (!device->isRecordingState)
3057         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3058
3059     return WINED3D_OK;
3060 }
3061
3062 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3063         UINT start_register, BOOL *constants, UINT bool_count)
3064 {
3065     UINT count = min(bool_count, MAX_CONST_B - start_register);
3066
3067     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3068             device, start_register, constants, bool_count);
3069
3070     if (!constants || start_register >= MAX_CONST_B)
3071         return WINED3DERR_INVALIDCALL;
3072
3073     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3074
3075     return WINED3D_OK;
3076 }
3077
3078 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3079         UINT start_register, const int *constants, UINT vector4i_count)
3080 {
3081     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3082     UINT i;
3083
3084     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3085             device, start_register, constants, vector4i_count);
3086
3087     if (!constants || start_register >= MAX_CONST_I)
3088         return WINED3DERR_INVALIDCALL;
3089
3090     memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3091     for (i = 0; i < count; ++i)
3092         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3093                 constants[i * 4], constants[i * 4 + 1],
3094                 constants[i * 4 + 2], constants[i * 4 + 3]);
3095
3096     for (i = start_register; i < count + start_register; ++i)
3097         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3098
3099     if (!device->isRecordingState)
3100         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3101
3102     return WINED3D_OK;
3103 }
3104
3105 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3106         UINT start_register, int *constants, UINT vector4i_count)
3107 {
3108     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3109
3110     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3111             device, start_register, constants, vector4i_count);
3112
3113     if (!constants || start_register >= MAX_CONST_I)
3114         return WINED3DERR_INVALIDCALL;
3115
3116     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3117
3118     return WINED3D_OK;
3119 }
3120
3121 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3122         UINT start_register, const float *constants, UINT vector4f_count)
3123 {
3124     UINT i;
3125
3126     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3127             device, start_register, constants, vector4f_count);
3128
3129     /* Specifically test start_register > limit to catch MAX_UINT overflows
3130      * when adding start_register + vector4f_count. */
3131     if (!constants
3132             || start_register + vector4f_count > device->d3d_pshader_constantF
3133             || start_register > device->d3d_pshader_constantF)
3134         return WINED3DERR_INVALIDCALL;
3135
3136     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3137             constants, vector4f_count * sizeof(float) * 4);
3138     if (TRACE_ON(d3d))
3139     {
3140         for (i = 0; i < vector4f_count; ++i)
3141             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3142                     constants[i * 4], constants[i * 4 + 1],
3143                     constants[i * 4 + 2], constants[i * 4 + 3]);
3144     }
3145
3146     if (!device->isRecordingState)
3147     {
3148         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3149         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3150     }
3151
3152     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3153             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3154
3155     return WINED3D_OK;
3156 }
3157
3158 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3159         UINT start_register, float *constants, UINT vector4f_count)
3160 {
3161     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3162
3163     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3164             device, start_register, constants, vector4f_count);
3165
3166     if (!constants || count < 0)
3167         return WINED3DERR_INVALIDCALL;
3168
3169     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3170
3171     return WINED3D_OK;
3172 }
3173
3174 /* Context activation is done by the caller. */
3175 /* Do not call while under the GL lock. */
3176 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3177 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3178         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3179         DWORD DestFVF)
3180 {
3181     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3182     char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3183     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3184     struct wined3d_viewport vp;
3185     unsigned int i;
3186     BOOL doClip;
3187     DWORD numTextures;
3188
3189     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3190     {
3191         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3192     }
3193
3194     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3195     {
3196         ERR("Source has no position mask\n");
3197         return WINED3DERR_INVALIDCALL;
3198     }
3199
3200     if (!dest->resource.allocatedMemory)
3201         buffer_get_sysmem(dest, gl_info);
3202
3203     /* Get a pointer into the destination vbo(create one if none exists) and
3204      * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3205      */
3206     if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3207     {
3208         dest->flags |= WINED3D_BUFFER_CREATEBO;
3209         wined3d_buffer_preload(dest);
3210     }
3211
3212     if (dest->buffer_object)
3213     {
3214         unsigned char extrabytes = 0;
3215         /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3216          * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3217          * this may write 4 extra bytes beyond the area that should be written
3218          */
3219         if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3220         dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3221         if(!dest_conv_addr) {
3222             ERR("Out of memory\n");
3223             /* Continue without storing converted vertices */
3224         }
3225         dest_conv = dest_conv_addr;
3226     }
3227
3228     if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3229     {
3230         static BOOL warned = FALSE;
3231         /*
3232          * The clipping code is not quite correct. Some things need
3233          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3234          * so disable clipping for now.
3235          * (The graphics in Half-Life are broken, and my processvertices
3236          *  test crashes with IDirect3DDevice3)
3237         doClip = TRUE;
3238          */
3239         doClip = FALSE;
3240         if(!warned) {
3241            warned = TRUE;
3242            FIXME("Clipping is broken and disabled for now\n");
3243         }
3244     } else doClip = FALSE;
3245     dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3246
3247     wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3248     wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3249     wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3250
3251     TRACE("View mat:\n");
3252     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);
3253     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);
3254     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);
3255     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);
3256
3257     TRACE("Proj mat:\n");
3258     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);
3259     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);
3260     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);
3261     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);
3262
3263     TRACE("World mat:\n");
3264     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);
3265     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);
3266     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);
3267     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);
3268
3269     /* Get the viewport */
3270     wined3d_device_get_viewport(device, &vp);
3271     TRACE("viewport  x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3272           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3273
3274     multiply_matrix(&mat,&view_mat,&world_mat);
3275     multiply_matrix(&mat,&proj_mat,&mat);
3276
3277     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3278
3279     for (i = 0; i < dwCount; i+= 1) {
3280         unsigned int tex_index;
3281
3282         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3283              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3284             /* The position first */
3285             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3286             const float *p = (const float *)(element->data.addr + i * element->stride);
3287             float x, y, z, rhw;
3288             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3289
3290             /* Multiplication with world, view and projection matrix */
3291             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);
3292             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);
3293             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);
3294             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);
3295
3296             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3297
3298             /* WARNING: The following things are taken from d3d7 and were not yet checked
3299              * against d3d8 or d3d9!
3300              */
3301
3302             /* Clipping conditions: From msdn
3303              *
3304              * A vertex is clipped if it does not match the following requirements
3305              * -rhw < x <= rhw
3306              * -rhw < y <= rhw
3307              *    0 < z <= rhw
3308              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3309              *
3310              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3311              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3312              *
3313              */
3314
3315             if( !doClip ||
3316                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3317                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3318                   ( rhw > eps ) ) ) {
3319
3320                 /* "Normal" viewport transformation (not clipped)
3321                  * 1) The values are divided by rhw
3322                  * 2) The y axis is negative, so multiply it with -1
3323                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3324                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3325                  * 4) Multiply x with Width/2 and add Width/2
3326                  * 5) The same for the height
3327                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3328                  *    The minimum Z value to z
3329                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3330                  *
3331                  * Well, basically it's simply a linear transformation into viewport
3332                  * coordinates
3333                  */
3334
3335                 x /= rhw;
3336                 y /= rhw;
3337                 z /= rhw;
3338
3339                 y *= -1;
3340
3341                 x *= vp.width / 2;
3342                 y *= vp.height / 2;
3343                 z *= vp.max_z - vp.min_z;
3344
3345                 x += vp.width / 2 + vp.x;
3346                 y += vp.height / 2 + vp.y;
3347                 z += vp.min_z;
3348
3349                 rhw = 1 / rhw;
3350             } else {
3351                 /* That vertex got clipped
3352                  * Contrary to OpenGL it is not dropped completely, it just
3353                  * undergoes a different calculation.
3354                  */
3355                 TRACE("Vertex got clipped\n");
3356                 x += rhw;
3357                 y += rhw;
3358
3359                 x  /= 2;
3360                 y  /= 2;
3361
3362                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3363                  * outside of the main vertex buffer memory. That needs some more
3364                  * investigation...
3365                  */
3366             }
3367
3368             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3369
3370
3371             ( (float *) dest_ptr)[0] = x;
3372             ( (float *) dest_ptr)[1] = y;
3373             ( (float *) dest_ptr)[2] = z;
3374             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3375
3376             dest_ptr += 3 * sizeof(float);
3377
3378             if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3379                 dest_ptr += sizeof(float);
3380             }
3381
3382             if(dest_conv) {
3383                 float w = 1 / rhw;
3384                 ( (float *) dest_conv)[0] = x * w;
3385                 ( (float *) dest_conv)[1] = y * w;
3386                 ( (float *) dest_conv)[2] = z * w;
3387                 ( (float *) dest_conv)[3] = w;
3388
3389                 dest_conv += 3 * sizeof(float);
3390
3391                 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3392                     dest_conv += sizeof(float);
3393                 }
3394             }
3395         }
3396         if (DestFVF & WINED3DFVF_PSIZE) {
3397             dest_ptr += sizeof(DWORD);
3398             if(dest_conv) dest_conv += sizeof(DWORD);
3399         }
3400         if (DestFVF & WINED3DFVF_NORMAL)
3401         {
3402             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3403             const float *normal = (const float *)(element->data.addr + i * element->stride);
3404             /* AFAIK this should go into the lighting information */
3405             FIXME("Didn't expect the destination to have a normal\n");
3406             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3407             if(dest_conv) {
3408                 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3409             }
3410         }
3411
3412         if (DestFVF & WINED3DFVF_DIFFUSE)
3413         {
3414             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3415             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3416             if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3417             {
3418                 static BOOL warned = FALSE;
3419
3420                 if(!warned) {
3421                     ERR("No diffuse color in source, but destination has one\n");
3422                     warned = TRUE;
3423                 }
3424
3425                 *( (DWORD *) dest_ptr) = 0xffffffff;
3426                 dest_ptr += sizeof(DWORD);
3427
3428                 if(dest_conv) {
3429                     *( (DWORD *) dest_conv) = 0xffffffff;
3430                     dest_conv += sizeof(DWORD);
3431                 }
3432             }
3433             else {
3434                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3435                 if(dest_conv) {
3436                     *( (DWORD *) dest_conv)  = (*color_d & 0xff00ff00)      ; /* Alpha + green */
3437                     *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3438                     *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3439                     dest_conv += sizeof(DWORD);
3440                 }
3441             }
3442         }
3443
3444         if (DestFVF & WINED3DFVF_SPECULAR)
3445         {
3446             /* What's the color value in the feedback buffer? */
3447             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3448             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3449             if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3450             {
3451                 static BOOL warned = FALSE;
3452
3453                 if(!warned) {
3454                     ERR("No specular color in source, but destination has one\n");
3455                     warned = TRUE;
3456                 }
3457
3458                 *( (DWORD *) dest_ptr) = 0xFF000000;
3459                 dest_ptr += sizeof(DWORD);
3460
3461                 if(dest_conv) {
3462                     *( (DWORD *) dest_conv) = 0xFF000000;
3463                     dest_conv += sizeof(DWORD);
3464                 }
3465             }
3466             else {
3467                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3468                 if(dest_conv) {
3469                     *( (DWORD *) dest_conv)  = (*color_s & 0xff00ff00)      ; /* Alpha + green */
3470                     *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3471                     *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3472                     dest_conv += sizeof(DWORD);
3473                 }
3474             }
3475         }
3476
3477         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3478         {
3479             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3480             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3481             if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3482             {
3483                 ERR("No source texture, but destination requests one\n");
3484                 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3485                 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3486             }
3487             else {
3488                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3489                 if(dest_conv) {
3490                     copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3491                 }
3492             }
3493         }
3494     }
3495
3496     if (dest_conv)
3497     {
3498         ENTER_GL();
3499
3500         GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3501         checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3502         GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3503                                       dwCount * get_flexible_vertex_size(DestFVF),
3504                                       dest_conv_addr));
3505         checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3506
3507         LEAVE_GL();
3508
3509         HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3510     }
3511
3512     return WINED3D_OK;
3513 }
3514 #undef copy_and_next
3515
3516 /* Do not call while under the GL lock. */
3517 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3518         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3519         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3520 {
3521     struct wined3d_state *state = &device->stateBlock->state;
3522     BOOL vbo = FALSE, streamWasUP = state->user_stream;
3523     struct wined3d_stream_info stream_info;
3524     const struct wined3d_gl_info *gl_info;
3525     struct wined3d_context *context;
3526     struct wined3d_shader *vs;
3527     HRESULT hr;
3528
3529     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3530             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3531             device, src_start_idx, dst_idx, vertex_count,
3532             dst_buffer, declaration, flags, dst_fvf);
3533
3534     if (declaration)
3535         FIXME("Output vertex declaration not implemented yet.\n");
3536
3537     /* Need any context to write to the vbo. */
3538     context = context_acquire(device, NULL);
3539     gl_info = context->gl_info;
3540
3541     /* ProcessVertices reads from vertex buffers, which have to be assigned.
3542      * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3543      * restore it afterwards. */
3544     vs = state->vertex_shader;
3545     state->vertex_shader = NULL;
3546     state->user_stream = FALSE;
3547     device_stream_info_from_declaration(device, &stream_info, &vbo);
3548     state->user_stream = streamWasUP;
3549     state->vertex_shader = vs;
3550
3551     if (vbo || src_start_idx)
3552     {
3553         unsigned int i;
3554         /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3555          * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3556          *
3557          * Also get the start index in, but only loop over all elements if there's something to add at all.
3558          */
3559         for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3560         {
3561             struct wined3d_stream_info_element *e;
3562
3563             if (!(stream_info.use_map & (1 << i))) continue;
3564
3565             e = &stream_info.elements[i];
3566             if (e->data.buffer_object)
3567             {
3568                 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3569                 e->data.buffer_object = 0;
3570                 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3571                 ENTER_GL();
3572                 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3573                 vb->buffer_object = 0;
3574                 LEAVE_GL();
3575             }
3576             if (e->data.addr)
3577                 e->data.addr += e->stride * src_start_idx;
3578         }
3579     }
3580
3581     hr = process_vertices_strided(device, dst_idx, vertex_count,
3582             &stream_info, dst_buffer, flags, dst_fvf);
3583
3584     context_release(context);
3585
3586     return hr;
3587 }
3588
3589 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3590         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3591 {
3592     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3593     DWORD old_value;
3594
3595     TRACE("device %p, stage %u, state %s, value %#x.\n",
3596             device, stage, debug_d3dtexturestate(state), value);
3597
3598     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3599     {
3600         WARN("Invalid state %#x passed.\n", state);
3601         return WINED3D_OK;
3602     }
3603
3604     if (stage >= gl_info->limits.texture_stages)
3605     {
3606         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3607                 stage, gl_info->limits.texture_stages - 1);
3608         return WINED3D_OK;
3609     }
3610
3611     old_value = device->updateStateBlock->state.texture_states[stage][state];
3612     device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3613     device->updateStateBlock->state.texture_states[stage][state] = value;
3614
3615     if (device->isRecordingState)
3616     {
3617         TRACE("Recording... not performing anything.\n");
3618         return WINED3D_OK;
3619     }
3620
3621     /* Checked after the assignments to allow proper stateblock recording. */
3622     if (old_value == value)
3623     {
3624         TRACE("Application is setting the old value over, nothing to do.\n");
3625         return WINED3D_OK;
3626     }
3627
3628     if (stage > device->stateBlock->state.lowest_disabled_stage
3629             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3630             == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3631     {
3632         /* Colorop change above lowest disabled stage? That won't change
3633          * anything in the GL setup. Changes in other states are important on
3634          * disabled stages too. */
3635         return WINED3D_OK;
3636     }
3637
3638     if (state == WINED3DTSS_COLOROP)
3639     {
3640         unsigned int i;
3641
3642         if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3643         {
3644             /* Previously enabled stage disabled now. Make sure to dirtify
3645              * all enabled stages above stage, they have to be disabled.
3646              *
3647              * The current stage is dirtified below. */
3648             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3649             {
3650                 TRACE("Additionally dirtifying stage %u.\n", i);
3651                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3652             }
3653             device->stateBlock->state.lowest_disabled_stage = stage;
3654             TRACE("New lowest disabled: %u.\n", stage);
3655         }
3656         else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3657         {
3658             /* Previously disabled stage enabled. Stages above it may need
3659              * enabling. Stage must be lowest_disabled_stage here, if it's
3660              * bigger success is returned above, and stages below the lowest
3661              * disabled stage can't be enabled (because they are enabled
3662              * already).
3663              *
3664              * Again stage stage doesn't need to be dirtified here, it is
3665              * handled below. */
3666             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3667             {
3668                 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3669                     break;
3670                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3671                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3672             }
3673             device->stateBlock->state.lowest_disabled_stage = i;
3674             TRACE("New lowest disabled: %u.\n", i);
3675         }
3676     }
3677
3678     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3679
3680     return WINED3D_OK;
3681 }
3682
3683 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3684         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3685 {
3686     TRACE("device %p, stage %u, state %s, value %p.\n",
3687             device, stage, debug_d3dtexturestate(state), value);
3688
3689     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3690     {
3691         WARN("Invalid state %#x passed.\n", state);
3692         return WINED3D_OK;
3693     }
3694
3695     *value = device->updateStateBlock->state.texture_states[stage][state];
3696     TRACE("Returning %#x.\n", *value);
3697
3698     return WINED3D_OK;
3699 }
3700
3701 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3702         UINT stage, struct wined3d_texture *texture)
3703 {
3704     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3705     struct wined3d_texture *prev;
3706
3707     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3708
3709     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3710         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3711
3712     /* Windows accepts overflowing this array... we do not. */
3713     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3714     {
3715         WARN("Ignoring invalid stage %u.\n", stage);
3716         return WINED3D_OK;
3717     }
3718
3719     /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3720     if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3721     {
3722         WARN("Rejecting attempt to set scratch texture.\n");
3723         return WINED3DERR_INVALIDCALL;
3724     }
3725
3726     device->updateStateBlock->changed.textures |= 1 << stage;
3727
3728     prev = device->updateStateBlock->state.textures[stage];
3729     TRACE("Previous texture %p.\n", prev);
3730
3731     if (texture == prev)
3732     {
3733         TRACE("App is setting the same texture again, nothing to do.\n");
3734         return WINED3D_OK;
3735     }
3736
3737     TRACE("Setting new texture to %p.\n", texture);
3738     device->updateStateBlock->state.textures[stage] = texture;
3739
3740     if (device->isRecordingState)
3741     {
3742         TRACE("Recording... not performing anything\n");
3743
3744         if (texture) wined3d_texture_incref(texture);
3745         if (prev) wined3d_texture_decref(prev);
3746
3747         return WINED3D_OK;
3748     }
3749
3750     if (texture)
3751     {
3752         LONG bind_count = InterlockedIncrement(&texture->bind_count);
3753
3754         wined3d_texture_incref(texture);
3755
3756         if (!prev || texture->target != prev->target)
3757             device_invalidate_state(device, STATE_PIXELSHADER);
3758
3759         if (!prev && stage < gl_info->limits.texture_stages)
3760         {
3761             /* The source arguments for color and alpha ops have different
3762              * meanings when a NULL texture is bound, so the COLOROP and
3763              * ALPHAOP have to be dirtified. */
3764             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3765             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3766         }
3767
3768         if (bind_count == 1)
3769             texture->sampler = stage;
3770     }
3771
3772     if (prev)
3773     {
3774         LONG bind_count = InterlockedDecrement(&prev->bind_count);
3775
3776         wined3d_texture_decref(prev);
3777
3778         if (!texture && stage < gl_info->limits.texture_stages)
3779         {
3780             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3781             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3782         }
3783
3784         if (bind_count && prev->sampler == stage)
3785         {
3786             unsigned int i;
3787
3788             /* Search for other stages the texture is bound to. Shouldn't
3789              * happen if applications bind textures to a single stage only. */
3790             TRACE("Searching for other stages the texture is bound to.\n");
3791             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3792             {
3793                 if (device->updateStateBlock->state.textures[i] == prev)
3794                 {
3795                     TRACE("Texture is also bound to stage %u.\n", i);
3796                     prev->sampler = i;
3797                     break;
3798                 }
3799             }
3800         }
3801     }
3802
3803     device_invalidate_state(device, STATE_SAMPLER(stage));
3804
3805     return WINED3D_OK;
3806 }
3807
3808 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3809         UINT stage, struct wined3d_texture **texture)
3810 {
3811     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3812
3813     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3814         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3815
3816     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3817     {
3818         WARN("Ignoring invalid stage %u.\n", stage);
3819         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3820     }
3821
3822     *texture = device->stateBlock->state.textures[stage];
3823     if (*texture)
3824         wined3d_texture_incref(*texture);
3825
3826     TRACE("Returning %p.\n", *texture);
3827
3828     return WINED3D_OK;
3829 }
3830
3831 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3832         UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3833 {
3834     struct wined3d_swapchain *swapchain;
3835     HRESULT hr;
3836
3837     TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3838             device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3839
3840     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3841     if (FAILED(hr))
3842     {
3843         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3844         return hr;
3845     }
3846
3847     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3848     wined3d_swapchain_decref(swapchain);
3849     if (FAILED(hr))
3850     {
3851         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3852         return hr;
3853     }
3854
3855     return WINED3D_OK;
3856 }
3857
3858 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3859 {
3860     TRACE("device %p, caps %p.\n", device, caps);
3861
3862     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3863             device->create_parms.device_type, caps);
3864 }
3865
3866 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3867         UINT swapchain_idx, struct wined3d_display_mode *mode)
3868 {
3869     struct wined3d_swapchain *swapchain;
3870     HRESULT hr;
3871
3872     TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3873
3874     if (swapchain_idx)
3875     {
3876         hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3877         if (SUCCEEDED(hr))
3878         {
3879             hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3880             wined3d_swapchain_decref(swapchain);
3881         }
3882     }
3883     else
3884     {
3885         const struct wined3d_adapter *adapter = device->adapter;
3886
3887         /* Don't read the real display mode, but return the stored mode
3888          * instead. X11 can't change the color depth, and some apps are
3889          * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3890          * that GetDisplayMode still returns 24 bpp.
3891          *
3892          * Also don't relay to the swapchain because with ddraw it's possible
3893          * that there isn't a swapchain at all. */
3894         mode->width = adapter->screen_size.cx;
3895         mode->height = adapter->screen_size.cy;
3896         mode->format_id = adapter->screen_format;
3897         mode->refresh_rate = 0;
3898         hr = WINED3D_OK;
3899     }
3900
3901     return hr;
3902 }
3903
3904 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3905 {
3906     struct wined3d_stateblock *stateblock;
3907     HRESULT hr;
3908
3909     TRACE("device %p.\n", device);
3910
3911     if (device->isRecordingState)
3912         return WINED3DERR_INVALIDCALL;
3913
3914     hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3915     if (FAILED(hr))
3916         return hr;
3917
3918     wined3d_stateblock_decref(device->updateStateBlock);
3919     device->updateStateBlock = stateblock;
3920     device->isRecordingState = TRUE;
3921
3922     TRACE("Recording stateblock %p.\n", stateblock);
3923
3924     return WINED3D_OK;
3925 }
3926
3927 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3928         struct wined3d_stateblock **stateblock)
3929 {
3930     struct wined3d_stateblock *object = device->updateStateBlock;
3931
3932     TRACE("device %p, stateblock %p.\n", device, stateblock);
3933
3934     if (!device->isRecordingState)
3935     {
3936         WARN("Not recording.\n");
3937         *stateblock = NULL;
3938         return WINED3DERR_INVALIDCALL;
3939     }
3940
3941     stateblock_init_contained_states(object);
3942
3943     *stateblock = object;
3944     device->isRecordingState = FALSE;
3945     device->updateStateBlock = device->stateBlock;
3946     wined3d_stateblock_incref(device->updateStateBlock);
3947
3948     TRACE("Returning stateblock %p.\n", *stateblock);
3949
3950     return WINED3D_OK;
3951 }
3952
3953 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3954 {
3955     /* At the moment we have no need for any functionality at the beginning
3956      * of a scene. */
3957     TRACE("device %p.\n", device);
3958
3959     if (device->inScene)
3960     {
3961         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3962         return WINED3DERR_INVALIDCALL;
3963     }
3964     device->inScene = TRUE;
3965     return WINED3D_OK;
3966 }
3967
3968 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3969 {
3970     struct wined3d_context *context;
3971
3972     TRACE("device %p.\n", device);
3973
3974     if (!device->inScene)
3975     {
3976         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3977         return WINED3DERR_INVALIDCALL;
3978     }
3979
3980     context = context_acquire(device, NULL);
3981     /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3982     wglFlush();
3983     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3984      * fails. */
3985     context_release(context);
3986
3987     device->inScene = FALSE;
3988     return WINED3D_OK;
3989 }
3990
3991 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3992         const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3993 {
3994     UINT i;
3995
3996     TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3997             device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3998             dst_window_override, dirty_region);
3999
4000     for (i = 0; i < device->swapchain_count; ++i)
4001     {
4002         wined3d_swapchain_present(device->swapchains[i], src_rect,
4003                 dst_rect, dst_window_override, dirty_region, 0);
4004     }
4005
4006     return WINED3D_OK;
4007 }
4008
4009 /* Do not call while under the GL lock. */
4010 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4011         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4012 {
4013     RECT draw_rect;
4014
4015     TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4016             device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4017
4018     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4019     {
4020         struct wined3d_surface *ds = device->fb.depth_stencil;
4021         if (!ds)
4022         {
4023             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4024             /* TODO: What about depth stencil buffers without stencil bits? */
4025             return WINED3DERR_INVALIDCALL;
4026         }
4027         else if (flags & WINED3DCLEAR_TARGET)
4028         {
4029             if (ds->resource.width < device->fb.render_targets[0]->resource.width
4030                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
4031             {
4032                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4033                 return WINED3D_OK;
4034             }
4035         }
4036     }
4037
4038     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4039
4040     return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4041             &device->fb, rect_count, rects,
4042             &draw_rect, flags, color, depth, stencil);
4043 }
4044
4045 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4046         WINED3DPRIMITIVETYPE primitive_type)
4047 {
4048     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4049
4050     device->updateStateBlock->changed.primitive_type = TRUE;
4051     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4052 }
4053
4054 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4055         WINED3DPRIMITIVETYPE *primitive_type)
4056 {
4057     TRACE("device %p, primitive_type %p\n", device, primitive_type);
4058
4059     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4060
4061     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4062 }
4063
4064 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4065 {
4066     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4067
4068     if (!device->stateBlock->state.vertex_declaration)
4069     {
4070         WARN("Called without a valid vertex declaration set.\n");
4071         return WINED3DERR_INVALIDCALL;
4072     }
4073
4074     /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4075     if (device->stateBlock->state.user_stream)
4076     {
4077         device_invalidate_state(device, STATE_INDEXBUFFER);
4078         device->stateBlock->state.user_stream = FALSE;
4079     }
4080
4081     if (device->stateBlock->state.load_base_vertex_index)
4082     {
4083         device->stateBlock->state.load_base_vertex_index = 0;
4084         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4085     }
4086
4087     /* Account for the loading offset due to index buffers. Instead of
4088      * reloading all sources correct it with the startvertex parameter. */
4089     drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4090     return WINED3D_OK;
4091 }
4092
4093 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4094 {
4095     struct wined3d_buffer *index_buffer;
4096     UINT index_size = 2;
4097     GLuint vbo;
4098     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4099
4100     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4101
4102     index_buffer = device->stateBlock->state.index_buffer;
4103     if (!index_buffer)
4104     {
4105         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4106          * without an index buffer set. (The first time at least...)
4107          * D3D8 simply dies, but I doubt it can do much harm to return
4108          * D3DERR_INVALIDCALL there as well. */
4109         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4110         return WINED3DERR_INVALIDCALL;
4111     }
4112
4113     if (!device->stateBlock->state.vertex_declaration)
4114     {
4115         WARN("Called without a valid vertex declaration set.\n");
4116         return WINED3DERR_INVALIDCALL;
4117     }
4118
4119     if (device->stateBlock->state.user_stream)
4120     {
4121         device_invalidate_state(device, STATE_INDEXBUFFER);
4122         device->stateBlock->state.user_stream = FALSE;
4123     }
4124     vbo = index_buffer->buffer_object;
4125
4126     if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4127         index_size = 2;
4128     else
4129         index_size = 4;
4130
4131     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4132         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4133     {
4134         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4135         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4136     }
4137
4138     drawPrimitive(device, index_count, start_idx, index_size,
4139             vbo ? NULL : index_buffer->resource.allocatedMemory);
4140
4141     return WINED3D_OK;
4142 }
4143
4144 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4145         const void *stream_data, UINT stream_stride)
4146 {
4147     struct wined3d_stream_state *stream;
4148     struct wined3d_buffer *vb;
4149
4150     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4151             device, vertex_count, stream_data, stream_stride);
4152
4153     if (!device->stateBlock->state.vertex_declaration)
4154     {
4155         WARN("Called without a valid vertex declaration set.\n");
4156         return WINED3DERR_INVALIDCALL;
4157     }
4158
4159     /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4160     stream = &device->stateBlock->state.streams[0];
4161     vb = stream->buffer;
4162     stream->buffer = (struct wined3d_buffer *)stream_data;
4163     if (vb)
4164         wined3d_buffer_decref(vb);
4165     stream->offset = 0;
4166     stream->stride = stream_stride;
4167     device->stateBlock->state.user_stream = TRUE;
4168     if (device->stateBlock->state.load_base_vertex_index)
4169     {
4170         device->stateBlock->state.load_base_vertex_index = 0;
4171         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4172     }
4173
4174     /* TODO: Only mark dirty if drawing from a different UP address */
4175     device_invalidate_state(device, STATE_STREAMSRC);
4176
4177     drawPrimitive(device, vertex_count, 0, 0, NULL);
4178
4179     /* MSDN specifies stream zero settings must be set to NULL */
4180     stream->buffer = NULL;
4181     stream->stride = 0;
4182
4183     /* stream zero settings set to null at end, as per the msdn. No need to
4184      * mark dirty here, the app has to set the new stream sources or use UP
4185      * drawing again. */
4186     return WINED3D_OK;
4187 }
4188
4189 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4190         UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4191         const void *stream_data, UINT stream_stride)
4192 {
4193     struct wined3d_stream_state *stream;
4194     struct wined3d_buffer *vb, *ib;
4195     UINT index_size;
4196
4197     TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4198             device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4199
4200     if (!device->stateBlock->state.vertex_declaration)
4201     {
4202         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4203         return WINED3DERR_INVALIDCALL;
4204     }
4205
4206     if (index_data_format_id == WINED3DFMT_R16_UINT)
4207         index_size = 2;
4208     else
4209         index_size = 4;
4210
4211     stream = &device->stateBlock->state.streams[0];
4212     vb = stream->buffer;
4213     stream->buffer = (struct wined3d_buffer *)stream_data;
4214     if (vb)
4215         wined3d_buffer_decref(vb);
4216     stream->offset = 0;
4217     stream->stride = stream_stride;
4218     device->stateBlock->state.user_stream = TRUE;
4219
4220     /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4221     device->stateBlock->state.base_vertex_index = 0;
4222     if (device->stateBlock->state.load_base_vertex_index)
4223     {
4224         device->stateBlock->state.load_base_vertex_index = 0;
4225         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4226     }
4227     /* Invalidate the state until we have nicer tracking of the stream source pointers */
4228     device_invalidate_state(device, STATE_STREAMSRC);
4229     device_invalidate_state(device, STATE_INDEXBUFFER);
4230
4231     drawPrimitive(device, index_count, 0, index_size, index_data);
4232
4233     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4234     stream->buffer = NULL;
4235     stream->stride = 0;
4236     ib = device->stateBlock->state.index_buffer;
4237     if (ib)
4238     {
4239         wined3d_buffer_decref(ib);
4240         device->stateBlock->state.index_buffer = NULL;
4241     }
4242     /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4243      * SetStreamSource to specify a vertex buffer
4244      */
4245
4246     return WINED3D_OK;
4247 }
4248
4249 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4250         UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4251 {
4252     /* Mark the state dirty until we have nicer tracking. It's fine to change
4253      * baseVertexIndex because that call is only called by ddraw which does
4254      * not need that value. */
4255     device_invalidate_state(device, STATE_VDECL);
4256     device_invalidate_state(device, STATE_STREAMSRC);
4257     device_invalidate_state(device, STATE_INDEXBUFFER);
4258
4259     device->stateBlock->state.base_vertex_index = 0;
4260     device->up_strided = strided_data;
4261     drawPrimitive(device, vertex_count, 0, 0, NULL);
4262     device->up_strided = NULL;
4263
4264     /* Invalidate the states again to make sure the values from the stateblock
4265      * are properly applied in the next regular draw. Note that the application-
4266      * provided strided data has ovwritten pretty much the entire vertex and
4267      * and index stream related states */
4268     device_invalidate_state(device, STATE_VDECL);
4269     device_invalidate_state(device, STATE_STREAMSRC);
4270     device_invalidate_state(device, STATE_INDEXBUFFER);
4271     return WINED3D_OK;
4272 }
4273
4274 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4275         UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4276         UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4277 {
4278     UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4279
4280     /* Mark the state dirty until we have nicer tracking
4281      * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4282      * that value.
4283      */
4284     device_invalidate_state(device, STATE_VDECL);
4285     device_invalidate_state(device, STATE_STREAMSRC);
4286     device_invalidate_state(device, STATE_INDEXBUFFER);
4287
4288     device->stateBlock->state.user_stream = TRUE;
4289     device->stateBlock->state.base_vertex_index = 0;
4290     device->up_strided = strided_data;
4291     drawPrimitive(device, index_count, 0, index_size, index_data);
4292     device->up_strided = NULL;
4293
4294     device_invalidate_state(device, STATE_VDECL);
4295     device_invalidate_state(device, STATE_STREAMSRC);
4296     device_invalidate_state(device, STATE_INDEXBUFFER);
4297     return WINED3D_OK;
4298 }
4299
4300 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4301 static HRESULT device_update_volume(struct wined3d_device *device,
4302         struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4303 {
4304     struct wined3d_mapped_box src;
4305     struct wined3d_mapped_box dst;
4306     HRESULT hr;
4307
4308     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4309             device, src_volume, dst_volume);
4310
4311     /* TODO: Implement direct loading into the gl volume instead of using
4312      * memcpy and dirtification to improve loading performance. */
4313     hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4314     if (FAILED(hr)) return hr;
4315     hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4316     if (FAILED(hr))
4317     {
4318         wined3d_volume_unmap(src_volume);
4319         return hr;
4320     }
4321
4322     memcpy(dst.data, src.data, dst_volume->resource.size);
4323
4324     hr = wined3d_volume_unmap(dst_volume);
4325     if (FAILED(hr))
4326         wined3d_volume_unmap(src_volume);
4327     else
4328         hr = wined3d_volume_unmap(src_volume);
4329
4330     return hr;
4331 }
4332
4333 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4334         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4335 {
4336     unsigned int level_count, i;
4337     WINED3DRESOURCETYPE type;
4338     HRESULT hr;
4339
4340     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4341
4342     /* Verify that the source and destination textures are non-NULL. */
4343     if (!src_texture || !dst_texture)
4344     {
4345         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4346         return WINED3DERR_INVALIDCALL;
4347     }
4348
4349     if (src_texture == dst_texture)
4350     {
4351         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4352         return WINED3DERR_INVALIDCALL;
4353     }
4354
4355     /* Verify that the source and destination textures are the same type. */
4356     type = src_texture->resource.resourceType;
4357     if (dst_texture->resource.resourceType != type)
4358     {
4359         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4360         return WINED3DERR_INVALIDCALL;
4361     }
4362
4363     /* Check that both textures have the identical numbers of levels. */
4364     level_count = wined3d_texture_get_level_count(src_texture);
4365     if (wined3d_texture_get_level_count(dst_texture) != level_count)
4366     {
4367         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4368         return WINED3DERR_INVALIDCALL;
4369     }
4370
4371     /* Make sure that the destination texture is loaded. */
4372     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4373
4374     /* Update every surface level of the texture. */
4375     switch (type)
4376     {
4377         case WINED3DRTYPE_TEXTURE:
4378         {
4379             struct wined3d_surface *src_surface;
4380             struct wined3d_surface *dst_surface;
4381
4382             for (i = 0; i < level_count; ++i)
4383             {
4384                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4385                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4386                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4387                 if (FAILED(hr))
4388                 {
4389                     WARN("Failed to update surface, hr %#x.\n", hr);
4390                     return hr;
4391                 }
4392             }
4393             break;
4394         }
4395
4396         case WINED3DRTYPE_CUBETEXTURE:
4397         {
4398             struct wined3d_surface *src_surface;
4399             struct wined3d_surface *dst_surface;
4400
4401             for (i = 0; i < level_count * 6; ++i)
4402             {
4403                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4404                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4405                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4406                 if (FAILED(hr))
4407                 {
4408                     WARN("Failed to update surface, hr %#x.\n", hr);
4409                     return hr;
4410                 }
4411             }
4412             break;
4413         }
4414
4415         case WINED3DRTYPE_VOLUMETEXTURE:
4416         {
4417             for (i = 0; i < level_count; ++i)
4418             {
4419                 hr = device_update_volume(device,
4420                         volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4421                         volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4422                 if (FAILED(hr))
4423                 {
4424                     WARN("Failed to update volume, hr %#x.\n", hr);
4425                     return hr;
4426                 }
4427             }
4428             break;
4429         }
4430
4431         default:
4432             FIXME("Unsupported texture type %#x.\n", type);
4433             return WINED3DERR_INVALIDCALL;
4434     }
4435
4436     return WINED3D_OK;
4437 }
4438
4439 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4440         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4441 {
4442     struct wined3d_swapchain *swapchain;
4443     HRESULT hr;
4444
4445     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4446
4447     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4448     if (FAILED(hr)) return hr;
4449
4450     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4451     wined3d_swapchain_decref(swapchain);
4452
4453     return hr;
4454 }
4455
4456 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4457 {
4458     const struct wined3d_state *state = &device->stateBlock->state;
4459     struct wined3d_texture *texture;
4460     DWORD i;
4461
4462     TRACE("device %p, num_passes %p.\n", device, num_passes);
4463
4464     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4465     {
4466         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4467         {
4468             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4469             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4470         }
4471         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4472         {
4473             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4474             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4475         }
4476
4477         texture = state->textures[i];
4478         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4479
4480         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4481         {
4482             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4483             return E_FAIL;
4484         }
4485         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4486         {
4487             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4488             return E_FAIL;
4489         }
4490         if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4491                 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4492         {
4493             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4494             return E_FAIL;
4495         }
4496     }
4497
4498     if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4499         state->render_states[WINED3DRS_STENCILENABLE])
4500     {
4501         struct wined3d_surface *ds = device->fb.depth_stencil;
4502         struct wined3d_surface *target = device->fb.render_targets[0];
4503
4504         if(ds && target
4505                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4506         {
4507             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4508             return WINED3DERR_CONFLICTINGRENDERSTATE;
4509         }
4510     }
4511
4512     /* return a sensible default */
4513     *num_passes = 1;
4514
4515     TRACE("returning D3D_OK\n");
4516     return WINED3D_OK;
4517 }
4518
4519 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4520 {
4521     static BOOL warned;
4522
4523     TRACE("device %p, software %#x.\n", device, software);
4524
4525     if (!warned)
4526     {
4527         FIXME("device %p, software %#x stub!\n", device, software);
4528         warned = TRUE;
4529     }
4530
4531     device->softwareVertexProcessing = software;
4532
4533     return WINED3D_OK;
4534 }
4535
4536 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4537 {
4538     static BOOL warned;
4539
4540     TRACE("device %p.\n", device);
4541
4542     if (!warned)
4543     {
4544         TRACE("device %p stub!\n", device);
4545         warned = TRUE;
4546     }
4547
4548     return device->softwareVertexProcessing;
4549 }
4550
4551 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4552         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4553 {
4554     struct wined3d_swapchain *swapchain;
4555     HRESULT hr;
4556
4557     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4558             device, swapchain_idx, raster_status);
4559
4560     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4561     if (FAILED(hr))
4562     {
4563         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4564         return hr;
4565     }
4566
4567     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4568     wined3d_swapchain_decref(swapchain);
4569     if (FAILED(hr))
4570     {
4571         WARN("Failed to get raster status, hr %#x.\n", hr);
4572         return hr;
4573     }
4574
4575     return WINED3D_OK;
4576 }
4577
4578 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4579 {
4580     static BOOL warned;
4581
4582     TRACE("device %p, segments %.8e.\n", device, segments);
4583
4584     if (segments != 0.0f)
4585     {
4586         if (!warned)
4587         {
4588             FIXME("device %p, segments %.8e stub!\n", device, segments);
4589             warned = TRUE;
4590         }
4591     }
4592
4593     return WINED3D_OK;
4594 }
4595
4596 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4597 {
4598     static BOOL warned;
4599
4600     TRACE("device %p.\n", device);
4601
4602     if (!warned)
4603     {
4604         FIXME("device %p stub!\n", device);
4605         warned = TRUE;
4606     }
4607
4608     return 0.0f;
4609 }
4610
4611 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4612         struct wined3d_surface *src_surface, const RECT *src_rect,
4613         struct wined3d_surface *dst_surface, const POINT *dst_point)
4614 {
4615     TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4616             device, src_surface, wine_dbgstr_rect(src_rect),
4617             dst_surface, wine_dbgstr_point(dst_point));
4618
4619     if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4620     {
4621         WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4622                 src_surface, dst_surface);
4623         return WINED3DERR_INVALIDCALL;
4624     }
4625
4626     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4627 }
4628
4629 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4630         const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4631 {
4632     struct WineD3DRectPatch *patch;
4633     GLenum old_primitive_type;
4634     unsigned int i;
4635     struct list *e;
4636     BOOL found;
4637
4638     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4639             device, handle, num_segs, rect_patch_info);
4640
4641     if (!(handle || rect_patch_info))
4642     {
4643         /* TODO: Write a test for the return value, thus the FIXME */
4644         FIXME("Both handle and rect_patch_info are NULL.\n");
4645         return WINED3DERR_INVALIDCALL;
4646     }
4647
4648     if (handle)
4649     {
4650         i = PATCHMAP_HASHFUNC(handle);
4651         found = FALSE;
4652         LIST_FOR_EACH(e, &device->patches[i])
4653         {
4654             patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4655             if (patch->Handle == handle)
4656             {
4657                 found = TRUE;
4658                 break;
4659             }
4660         }
4661
4662         if (!found)
4663         {
4664             TRACE("Patch does not exist. Creating a new one\n");
4665             patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4666             patch->Handle = handle;
4667             list_add_head(&device->patches[i], &patch->entry);
4668         } else {
4669             TRACE("Found existing patch %p\n", patch);
4670         }
4671     }
4672     else
4673     {
4674         /* Since opengl does not load tesselated vertex attributes into numbered vertex
4675          * attributes we have to tesselate, read back, and draw. This needs a patch
4676          * management structure instance. Create one.
4677          *
4678          * A possible improvement is to check if a vertex shader is used, and if not directly
4679          * draw the patch.
4680          */
4681         FIXME("Drawing an uncached patch. This is slow\n");
4682         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4683     }
4684
4685     if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4686             || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4687             || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4688     {
4689         HRESULT hr;
4690         TRACE("Tesselation density or patch info changed, retesselating\n");
4691
4692         if (rect_patch_info)
4693             patch->rect_patch_info = *rect_patch_info;
4694
4695         patch->numSegs[0] = num_segs[0];
4696         patch->numSegs[1] = num_segs[1];
4697         patch->numSegs[2] = num_segs[2];
4698         patch->numSegs[3] = num_segs[3];
4699
4700         hr = tesselate_rectpatch(device, patch);
4701         if (FAILED(hr))
4702         {
4703             WARN("Patch tesselation failed.\n");
4704
4705             /* Do not release the handle to store the params of the patch */
4706             if (!handle)
4707                 HeapFree(GetProcessHeap(), 0, patch);
4708
4709             return hr;
4710         }
4711     }
4712
4713     old_primitive_type = device->stateBlock->state.gl_primitive_type;
4714     device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4715     wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4716     device->stateBlock->state.gl_primitive_type = old_primitive_type;
4717
4718     /* Destroy uncached patches */
4719     if (!handle)
4720     {
4721         HeapFree(GetProcessHeap(), 0, patch->mem);
4722         HeapFree(GetProcessHeap(), 0, patch);
4723     }
4724     return WINED3D_OK;
4725 }
4726
4727 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4728         const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4729 {
4730     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4731             device, handle, segment_count, patch_info);
4732
4733     return WINED3D_OK;
4734 }
4735
4736 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4737 {
4738     struct WineD3DRectPatch *patch;
4739     struct list *e;
4740     int i;
4741
4742     TRACE("device %p, handle %#x.\n", device, handle);
4743
4744     i = PATCHMAP_HASHFUNC(handle);
4745     LIST_FOR_EACH(e, &device->patches[i])
4746     {
4747         patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4748         if (patch->Handle == handle)
4749         {
4750             TRACE("Deleting patch %p\n", patch);
4751             list_remove(&patch->entry);
4752             HeapFree(GetProcessHeap(), 0, patch->mem);
4753             HeapFree(GetProcessHeap(), 0, patch);
4754             return WINED3D_OK;
4755         }
4756     }
4757
4758     /* TODO: Write a test for the return value */
4759     FIXME("Attempt to destroy nonexistent patch\n");
4760     return WINED3DERR_INVALIDCALL;
4761 }
4762
4763 /* Do not call while under the GL lock. */
4764 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4765         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4766 {
4767     RECT r;
4768
4769     TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4770             device, surface, wine_dbgstr_rect(rect),
4771             color->r, color->g, color->b, color->a);
4772
4773     if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4774     {
4775         FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4776         return WINED3DERR_INVALIDCALL;
4777     }
4778
4779     if (!rect)
4780     {
4781         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4782         rect = &r;
4783     }
4784
4785     return surface_color_fill(surface, rect, color);
4786 }
4787
4788 /* Do not call while under the GL lock. */
4789 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4790         struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4791 {
4792     struct wined3d_resource *resource;
4793     HRESULT hr;
4794     RECT rect;
4795
4796     resource = rendertarget_view->resource;
4797     if (resource->resourceType != WINED3DRTYPE_SURFACE)
4798     {
4799         FIXME("Only supported on surface resources\n");
4800         return;
4801     }
4802
4803     SetRect(&rect, 0, 0, resource->width, resource->height);
4804     hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4805     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4806 }
4807
4808 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4809         UINT render_target_idx, struct wined3d_surface **render_target)
4810 {
4811     TRACE("device %p, render_target_idx %u, render_target %p.\n",
4812             device, render_target_idx, render_target);
4813
4814     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4815     {
4816         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4817         return WINED3DERR_INVALIDCALL;
4818     }
4819
4820     *render_target = device->fb.render_targets[render_target_idx];
4821     TRACE("Returning render target %p.\n", *render_target);
4822
4823     if (!*render_target)
4824         return WINED3DERR_NOTFOUND;
4825
4826     wined3d_surface_incref(*render_target);
4827
4828     return WINED3D_OK;
4829 }
4830
4831 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4832         struct wined3d_surface **depth_stencil)
4833 {
4834     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4835
4836     *depth_stencil = device->fb.depth_stencil;
4837     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4838
4839     if (!*depth_stencil)
4840         return WINED3DERR_NOTFOUND;
4841
4842     wined3d_surface_incref(*depth_stencil);
4843
4844     return WINED3D_OK;
4845 }
4846
4847 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4848         UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4849 {
4850     struct wined3d_surface *prev;
4851
4852     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4853             device, render_target_idx, render_target, set_viewport);
4854
4855     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4856     {
4857         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4858         return WINED3DERR_INVALIDCALL;
4859     }
4860
4861     prev = device->fb.render_targets[render_target_idx];
4862     if (render_target == prev)
4863     {
4864         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4865         return WINED3D_OK;
4866     }
4867
4868     /* Render target 0 can't be set to NULL. */
4869     if (!render_target && !render_target_idx)
4870     {
4871         WARN("Trying to set render target 0 to NULL.\n");
4872         return WINED3DERR_INVALIDCALL;
4873     }
4874
4875     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4876     {
4877         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4878         return WINED3DERR_INVALIDCALL;
4879     }
4880
4881     if (render_target)
4882         wined3d_surface_incref(render_target);
4883     device->fb.render_targets[render_target_idx] = render_target;
4884     /* Release after the assignment, to prevent device_resource_released()
4885      * from seeing the surface as still in use. */
4886     if (prev)
4887         wined3d_surface_decref(prev);
4888
4889     /* Render target 0 is special. */
4890     if (!render_target_idx && set_viewport)
4891     {
4892         /* Set the viewport and scissor rectangles, if requested. Tests show
4893          * that stateblock recording is ignored, the change goes directly
4894          * into the primary stateblock. */
4895         device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4896         device->stateBlock->state.viewport.width  = device->fb.render_targets[0]->resource.width;
4897         device->stateBlock->state.viewport.x      = 0;
4898         device->stateBlock->state.viewport.y      = 0;
4899         device->stateBlock->state.viewport.max_z  = 1.0f;
4900         device->stateBlock->state.viewport.min_z  = 0.0f;
4901         device_invalidate_state(device, STATE_VIEWPORT);
4902
4903         device->stateBlock->state.scissor_rect.top = 0;
4904         device->stateBlock->state.scissor_rect.left = 0;
4905         device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4906         device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4907         device_invalidate_state(device, STATE_SCISSORRECT);
4908     }
4909
4910     device_invalidate_state(device, STATE_FRAMEBUFFER);
4911
4912     return WINED3D_OK;
4913 }
4914
4915 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4916 {
4917     struct wined3d_surface *prev = device->fb.depth_stencil;
4918
4919     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4920             device, depth_stencil, prev);
4921
4922     if (prev == depth_stencil)
4923     {
4924         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4925         return WINED3D_OK;
4926     }
4927
4928     if (prev)
4929     {
4930         if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4931                 || prev->flags & SFLAG_DISCARD)
4932         {
4933             surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
4934                     prev->resource.width, prev->resource.height);
4935             if (prev == device->onscreen_depth_stencil)
4936             {
4937                 wined3d_surface_decref(device->onscreen_depth_stencil);
4938                 device->onscreen_depth_stencil = NULL;
4939             }
4940         }
4941     }
4942
4943     device->fb.depth_stencil = depth_stencil;
4944     if (depth_stencil)
4945         wined3d_surface_incref(depth_stencil);
4946
4947     if (!prev != !depth_stencil)
4948     {
4949         /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4950         device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
4951         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
4952         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
4953         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4954     }
4955     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4956     {
4957         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
4958     }
4959     if (prev)
4960         wined3d_surface_decref(prev);
4961
4962     device_invalidate_state(device, STATE_FRAMEBUFFER);
4963
4964     return WINED3D_OK;
4965 }
4966
4967 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4968         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4969 {
4970     struct wined3d_mapped_rect mapped_rect;
4971
4972     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4973             device, x_hotspot, y_hotspot, cursor_image);
4974
4975     /* some basic validation checks */
4976     if (device->cursorTexture)
4977     {
4978         struct wined3d_context *context = context_acquire(device, NULL);
4979         ENTER_GL();
4980         glDeleteTextures(1, &device->cursorTexture);
4981         LEAVE_GL();
4982         context_release(context);
4983         device->cursorTexture = 0;
4984     }
4985
4986     if (cursor_image)
4987     {
4988         struct wined3d_mapped_rect rect;
4989
4990         /* MSDN: Cursor must be A8R8G8B8 */
4991         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4992         {
4993             WARN("surface %p has an invalid format.\n", cursor_image);
4994             return WINED3DERR_INVALIDCALL;
4995         }
4996
4997         /* MSDN: Cursor must be smaller than the display mode */
4998         if (cursor_image->resource.width > device->adapter->screen_size.cx
4999                 || cursor_image->resource.height > device->adapter->screen_size.cy)
5000         {
5001             WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5002                     cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5003                     device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5004             return WINED3DERR_INVALIDCALL;
5005         }
5006
5007         /* TODO: MSDN: Cursor sizes must be a power of 2 */
5008
5009         /* Do not store the surface's pointer because the application may
5010          * release it after setting the cursor image. Windows doesn't
5011          * addref the set surface, so we can't do this either without
5012          * creating circular refcount dependencies. Copy out the gl texture
5013          * instead. */
5014         device->cursorWidth = cursor_image->resource.width;
5015         device->cursorHeight = cursor_image->resource.height;
5016         if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5017         {
5018             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5019             const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5020             struct wined3d_context *context;
5021             char *mem, *bits = rect.data;
5022             GLint intfmt = format->glInternal;
5023             GLint gl_format = format->glFormat;
5024             GLint type = format->glType;
5025             INT height = device->cursorHeight;
5026             INT width = device->cursorWidth;
5027             INT bpp = format->byte_count;
5028             INT i;
5029
5030             /* Reformat the texture memory (pitch and width can be
5031              * different) */
5032             mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5033             for(i = 0; i < height; i++)
5034                 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
5035             wined3d_surface_unmap(cursor_image);
5036
5037             context = context_acquire(device, NULL);
5038
5039             ENTER_GL();
5040
5041             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5042             {
5043                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5044                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5045             }
5046
5047             invalidate_active_texture(device, context);
5048             /* Create a new cursor texture */
5049             glGenTextures(1, &device->cursorTexture);
5050             checkGLcall("glGenTextures");
5051             context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5052             /* Copy the bitmap memory into the cursor texture */
5053             glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5054             checkGLcall("glTexImage2D");
5055             HeapFree(GetProcessHeap(), 0, mem);
5056
5057             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5058             {
5059                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5060                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5061             }
5062
5063             LEAVE_GL();
5064
5065             context_release(context);
5066         }
5067         else
5068         {
5069             FIXME("A cursor texture was not returned.\n");
5070             device->cursorTexture = 0;
5071         }
5072
5073         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5074         {
5075             /* Draw a hardware cursor */
5076             ICONINFO cursorInfo;
5077             HCURSOR cursor;
5078             /* Create and clear maskBits because it is not needed for
5079              * 32-bit cursors.  32x32 bits split into 32-bit chunks == 32
5080              * chunks. */
5081             DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5082                     (cursor_image->resource.width * cursor_image->resource.height / 8));
5083             wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5084                     WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5085             TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5086
5087             cursorInfo.fIcon = FALSE;
5088             cursorInfo.xHotspot = x_hotspot;
5089             cursorInfo.yHotspot = y_hotspot;
5090             cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5091                     1, 1, maskBits);
5092             cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5093                     1, 32, mapped_rect.data);
5094             wined3d_surface_unmap(cursor_image);
5095             /* Create our cursor and clean up. */
5096             cursor = CreateIconIndirect(&cursorInfo);
5097             if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5098             if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5099             if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5100             device->hardwareCursor = cursor;
5101             if (device->bCursorVisible) SetCursor( cursor );
5102             HeapFree(GetProcessHeap(), 0, maskBits);
5103         }
5104     }
5105
5106     device->xHotSpot = x_hotspot;
5107     device->yHotSpot = y_hotspot;
5108     return WINED3D_OK;
5109 }
5110
5111 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5112         int x_screen_space, int y_screen_space, DWORD flags)
5113 {
5114     TRACE("device %p, x %d, y %d, flags %#x.\n",
5115             device, x_screen_space, y_screen_space, flags);
5116
5117     device->xScreenSpace = x_screen_space;
5118     device->yScreenSpace = y_screen_space;
5119
5120     if (device->hardwareCursor)
5121     {
5122         POINT pt;
5123
5124         GetCursorPos( &pt );
5125         if (x_screen_space == pt.x && y_screen_space == pt.y)
5126             return;
5127         SetCursorPos( x_screen_space, y_screen_space );
5128
5129         /* Switch to the software cursor if position diverges from the hardware one. */
5130         GetCursorPos( &pt );
5131         if (x_screen_space != pt.x || y_screen_space != pt.y)
5132         {
5133             if (device->bCursorVisible) SetCursor( NULL );
5134             DestroyCursor( device->hardwareCursor );
5135             device->hardwareCursor = 0;
5136         }
5137     }
5138 }
5139
5140 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5141 {
5142     BOOL oldVisible = device->bCursorVisible;
5143
5144     TRACE("device %p, show %#x.\n", device, show);
5145
5146     /*
5147      * When ShowCursor is first called it should make the cursor appear at the OS's last
5148      * known cursor position.
5149      */
5150     if (show && !oldVisible)
5151     {
5152         POINT pt;
5153         GetCursorPos(&pt);
5154         device->xScreenSpace = pt.x;
5155         device->yScreenSpace = pt.y;
5156     }
5157
5158     if (device->hardwareCursor)
5159     {
5160         device->bCursorVisible = show;
5161         if (show)
5162             SetCursor(device->hardwareCursor);
5163         else
5164             SetCursor(NULL);
5165     }
5166     else
5167     {
5168         if (device->cursorTexture)
5169             device->bCursorVisible = show;
5170     }
5171
5172     return oldVisible;
5173 }
5174
5175 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5176 {
5177     struct wined3d_resource *resource, *cursor;
5178
5179     TRACE("device %p.\n", device);
5180
5181     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5182     {
5183         TRACE("Checking resource %p for eviction.\n", resource);
5184
5185         if (resource->pool == WINED3DPOOL_MANAGED)
5186         {
5187             TRACE("Evicting %p.\n", resource);
5188             resource->resource_ops->resource_unload(resource);
5189         }
5190     }
5191
5192     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5193     device_invalidate_state(device, STATE_STREAMSRC);
5194 }
5195
5196 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5197         const struct wined3d_swapchain_desc *swapchain_desc)
5198 {
5199     struct wined3d_device *device = surface->resource.device;
5200     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5201
5202     /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5203     if (surface->flags & SFLAG_DIBSECTION)
5204     {
5205         DeleteDC(surface->hDC);
5206         DeleteObject(surface->dib.DIBsection);
5207         surface->dib.bitmap_data = NULL;
5208         surface->resource.allocatedMemory = NULL;
5209         surface->flags &= ~SFLAG_DIBSECTION;
5210     }
5211     surface->resource.width = swapchain_desc->backbuffer_width;
5212     surface->resource.height = swapchain_desc->backbuffer_height;
5213     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5214             || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5215     {
5216         surface->pow2Width = swapchain_desc->backbuffer_width;
5217         surface->pow2Height = swapchain_desc->backbuffer_height;
5218     }
5219     else
5220     {
5221         surface->pow2Width = surface->pow2Height = 1;
5222         while (surface->pow2Width < swapchain_desc->backbuffer_width)
5223             surface->pow2Width <<= 1;
5224         while (surface->pow2Height < swapchain_desc->backbuffer_height)
5225             surface->pow2Height <<= 1;
5226     }
5227
5228     if (!(surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
5229         surface->resource.format = wined3d_get_format(gl_info, swapchain_desc->backbuffer_format);
5230     surface->resource.multisample_type = swapchain_desc->multisample_type;
5231     surface->resource.multisample_quality = swapchain_desc->multisample_quality;
5232
5233     if (device->d3d_initialized)
5234         surface->resource.resource_ops->resource_unload(&surface->resource);
5235
5236     if (surface->pow2Width != swapchain_desc->backbuffer_width
5237             || surface->pow2Height != swapchain_desc->backbuffer_height)
5238     {
5239         surface->flags |= SFLAG_NONPOW2;
5240     }
5241     else
5242     {
5243         surface->flags &= ~SFLAG_NONPOW2;
5244     }
5245     HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5246     surface->resource.allocatedMemory = NULL;
5247     surface->resource.heapMemory = NULL;
5248     surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5249
5250     /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5251      * to a FBO */
5252     if (!surface_init_sysmem(surface))
5253     {
5254         return E_OUTOFMEMORY;
5255     }
5256     return WINED3D_OK;
5257 }
5258
5259 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5260         const struct wined3d_swapchain_desc *swapchain_desc)
5261 {
5262     struct wined3d_display_mode m;
5263     UINT i, count;
5264     HRESULT hr;
5265
5266     /* All Windowed modes are supported, as is leaving the current mode */
5267     if (swapchain_desc->windowed)
5268         return TRUE;
5269     if (!swapchain_desc->backbuffer_width)
5270         return TRUE;
5271     if (!swapchain_desc->backbuffer_height)
5272         return TRUE;
5273
5274     count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5275     for (i = 0; i < count; ++i)
5276     {
5277         memset(&m, 0, sizeof(m));
5278         hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5279         if (FAILED(hr))
5280             ERR("Failed to enumerate adapter mode.\n");
5281         if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5282             /* Mode found, it is supported. */
5283             return TRUE;
5284     }
5285     /* Mode not found -> not supported */
5286     return FALSE;
5287 }
5288
5289 /* Do not call while under the GL lock. */
5290 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5291 {
5292     struct wined3d_resource *resource, *cursor;
5293     const struct wined3d_gl_info *gl_info;
5294     struct wined3d_context *context;
5295     struct wined3d_shader *shader;
5296
5297     context = context_acquire(device, NULL);
5298     gl_info = context->gl_info;
5299
5300     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5301     {
5302         TRACE("Unloading resource %p.\n", resource);
5303
5304         resource->resource_ops->resource_unload(resource);
5305     }
5306
5307     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5308     {
5309         device->shader_backend->shader_destroy(shader);
5310     }
5311
5312     ENTER_GL();
5313     if (device->depth_blt_texture)
5314     {
5315         glDeleteTextures(1, &device->depth_blt_texture);
5316         device->depth_blt_texture = 0;
5317     }
5318     if (device->cursorTexture)
5319     {
5320         glDeleteTextures(1, &device->cursorTexture);
5321         device->cursorTexture = 0;
5322     }
5323     LEAVE_GL();
5324
5325     device->blitter->free_private(device);
5326     device->frag_pipe->free_private(device);
5327     device->shader_backend->shader_free_private(device);
5328     destroy_dummy_textures(device, gl_info);
5329
5330     context_release(context);
5331
5332     while (device->context_count)
5333     {
5334         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5335     }
5336
5337     HeapFree(GetProcessHeap(), 0, swapchain->context);
5338     swapchain->context = NULL;
5339 }
5340
5341 /* Do not call while under the GL lock. */
5342 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5343 {
5344     struct wined3d_context *context;
5345     struct wined3d_surface *target;
5346     HRESULT hr;
5347
5348     /* Recreate the primary swapchain's context */
5349     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5350     if (!swapchain->context)
5351     {
5352         ERR("Failed to allocate memory for swapchain context array.\n");
5353         return E_OUTOFMEMORY;
5354     }
5355
5356     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5357     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5358     {
5359         WARN("Failed to create context.\n");
5360         HeapFree(GetProcessHeap(), 0, swapchain->context);
5361         return E_FAIL;
5362     }
5363
5364     swapchain->context[0] = context;
5365     swapchain->num_contexts = 1;
5366     create_dummy_textures(device, context);
5367     context_release(context);
5368
5369     hr = device->shader_backend->shader_alloc_private(device);
5370     if (FAILED(hr))
5371     {
5372         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5373         goto err;
5374     }
5375
5376     hr = device->frag_pipe->alloc_private(device);
5377     if (FAILED(hr))
5378     {
5379         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5380         device->shader_backend->shader_free_private(device);
5381         goto err;
5382     }
5383
5384     hr = device->blitter->alloc_private(device);
5385     if (FAILED(hr))
5386     {
5387         ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5388         device->frag_pipe->free_private(device);
5389         device->shader_backend->shader_free_private(device);
5390         goto err;
5391     }
5392
5393     return WINED3D_OK;
5394
5395 err:
5396     context_acquire(device, NULL);
5397     destroy_dummy_textures(device, context->gl_info);
5398     context_release(context);
5399     context_destroy(device, context);
5400     HeapFree(GetProcessHeap(), 0, swapchain->context);
5401     swapchain->num_contexts = 0;
5402     return hr;
5403 }
5404
5405 /* Do not call while under the GL lock. */
5406 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5407         const struct wined3d_swapchain_desc *swapchain_desc,
5408         wined3d_device_reset_cb callback)
5409 {
5410     struct wined3d_resource *resource, *cursor;
5411     struct wined3d_swapchain *swapchain;
5412     struct wined3d_display_mode mode;
5413     BOOL DisplayModeChanged = FALSE;
5414     BOOL update_desc = FALSE;
5415     unsigned int i;
5416     HRESULT hr;
5417
5418     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5419
5420     wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5421     for (i = 0; i < MAX_STREAMS; ++i)
5422     {
5423         wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5424     }
5425     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5426     {
5427         wined3d_device_set_texture(device, i, NULL);
5428     }
5429     if (device->onscreen_depth_stencil)
5430     {
5431         wined3d_surface_decref(device->onscreen_depth_stencil);
5432         device->onscreen_depth_stencil = NULL;
5433     }
5434
5435     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5436     {
5437         TRACE("Enumerating resource %p.\n", resource);
5438         if (FAILED(hr = callback(resource)))
5439             return hr;
5440     }
5441
5442     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5443     if (FAILED(hr))
5444     {
5445         ERR("Failed to get the first implicit swapchain\n");
5446         return hr;
5447     }
5448
5449     if (!is_display_mode_supported(device, swapchain_desc))
5450     {
5451         WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5452         WARN("Requested mode: %ux%u.\n",
5453                 swapchain_desc->backbuffer_width,
5454                 swapchain_desc->backbuffer_height);
5455         wined3d_swapchain_decref(swapchain);
5456         return WINED3DERR_INVALIDCALL;
5457     }
5458
5459     /* Is it necessary to recreate the gl context? Actually every setting can be changed
5460      * on an existing gl context, so there's no real need for recreation.
5461      *
5462      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5463      *
5464      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5465      */
5466     TRACE("New params:\n");
5467     TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5468     TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5469     TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5470     TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5471     TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5472     TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5473     TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5474     TRACE("device_window %p\n", swapchain_desc->device_window);
5475     TRACE("windowed %#x\n", swapchain_desc->windowed);
5476     TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5477     TRACE("flags %#x\n", swapchain_desc->flags);
5478     TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5479     TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5480
5481     /* No special treatment of these parameters. Just store them */
5482     swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5483     swapchain->desc.flags = swapchain_desc->flags;
5484     swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5485     swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5486
5487     /* What to do about these? */
5488     if (swapchain_desc->backbuffer_count
5489             && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5490         FIXME("Cannot change the back buffer count yet.\n");
5491
5492     if (swapchain_desc->device_window
5493             && swapchain_desc->device_window != swapchain->desc.device_window)
5494         FIXME("Cannot change the device window yet.\n");
5495
5496     if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5497     {
5498         HRESULT hrc;
5499
5500         TRACE("Creating the depth stencil buffer\n");
5501
5502         hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5503                 swapchain_desc->backbuffer_width,
5504                 swapchain_desc->backbuffer_height,
5505                 swapchain_desc->auto_depth_stencil_format,
5506                 swapchain_desc->multisample_type,
5507                 swapchain_desc->multisample_quality,
5508                 FALSE,
5509                 &device->auto_depth_stencil);
5510         if (FAILED(hrc))
5511         {
5512             ERR("Failed to create the depth stencil buffer.\n");
5513             wined3d_swapchain_decref(swapchain);
5514             return WINED3DERR_INVALIDCALL;
5515         }
5516     }
5517
5518     if (device->onscreen_depth_stencil)
5519     {
5520         wined3d_surface_decref(device->onscreen_depth_stencil);
5521         device->onscreen_depth_stencil = NULL;
5522     }
5523
5524     /* Reset the depth stencil */
5525     if (swapchain_desc->enable_auto_depth_stencil)
5526         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5527     else
5528         wined3d_device_set_depth_stencil(device, NULL);
5529
5530     TRACE("Resetting stateblock\n");
5531     wined3d_stateblock_decref(device->updateStateBlock);
5532     wined3d_stateblock_decref(device->stateBlock);
5533
5534     if (swapchain_desc->windowed)
5535     {
5536         mode.width = swapchain->orig_width;
5537         mode.height = swapchain->orig_height;
5538         mode.refresh_rate = 0;
5539         mode.format_id = swapchain->desc.backbuffer_format;
5540     }
5541     else
5542     {
5543         mode.width = swapchain_desc->backbuffer_width;
5544         mode.height = swapchain_desc->backbuffer_height;
5545         mode.refresh_rate = swapchain_desc->refresh_rate;
5546         mode.format_id = swapchain_desc->backbuffer_format;
5547     }
5548
5549     /* Should Width == 800 && Height == 0 set 800x600? */
5550     if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5551             && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5552             || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5553     {
5554         if (!swapchain_desc->windowed)
5555             DisplayModeChanged = TRUE;
5556
5557         swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5558         swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5559         update_desc = TRUE;
5560     }
5561
5562     if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5563             && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5564     {
5565         swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5566         update_desc = TRUE;
5567     }
5568
5569     if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5570             || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5571     {
5572         swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5573         swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5574         update_desc = TRUE;
5575     }
5576
5577     if (update_desc)
5578     {
5579         UINT i;
5580
5581         hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->desc);
5582         if (FAILED(hr))
5583         {
5584             wined3d_swapchain_decref(swapchain);
5585             return hr;
5586         }
5587
5588         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5589         {
5590             hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->desc);
5591             if (FAILED(hr))
5592             {
5593                 wined3d_swapchain_decref(swapchain);
5594                 return hr;
5595             }
5596         }
5597         if (device->auto_depth_stencil)
5598         {
5599             hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->desc);
5600             if (FAILED(hr))
5601             {
5602                 wined3d_swapchain_decref(swapchain);
5603                 return hr;
5604             }
5605         }
5606     }
5607
5608     if (device->d3d_initialized)
5609         delete_opengl_contexts(device, swapchain);
5610
5611     if (!swapchain_desc->windowed != !swapchain->desc.windowed
5612             || DisplayModeChanged)
5613     {
5614         wined3d_device_set_display_mode(device, 0, &mode);
5615
5616         if (!swapchain_desc->windowed)
5617         {
5618             if (swapchain->desc.windowed)
5619             {
5620                 HWND focus_window = device->create_parms.focus_window;
5621                 if (!focus_window)
5622                     focus_window = swapchain_desc->device_window;
5623                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5624                 {
5625                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5626                     wined3d_swapchain_decref(swapchain);
5627                     return hr;
5628                 }
5629
5630                 /* switch from windowed to fs */
5631                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5632                         swapchain_desc->backbuffer_width,
5633                         swapchain_desc->backbuffer_height);
5634             }
5635             else
5636             {
5637                 /* Fullscreen -> fullscreen mode change */
5638                 MoveWindow(swapchain->device_window, 0, 0,
5639                         swapchain_desc->backbuffer_width,
5640                         swapchain_desc->backbuffer_height,
5641                         TRUE);
5642             }
5643         }
5644         else if (!swapchain->desc.windowed)
5645         {
5646             /* Fullscreen -> windowed switch */
5647             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5648             wined3d_device_release_focus_window(device);
5649         }
5650         swapchain->desc.windowed = swapchain_desc->windowed;
5651     }
5652     else if (!swapchain_desc->windowed)
5653     {
5654         DWORD style = device->style;
5655         DWORD exStyle = device->exStyle;
5656         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5657          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5658          * Reset to clear up their mess. Guild Wars also loses the device during that.
5659          */
5660         device->style = 0;
5661         device->exStyle = 0;
5662         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5663                 swapchain_desc->backbuffer_width,
5664                 swapchain_desc->backbuffer_height);
5665         device->style = style;
5666         device->exStyle = exStyle;
5667     }
5668
5669     /* Note: No parent needed for initial internal stateblock */
5670     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5671     if (FAILED(hr))
5672         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5673     else
5674         TRACE("Created stateblock %p.\n", device->stateBlock);
5675     device->updateStateBlock = device->stateBlock;
5676     wined3d_stateblock_incref(device->updateStateBlock);
5677
5678     stateblock_init_default_state(device->stateBlock);
5679
5680     swapchain_update_render_to_fbo(swapchain);
5681     swapchain_update_draw_bindings(swapchain);
5682
5683     if (device->d3d_initialized)
5684         hr = create_primary_opengl_context(device, swapchain);
5685     wined3d_swapchain_decref(swapchain);
5686
5687     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5688      * first use
5689      */
5690     return hr;
5691 }
5692
5693 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5694 {
5695     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5696
5697     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5698
5699     return WINED3D_OK;
5700 }
5701
5702
5703 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5704         struct wined3d_device_creation_parameters *parameters)
5705 {
5706     TRACE("device %p, parameters %p.\n", device, parameters);
5707
5708     *parameters = device->create_parms;
5709     return WINED3D_OK;
5710 }
5711
5712 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5713         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5714 {
5715     struct wined3d_swapchain *swapchain;
5716
5717     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5718             device, swapchain_idx, flags, ramp);
5719
5720     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5721     {
5722         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5723         wined3d_swapchain_decref(swapchain);
5724     }
5725 }
5726
5727 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5728         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5729 {
5730     struct wined3d_swapchain *swapchain;
5731
5732     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5733             device, swapchain_idx, ramp);
5734
5735     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5736     {
5737         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5738         wined3d_swapchain_decref(swapchain);
5739     }
5740 }
5741
5742 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5743 {
5744     TRACE("device %p, resource %p.\n", device, resource);
5745
5746     list_add_head(&device->resources, &resource->resource_list_entry);
5747 }
5748
5749 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5750 {
5751     TRACE("device %p, resource %p.\n", device, resource);
5752
5753     list_remove(&resource->resource_list_entry);
5754 }
5755
5756 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5757 {
5758     WINED3DRESOURCETYPE type = resource->resourceType;
5759     unsigned int i;
5760
5761     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5762
5763     context_resource_released(device, resource, type);
5764
5765     switch (type)
5766     {
5767         case WINED3DRTYPE_SURFACE:
5768             {
5769                 struct wined3d_surface *surface = surface_from_resource(resource);
5770
5771                 if (!device->d3d_initialized) break;
5772
5773                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5774                 {
5775                     if (device->fb.render_targets[i] == surface)
5776                     {
5777                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5778                         device->fb.render_targets[i] = NULL;
5779                     }
5780                 }
5781
5782                 if (device->fb.depth_stencil == surface)
5783                 {
5784                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5785                     device->fb.depth_stencil = NULL;
5786                 }
5787             }
5788             break;
5789
5790         case WINED3DRTYPE_TEXTURE:
5791         case WINED3DRTYPE_CUBETEXTURE:
5792         case WINED3DRTYPE_VOLUMETEXTURE:
5793             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5794             {
5795                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5796
5797                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5798                 {
5799                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5800                             texture, device->stateBlock, i);
5801                     device->stateBlock->state.textures[i] = NULL;
5802                 }
5803
5804                 if (device->updateStateBlock != device->stateBlock
5805                         && device->updateStateBlock->state.textures[i] == texture)
5806                 {
5807                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5808                             texture, device->updateStateBlock, i);
5809                     device->updateStateBlock->state.textures[i] = NULL;
5810                 }
5811             }
5812             break;
5813
5814         case WINED3DRTYPE_BUFFER:
5815             {
5816                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5817
5818                 for (i = 0; i < MAX_STREAMS; ++i)
5819                 {
5820                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5821                     {
5822                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5823                                 buffer, device->stateBlock, i);
5824                         device->stateBlock->state.streams[i].buffer = NULL;
5825                     }
5826
5827                     if (device->updateStateBlock != device->stateBlock
5828                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5829                     {
5830                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5831                                 buffer, device->updateStateBlock, i);
5832                         device->updateStateBlock->state.streams[i].buffer = NULL;
5833                     }
5834
5835                 }
5836
5837                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5838                 {
5839                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5840                             buffer, device->stateBlock);
5841                     device->stateBlock->state.index_buffer =  NULL;
5842                 }
5843
5844                 if (device->updateStateBlock != device->stateBlock
5845                         && device->updateStateBlock->state.index_buffer == buffer)
5846                 {
5847                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5848                             buffer, device->updateStateBlock);
5849                     device->updateStateBlock->state.index_buffer =  NULL;
5850                 }
5851             }
5852             break;
5853
5854         default:
5855             break;
5856     }
5857
5858     /* Remove the resource from the resourceStore */
5859     device_resource_remove(device, resource);
5860
5861     TRACE("Resource released.\n");
5862 }
5863
5864 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5865         HDC dc, struct wined3d_surface **surface)
5866 {
5867     struct wined3d_resource *resource;
5868
5869     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5870
5871     if (!dc)
5872         return WINED3DERR_INVALIDCALL;
5873
5874     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5875     {
5876         if (resource->resourceType == WINED3DRTYPE_SURFACE)
5877         {
5878             struct wined3d_surface *s = surface_from_resource(resource);
5879
5880             if (s->hDC == dc)
5881             {
5882                 TRACE("Found surface %p for dc %p.\n", s, dc);
5883                 *surface = s;
5884                 return WINED3D_OK;
5885             }
5886         }
5887     }
5888
5889     return WINED3DERR_INVALIDCALL;
5890 }
5891
5892 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5893         UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
5894         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5895 {
5896     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5897     const struct fragment_pipeline *fragment_pipeline;
5898     struct wined3d_display_mode mode;
5899     struct shader_caps shader_caps;
5900     struct fragment_caps ffp_caps;
5901     unsigned int i;
5902     HRESULT hr;
5903
5904     device->ref = 1;
5905     device->wined3d = wined3d;
5906     wined3d_incref(device->wined3d);
5907     device->adapter = wined3d->adapter_count ? adapter : NULL;
5908     device->device_parent = device_parent;
5909     list_init(&device->resources);
5910     list_init(&device->shaders);
5911     device->surface_alignment = surface_alignment;
5912
5913     /* Get the initial screen setup for ddraw. */
5914     hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5915     if (FAILED(hr))
5916     {
5917         ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5918         wined3d_decref(device->wined3d);
5919         return hr;
5920     }
5921     adapter->screen_size.cx = mode.width;
5922     adapter->screen_size.cy = mode.height;
5923     adapter->screen_format = mode.format_id;
5924
5925     /* Save the creation parameters. */
5926     device->create_parms.adapter_idx = adapter_idx;
5927     device->create_parms.device_type = device_type;
5928     device->create_parms.focus_window = focus_window;
5929     device->create_parms.flags = flags;
5930
5931     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5932
5933     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5934     device->shader_backend = adapter->shader_backend;
5935
5936     if (device->shader_backend)
5937     {
5938         device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5939         device->vshader_version = shader_caps.VertexShaderVersion;
5940         device->pshader_version = shader_caps.PixelShaderVersion;
5941         device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5942         device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5943         device->vs_clipping = shader_caps.VSClipping;
5944     }
5945     fragment_pipeline = adapter->fragment_pipe;
5946     device->frag_pipe = fragment_pipeline;
5947     if (fragment_pipeline)
5948     {
5949         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5950         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5951
5952         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5953                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5954         if (FAILED(hr))
5955         {
5956             ERR("Failed to compile state table, hr %#x.\n", hr);
5957             wined3d_decref(device->wined3d);
5958             return hr;
5959         }
5960     }
5961     device->blitter = adapter->blitter;
5962
5963     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5964     if (FAILED(hr))
5965     {
5966         WARN("Failed to create stateblock.\n");
5967         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5968         {
5969             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5970         }
5971         wined3d_decref(device->wined3d);
5972         return hr;
5973     }
5974
5975     TRACE("Created stateblock %p.\n", device->stateBlock);
5976     device->updateStateBlock = device->stateBlock;
5977     wined3d_stateblock_incref(device->updateStateBlock);
5978
5979     return WINED3D_OK;
5980 }
5981
5982
5983 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5984 {
5985     DWORD rep = device->StateTable[state].representative;
5986     struct wined3d_context *context;
5987     DWORD idx;
5988     BYTE shift;
5989     UINT i;
5990
5991     for (i = 0; i < device->context_count; ++i)
5992     {
5993         context = device->contexts[i];
5994         if(isStateDirty(context, rep)) continue;
5995
5996         context->dirtyArray[context->numDirtyEntries++] = rep;
5997         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5998         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5999         context->isStateDirty[idx] |= (1 << shift);
6000     }
6001 }
6002
6003 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6004 {
6005     /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6006     *width = context->current_rt->pow2Width;
6007     *height = context->current_rt->pow2Height;
6008 }
6009
6010 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6011 {
6012     const struct wined3d_swapchain *swapchain = context->swapchain;
6013     /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6014      * current context's drawable, which is the size of the back buffer of the swapchain
6015      * the active context belongs to. */
6016     *width = swapchain->desc.backbuffer_width;
6017     *height = swapchain->desc.backbuffer_height;
6018 }
6019
6020 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6021         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6022 {
6023     if (device->filter_messages)
6024     {
6025         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6026                 window, message, wparam, lparam);
6027         if (unicode)
6028             return DefWindowProcW(window, message, wparam, lparam);
6029         else
6030             return DefWindowProcA(window, message, wparam, lparam);
6031     }
6032
6033     if (message == WM_DESTROY)
6034     {
6035         TRACE("unregister window %p.\n", window);
6036         wined3d_unregister_window(window);
6037
6038         if (device->focus_window == window) device->focus_window = NULL;
6039         else ERR("Window %p is not the focus window for device %p.\n", window, device);
6040     }
6041     else if (message == WM_DISPLAYCHANGE)
6042     {
6043         device->device_parent->ops->mode_changed(device->device_parent);
6044     }
6045
6046     if (unicode)
6047         return CallWindowProcW(proc, window, message, wparam, lparam);
6048     else
6049         return CallWindowProcA(proc, window, message, wparam, lparam);
6050 }