wined3d: Only take the wined3d mutex during the WM_DISPLAYCHANGE handler in device_pr...
[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     WINED3D_LIGHT_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(enum wined3d_primitive_type primitive_type)
66 {
67     switch(primitive_type)
68     {
69         case WINED3D_PT_POINTLIST:
70             return GL_POINTS;
71
72         case WINED3D_PT_LINELIST:
73             return GL_LINES;
74
75         case WINED3D_PT_LINESTRIP:
76             return GL_LINE_STRIP;
77
78         case WINED3D_PT_TRIANGLELIST:
79             return GL_TRIANGLES;
80
81         case WINED3D_PT_TRIANGLESTRIP:
82             return GL_TRIANGLE_STRIP;
83
84         case WINED3D_PT_TRIANGLEFAN:
85             return GL_TRIANGLE_FAN;
86
87         case WINED3D_PT_LINELIST_ADJ:
88             return GL_LINES_ADJACENCY_ARB;
89
90         case WINED3D_PT_LINESTRIP_ADJ:
91             return GL_LINE_STRIP_ADJACENCY_ARB;
92
93         case WINED3D_PT_TRIANGLELIST_ADJ:
94             return GL_TRIANGLES_ADJACENCY_ARB;
95
96         case WINED3D_PT_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 enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
106 {
107     switch(primitive_type)
108     {
109         case GL_POINTS:
110             return WINED3D_PT_POINTLIST;
111
112         case GL_LINES:
113             return WINED3D_PT_LINELIST;
114
115         case GL_LINE_STRIP:
116             return WINED3D_PT_LINESTRIP;
117
118         case GL_TRIANGLES:
119             return WINED3D_PT_TRIANGLELIST;
120
121         case GL_TRIANGLE_STRIP:
122             return WINED3D_PT_TRIANGLESTRIP;
123
124         case GL_TRIANGLE_FAN:
125             return WINED3D_PT_TRIANGLEFAN;
126
127         case GL_LINES_ADJACENCY_ARB:
128             return WINED3D_PT_LINELIST_ADJ;
129
130         case GL_LINE_STRIP_ADJACENCY_ARB:
131             return WINED3D_PT_LINESTRIP_ADJ;
132
133         case GL_TRIANGLES_ADJACENCY_ARB:
134             return WINED3D_PT_TRIANGLELIST_ADJ;
135
136         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137             return WINED3D_PT_TRIANGLESTRIP_ADJ;
138
139         default:
140             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141             return WINED3D_PT_UNDEFINED;
142     }
143 }
144
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
146 {
147     if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148         *regnum = WINED3D_FFP_POSITION;
149     else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150         *regnum = WINED3D_FFP_BLENDWEIGHT;
151     else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152         *regnum = WINED3D_FFP_BLENDINDICES;
153     else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154         *regnum = WINED3D_FFP_NORMAL;
155     else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156         *regnum = WINED3D_FFP_PSIZE;
157     else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158         *regnum = WINED3D_FFP_DIFFUSE;
159     else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160         *regnum = WINED3D_FFP_SPECULAR;
161     else if (usage == WINED3D_DECL_USAGE_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 == WINED3D_DECL_USAGE_COLOR
244                         || element->usage == WINED3D_DECL_USAGE_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 wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
347 {
348     e->data.addr = strided->data;
349     e->data.buffer_object = 0;
350     e->format = wined3d_get_format(gl_info, strided->format);
351     e->stride = strided->stride;
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 wined3d_strided_data *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.data)
363         stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364     if (strided->normal.data)
365         stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366     if (strided->diffuse.data)
367         stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368     if (strided->specular.data)
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->tex_coords[i].data)
374             stream_info_element_from_strided(gl_info, &strided->tex_coords[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][WINED3D_SAMP_SRGB_TEXTURE] ? 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_INTEXTURE);
575
576         surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
577                 device->onscreen_depth_stencil->ds_current_size.cx,
578                 device->onscreen_depth_stencil->ds_current_size.cy);
579         wined3d_surface_decref(device->onscreen_depth_stencil);
580     }
581     device->onscreen_depth_stencil = depth_stencil;
582     wined3d_surface_incref(device->onscreen_depth_stencil);
583 }
584
585 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 {
587     /* partial draw rect */
588     if (draw_rect->left || draw_rect->top
589             || draw_rect->right < target->resource.width
590             || draw_rect->bottom < target->resource.height)
591         return FALSE;
592
593     /* partial clear rect */
594     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
595             || clear_rect->right < target->resource.width
596             || clear_rect->bottom < target->resource.height))
597         return FALSE;
598
599     return TRUE;
600 }
601
602 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
603         DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
604 {
605     RECT current_rect, r;
606
607     if (ds->flags & location)
608         SetRect(&current_rect, 0, 0,
609                 ds->ds_current_size.cx,
610                 ds->ds_current_size.cy);
611     else
612         SetRectEmpty(&current_rect);
613
614     IntersectRect(&r, draw_rect, &current_rect);
615     if (EqualRect(&r, draw_rect))
616     {
617         /* current_rect âŠ‡ draw_rect, modify only. */
618         SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
619         return;
620     }
621
622     if (EqualRect(&r, &current_rect))
623     {
624         /* draw_rect âŠ‡ current_rect, test if we're doing a full clear. */
625
626         if (!clear_rect)
627         {
628             /* Full clear, modify only. */
629             *out_rect = *draw_rect;
630             return;
631         }
632
633         IntersectRect(&r, draw_rect, clear_rect);
634         if (EqualRect(&r, draw_rect))
635         {
636             /* clear_rect âŠ‡ draw_rect, modify only. */
637             *out_rect = *draw_rect;
638             return;
639         }
640     }
641
642     /* Full load. */
643     surface_load_ds_location(ds, context, location);
644     SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
645 }
646
647 /* Do not call while under the GL lock. */
648 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
649         UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
650         float depth, DWORD stencil)
651 {
652     const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
653     struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
654     UINT drawable_width, drawable_height;
655     struct wined3d_context *context;
656     GLbitfield clear_mask = 0;
657     BOOL render_offscreen;
658     unsigned int i;
659     RECT ds_rect;
660
661     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
662      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
663      * for the cleared parts, and the untouched parts.
664      *
665      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
666      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
667      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
668      * checking all this if the dest surface is in the drawable anyway. */
669     if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
670     {
671         for (i = 0; i < rt_count; ++i)
672         {
673             struct wined3d_surface *rt = fb->render_targets[i];
674             if (rt)
675                 surface_load_location(rt, rt->draw_binding, NULL);
676         }
677     }
678
679     context = context_acquire(device, target);
680     if (!context->valid)
681     {
682         context_release(context);
683         WARN("Invalid context, skipping clear.\n");
684         return WINED3D_OK;
685     }
686
687     if (target)
688     {
689         render_offscreen = context->render_offscreen;
690         target->get_drawable_size(context, &drawable_width, &drawable_height);
691     }
692     else
693     {
694         render_offscreen = TRUE;
695         drawable_width = fb->depth_stencil->pow2Width;
696         drawable_height = fb->depth_stencil->pow2Height;
697     }
698
699     if (flags & WINED3DCLEAR_ZBUFFER)
700     {
701         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
702
703         if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
704             device_switch_onscreen_ds(device, context, fb->depth_stencil);
705         prepare_ds_clear(fb->depth_stencil, context, location,
706                 draw_rect, rect_count, clear_rect, &ds_rect);
707     }
708
709     if (!context_apply_clear_state(context, device, rt_count, fb))
710     {
711         context_release(context);
712         WARN("Failed to apply clear state, skipping clear.\n");
713         return WINED3D_OK;
714     }
715
716     ENTER_GL();
717
718     /* Only set the values up once, as they are not changing. */
719     if (flags & WINED3DCLEAR_STENCIL)
720     {
721         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
722         {
723             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
724             context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
725         }
726         glStencilMask(~0U);
727         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
728         glClearStencil(stencil);
729         checkGLcall("glClearStencil");
730         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
731     }
732
733     if (flags & WINED3DCLEAR_ZBUFFER)
734     {
735         DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
736
737         surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
738
739         glDepthMask(GL_TRUE);
740         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
741         glClearDepth(depth);
742         checkGLcall("glClearDepth");
743         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
744     }
745
746     if (flags & WINED3DCLEAR_TARGET)
747     {
748         for (i = 0; i < rt_count; ++i)
749         {
750             struct wined3d_surface *rt = fb->render_targets[i];
751
752             if (rt)
753                 surface_modify_location(rt, rt->draw_binding, TRUE);
754         }
755
756         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
757         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
758         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
759         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
760         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
761         glClearColor(color->r, color->g, color->b, color->a);
762         checkGLcall("glClearColor");
763         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
764     }
765
766     if (!clear_rect)
767     {
768         if (render_offscreen)
769         {
770             glScissor(draw_rect->left, draw_rect->top,
771                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772         }
773         else
774         {
775             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
776                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
777         }
778         checkGLcall("glScissor");
779         glClear(clear_mask);
780         checkGLcall("glClear");
781     }
782     else
783     {
784         RECT current_rect;
785
786         /* Now process each rect in turn. */
787         for (i = 0; i < rect_count; ++i)
788         {
789             /* Note that GL uses lower left, width/height. */
790             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
791
792             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
793                     wine_dbgstr_rect(&clear_rect[i]),
794                     wine_dbgstr_rect(&current_rect));
795
796             /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
797              * The rectangle is not cleared, no error is returned, but further rectangles are
798              * still cleared if they are valid. */
799             if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
800             {
801                 TRACE("Rectangle with negative dimensions, ignoring.\n");
802                 continue;
803             }
804
805             if (render_offscreen)
806             {
807                 glScissor(current_rect.left, current_rect.top,
808                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809             }
810             else
811             {
812                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
813                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
814             }
815             checkGLcall("glScissor");
816
817             glClear(clear_mask);
818             checkGLcall("glClear");
819         }
820     }
821
822     LEAVE_GL();
823
824     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
825             && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
826             && target->container.u.swapchain->front_buffer == target))
827         wglFlush(); /* Flush to ensure ordering across contexts. */
828
829     context_release(context);
830
831     return WINED3D_OK;
832 }
833
834 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
835 {
836     ULONG refcount = InterlockedIncrement(&device->ref);
837
838     TRACE("%p increasing refcount to %u.\n", device, refcount);
839
840     return refcount;
841 }
842
843 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
844 {
845     ULONG refcount = InterlockedDecrement(&device->ref);
846
847     TRACE("%p decreasing refcount to %u.\n", device, refcount);
848
849     if (!refcount)
850     {
851         struct wined3d_stateblock *stateblock;
852         UINT i;
853
854         if (wined3d_stateblock_decref(device->updateStateBlock)
855                 && device->updateStateBlock != device->stateBlock)
856             FIXME("Something's still holding the update stateblock.\n");
857         device->updateStateBlock = NULL;
858
859         stateblock = device->stateBlock;
860         device->stateBlock = NULL;
861         if (wined3d_stateblock_decref(stateblock))
862             FIXME("Something's still holding the stateblock.\n");
863
864         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
865         {
866             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
867             device->multistate_funcs[i] = NULL;
868         }
869
870         if (!list_empty(&device->resources))
871         {
872             struct wined3d_resource *resource;
873
874             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
875
876             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
877             {
878                 FIXME("Leftover resource %p with type %s (%#x).\n",
879                         resource, debug_d3dresourcetype(resource->type), resource->type);
880             }
881         }
882
883         if (device->contexts)
884             ERR("Context array not freed!\n");
885         if (device->hardwareCursor)
886             DestroyCursor(device->hardwareCursor);
887         device->hardwareCursor = 0;
888
889         wined3d_decref(device->wined3d);
890         device->wined3d = NULL;
891         HeapFree(GetProcessHeap(), 0, device);
892         TRACE("Freed device %p.\n", device);
893     }
894
895     return refcount;
896 }
897
898 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
899 {
900     TRACE("device %p.\n", device);
901
902     return device->swapchain_count;
903 }
904
905 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
906         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
907 {
908     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
909             device, swapchain_idx, swapchain);
910
911     if (swapchain_idx >= device->swapchain_count)
912     {
913         WARN("swapchain_idx %u >= swapchain_count %u.\n",
914                 swapchain_idx, device->swapchain_count);
915         *swapchain = NULL;
916
917         return WINED3DERR_INVALIDCALL;
918     }
919
920     *swapchain = device->swapchains[swapchain_idx];
921     wined3d_swapchain_incref(*swapchain);
922     TRACE("Returning %p.\n", *swapchain);
923
924     return WINED3D_OK;
925 }
926
927 static void device_load_logo(struct wined3d_device *device, const char *filename)
928 {
929     struct wined3d_color_key color_key;
930     HBITMAP hbm;
931     BITMAP bm;
932     HRESULT hr;
933     HDC dcb = NULL, dcs = NULL;
934
935     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
936     if(hbm)
937     {
938         GetObjectA(hbm, sizeof(BITMAP), &bm);
939         dcb = CreateCompatibleDC(NULL);
940         if(!dcb) goto out;
941         SelectObject(dcb, hbm);
942     }
943     else
944     {
945         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
946          * couldn't be loaded
947          */
948         memset(&bm, 0, sizeof(bm));
949         bm.bmWidth = 32;
950         bm.bmHeight = 32;
951     }
952
953     hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
954             WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
955             NULL, &wined3d_null_parent_ops, &device->logo_surface);
956     if (FAILED(hr))
957     {
958         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
959         goto out;
960     }
961
962     if (dcb)
963     {
964         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
965             goto out;
966         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
967         wined3d_surface_releasedc(device->logo_surface, dcs);
968
969         color_key.color_space_low_value = 0;
970         color_key.color_space_high_value = 0;
971         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
972     }
973     else
974     {
975         const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
976         /* Fill the surface with a white color to show that wined3d is there */
977         wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
978     }
979
980 out:
981     if (dcb) DeleteDC(dcb);
982     if (hbm) DeleteObject(hbm);
983 }
984
985 /* Context activation is done by the caller. */
986 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
987 {
988     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
989     unsigned int i, j, count;
990     /* Under DirectX you can sample even if no texture is bound, whereas
991      * OpenGL will only allow that when a valid texture is bound.
992      * We emulate this by creating dummy textures and binding them
993      * to each texture stage when the currently set D3D texture is NULL. */
994     ENTER_GL();
995
996     if (gl_info->supported[APPLE_CLIENT_STORAGE])
997     {
998         /* The dummy texture does not have client storage backing */
999         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1000         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1001     }
1002
1003     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1004     for (i = 0; i < count; ++i)
1005     {
1006         DWORD color = 0x000000ff;
1007
1008         /* Make appropriate texture active */
1009         context_active_texture(context, gl_info, i);
1010
1011         glGenTextures(1, &device->dummy_texture_2d[i]);
1012         checkGLcall("glGenTextures");
1013         TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1014
1015         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1016         checkGLcall("glBindTexture");
1017
1018         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1019         checkGLcall("glTexImage2D");
1020
1021         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1022         {
1023             glGenTextures(1, &device->dummy_texture_rect[i]);
1024             checkGLcall("glGenTextures");
1025             TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1026
1027             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1028             checkGLcall("glBindTexture");
1029
1030             glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1031             checkGLcall("glTexImage2D");
1032         }
1033
1034         if (gl_info->supported[EXT_TEXTURE3D])
1035         {
1036             glGenTextures(1, &device->dummy_texture_3d[i]);
1037             checkGLcall("glGenTextures");
1038             TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1039
1040             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1041             checkGLcall("glBindTexture");
1042
1043             GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1044             checkGLcall("glTexImage3D");
1045         }
1046
1047         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1048         {
1049             glGenTextures(1, &device->dummy_texture_cube[i]);
1050             checkGLcall("glGenTextures");
1051             TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1052
1053             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1054             checkGLcall("glBindTexture");
1055
1056             for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1057             {
1058                 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1059                 checkGLcall("glTexImage2D");
1060             }
1061         }
1062     }
1063
1064     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1065     {
1066         /* Reenable because if supported it is enabled by default */
1067         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1068         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1069     }
1070
1071     LEAVE_GL();
1072 }
1073
1074 /* Context activation is done by the caller. */
1075 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1076 {
1077     unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1078
1079     ENTER_GL();
1080     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1081     {
1082         glDeleteTextures(count, device->dummy_texture_cube);
1083         checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1084     }
1085
1086     if (gl_info->supported[EXT_TEXTURE3D])
1087     {
1088         glDeleteTextures(count, device->dummy_texture_3d);
1089         checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1090     }
1091
1092     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1093     {
1094         glDeleteTextures(count, device->dummy_texture_rect);
1095         checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1096     }
1097
1098     glDeleteTextures(count, device->dummy_texture_2d);
1099     checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1100     LEAVE_GL();
1101
1102     memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1103     memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1104     memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1105     memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1106 }
1107
1108 static LONG fullscreen_style(LONG style)
1109 {
1110     /* Make sure the window is managed, otherwise we won't get keyboard input. */
1111     style |= WS_POPUP | WS_SYSMENU;
1112     style &= ~(WS_CAPTION | WS_THICKFRAME);
1113
1114     return style;
1115 }
1116
1117 static LONG fullscreen_exstyle(LONG exstyle)
1118 {
1119     /* Filter out window decorations. */
1120     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1121
1122     return exstyle;
1123 }
1124
1125 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1126 {
1127     BOOL filter_messages;
1128     LONG style, exstyle;
1129
1130     TRACE("Setting up window %p for fullscreen mode.\n", window);
1131
1132     if (device->style || device->exStyle)
1133     {
1134         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1135                 window, device->style, device->exStyle);
1136     }
1137
1138     device->style = GetWindowLongW(window, GWL_STYLE);
1139     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1140
1141     style = fullscreen_style(device->style);
1142     exstyle = fullscreen_exstyle(device->exStyle);
1143
1144     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1145             device->style, device->exStyle, style, exstyle);
1146
1147     filter_messages = device->filter_messages;
1148     device->filter_messages = TRUE;
1149
1150     SetWindowLongW(window, GWL_STYLE, style);
1151     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1152     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1153
1154     device->filter_messages = filter_messages;
1155 }
1156
1157 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1158 {
1159     BOOL filter_messages;
1160     LONG style, exstyle;
1161
1162     if (!device->style && !device->exStyle) return;
1163
1164     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1165             window, device->style, device->exStyle);
1166
1167     style = GetWindowLongW(window, GWL_STYLE);
1168     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1169
1170     filter_messages = device->filter_messages;
1171     device->filter_messages = TRUE;
1172
1173     /* Only restore the style if the application didn't modify it during the
1174      * fullscreen phase. Some applications change it before calling Reset()
1175      * when switching between windowed and fullscreen modes (HL2), some
1176      * depend on the original style (Eve Online). */
1177     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1178     {
1179         SetWindowLongW(window, GWL_STYLE, device->style);
1180         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1181     }
1182     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1183
1184     device->filter_messages = filter_messages;
1185
1186     /* Delete the old values. */
1187     device->style = 0;
1188     device->exStyle = 0;
1189 }
1190
1191 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1192 {
1193     TRACE("device %p, window %p.\n", device, window);
1194
1195     if (!wined3d_register_window(window, device))
1196     {
1197         ERR("Failed to register window %p.\n", window);
1198         return E_FAIL;
1199     }
1200
1201     InterlockedExchangePointer((void **)&device->focus_window, window);
1202     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1203
1204     return WINED3D_OK;
1205 }
1206
1207 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1208 {
1209     TRACE("device %p.\n", device);
1210
1211     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1212     InterlockedExchangePointer((void **)&device->focus_window, NULL);
1213 }
1214
1215 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1216         struct wined3d_swapchain_desc *swapchain_desc)
1217 {
1218     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1219     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220     struct wined3d_swapchain *swapchain = NULL;
1221     struct wined3d_context *context;
1222     HRESULT hr;
1223     DWORD state;
1224     unsigned int i;
1225
1226     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1227
1228     if (device->d3d_initialized)
1229         return WINED3DERR_INVALIDCALL;
1230     if (!device->adapter->opengl)
1231         return WINED3DERR_INVALIDCALL;
1232
1233     device->valid_rt_mask = 0;
1234     for (i = 0; i < gl_info->limits.buffers; ++i)
1235         device->valid_rt_mask |= (1 << i);
1236     device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1237             sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1238
1239     /* Initialize the texture unit mapping to a 1:1 mapping */
1240     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1241     {
1242         if (state < gl_info->limits.fragment_samplers)
1243         {
1244             device->texUnitMap[state] = state;
1245             device->rev_tex_unit_map[state] = state;
1246         }
1247         else
1248         {
1249             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1250             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1251         }
1252     }
1253
1254     /* Setup the implicit swapchain. This also initializes a context. */
1255     TRACE("Creating implicit swapchain\n");
1256     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1257             swapchain_desc, &swapchain);
1258     if (FAILED(hr))
1259     {
1260         WARN("Failed to create implicit swapchain\n");
1261         goto err_out;
1262     }
1263
1264     device->swapchain_count = 1;
1265     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1266     if (!device->swapchains)
1267     {
1268         ERR("Out of memory!\n");
1269         goto err_out;
1270     }
1271     device->swapchains[0] = swapchain;
1272
1273     if (swapchain->back_buffers && swapchain->back_buffers[0])
1274     {
1275         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1276         device->fb.render_targets[0] = swapchain->back_buffers[0];
1277     }
1278     else
1279     {
1280         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1281         device->fb.render_targets[0] = swapchain->front_buffer;
1282     }
1283     wined3d_surface_incref(device->fb.render_targets[0]);
1284
1285     /* Depth Stencil support */
1286     device->fb.depth_stencil = device->auto_depth_stencil;
1287     if (device->fb.depth_stencil)
1288         wined3d_surface_incref(device->fb.depth_stencil);
1289
1290     hr = device->shader_backend->shader_alloc_private(device);
1291     if (FAILED(hr))
1292     {
1293         TRACE("Shader private data couldn't be allocated\n");
1294         goto err_out;
1295     }
1296     hr = device->frag_pipe->alloc_private(device);
1297     if (FAILED(hr))
1298     {
1299         TRACE("Fragment pipeline private data couldn't be allocated\n");
1300         goto err_out;
1301     }
1302     hr = device->blitter->alloc_private(device);
1303     if (FAILED(hr))
1304     {
1305         TRACE("Blitter private data couldn't be allocated\n");
1306         goto err_out;
1307     }
1308
1309     /* Set up some starting GL setup */
1310
1311     /* Setup all the devices defaults */
1312     stateblock_init_default_state(device->stateBlock);
1313
1314     context = context_acquire(device, swapchain->front_buffer);
1315
1316     create_dummy_textures(device, context);
1317
1318     ENTER_GL();
1319
1320     /* Initialize the current view state */
1321     device->view_ident = 1;
1322     device->contexts[0]->last_was_rhw = 0;
1323
1324     switch (wined3d_settings.offscreen_rendering_mode)
1325     {
1326         case ORM_FBO:
1327             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1328             break;
1329
1330         case ORM_BACKBUFFER:
1331         {
1332             if (context_get_current()->aux_buffers > 0)
1333             {
1334                 TRACE("Using auxiliary buffer for offscreen rendering\n");
1335                 device->offscreenBuffer = GL_AUX0;
1336             }
1337             else
1338             {
1339                 TRACE("Using back buffer for offscreen rendering\n");
1340                 device->offscreenBuffer = GL_BACK;
1341             }
1342         }
1343     }
1344
1345     TRACE("All defaults now set up, leaving 3D init.\n");
1346     LEAVE_GL();
1347
1348     context_release(context);
1349
1350     /* Clear the screen */
1351     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1352             | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1353             &black, 1.0f, 0);
1354
1355     device->d3d_initialized = TRUE;
1356
1357     if (wined3d_settings.logo)
1358         device_load_logo(device, wined3d_settings.logo);
1359     return WINED3D_OK;
1360
1361 err_out:
1362     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1363     HeapFree(GetProcessHeap(), 0, device->swapchains);
1364     device->swapchain_count = 0;
1365     if (swapchain)
1366         wined3d_swapchain_decref(swapchain);
1367     if (device->blit_priv)
1368         device->blitter->free_private(device);
1369     if (device->fragment_priv)
1370         device->frag_pipe->free_private(device);
1371     if (device->shader_priv)
1372         device->shader_backend->shader_free_private(device);
1373
1374     return hr;
1375 }
1376
1377 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1378         struct wined3d_swapchain_desc *swapchain_desc)
1379 {
1380     struct wined3d_swapchain *swapchain = NULL;
1381     HRESULT hr;
1382
1383     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1384
1385     /* Setup the implicit swapchain */
1386     TRACE("Creating implicit swapchain\n");
1387     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1388             swapchain_desc, &swapchain);
1389     if (FAILED(hr))
1390     {
1391         WARN("Failed to create implicit swapchain\n");
1392         goto err_out;
1393     }
1394
1395     device->swapchain_count = 1;
1396     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1397     if (!device->swapchains)
1398     {
1399         ERR("Out of memory!\n");
1400         goto err_out;
1401     }
1402     device->swapchains[0] = swapchain;
1403     return WINED3D_OK;
1404
1405 err_out:
1406     wined3d_swapchain_decref(swapchain);
1407     return hr;
1408 }
1409
1410 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1411 {
1412     struct wined3d_resource *resource, *cursor;
1413     const struct wined3d_gl_info *gl_info;
1414     struct wined3d_context *context;
1415     struct wined3d_surface *surface;
1416     UINT i;
1417
1418     TRACE("device %p.\n", device);
1419
1420     if (!device->d3d_initialized)
1421         return WINED3DERR_INVALIDCALL;
1422
1423     /* Force making the context current again, to verify it is still valid
1424      * (workaround for broken drivers) */
1425     context_set_current(NULL);
1426     /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427      * it was created. Thus make sure a context is active for the glDelete* calls
1428      */
1429     context = context_acquire(device, NULL);
1430     gl_info = context->gl_info;
1431
1432     if (device->logo_surface)
1433         wined3d_surface_decref(device->logo_surface);
1434
1435     stateblock_unbind_resources(device->stateBlock);
1436
1437     /* Unload resources */
1438     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1439     {
1440         TRACE("Unloading resource %p.\n", resource);
1441
1442         resource->resource_ops->resource_unload(resource);
1443     }
1444
1445     TRACE("Deleting high order patches\n");
1446     for (i = 0; i < PATCHMAP_SIZE; ++i)
1447     {
1448         struct wined3d_rect_patch *patch;
1449         struct list *e1, *e2;
1450
1451         LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1452         {
1453             patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1454             wined3d_device_delete_patch(device, patch->Handle);
1455         }
1456     }
1457
1458     /* Delete the mouse cursor texture */
1459     if (device->cursorTexture)
1460     {
1461         ENTER_GL();
1462         glDeleteTextures(1, &device->cursorTexture);
1463         LEAVE_GL();
1464         device->cursorTexture = 0;
1465     }
1466
1467     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1468      * private data, it might contain opengl pointers
1469      */
1470     if (device->depth_blt_texture)
1471     {
1472         ENTER_GL();
1473         glDeleteTextures(1, &device->depth_blt_texture);
1474         LEAVE_GL();
1475         device->depth_blt_texture = 0;
1476     }
1477
1478     /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1479     device->blitter->free_private(device);
1480     device->frag_pipe->free_private(device);
1481     device->shader_backend->shader_free_private(device);
1482
1483     /* Release the buffers (with sanity checks)*/
1484     if (device->onscreen_depth_stencil)
1485     {
1486         surface = device->onscreen_depth_stencil;
1487         device->onscreen_depth_stencil = NULL;
1488         wined3d_surface_decref(surface);
1489     }
1490
1491     if (device->fb.depth_stencil)
1492     {
1493         surface = device->fb.depth_stencil;
1494
1495         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1496
1497         device->fb.depth_stencil = NULL;
1498         wined3d_surface_decref(surface);
1499     }
1500
1501     if (device->auto_depth_stencil)
1502     {
1503         surface = device->auto_depth_stencil;
1504         device->auto_depth_stencil = NULL;
1505         if (wined3d_surface_decref(surface))
1506             FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1507     }
1508
1509     for (i = 1; i < gl_info->limits.buffers; ++i)
1510     {
1511         wined3d_device_set_render_target(device, i, NULL, FALSE);
1512     }
1513
1514     surface = device->fb.render_targets[0];
1515     TRACE("Setting rendertarget 0 to NULL\n");
1516     device->fb.render_targets[0] = NULL;
1517     TRACE("Releasing the render target at %p\n", surface);
1518     wined3d_surface_decref(surface);
1519
1520     context_release(context);
1521
1522     for (i = 0; i < device->swapchain_count; ++i)
1523     {
1524         TRACE("Releasing the implicit swapchain %u.\n", i);
1525         if (wined3d_swapchain_decref(device->swapchains[i]))
1526             FIXME("Something's still holding the implicit swapchain.\n");
1527     }
1528
1529     HeapFree(GetProcessHeap(), 0, device->swapchains);
1530     device->swapchains = NULL;
1531     device->swapchain_count = 0;
1532
1533     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1534     device->fb.render_targets = NULL;
1535
1536     device->d3d_initialized = FALSE;
1537
1538     return WINED3D_OK;
1539 }
1540
1541 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1542 {
1543     unsigned int i;
1544
1545     for (i = 0; i < device->swapchain_count; ++i)
1546     {
1547         TRACE("Releasing the implicit swapchain %u.\n", i);
1548         if (wined3d_swapchain_decref(device->swapchains[i]))
1549             FIXME("Something's still holding the implicit swapchain.\n");
1550     }
1551
1552     HeapFree(GetProcessHeap(), 0, device->swapchains);
1553     device->swapchains = NULL;
1554     device->swapchain_count = 0;
1555     return WINED3D_OK;
1556 }
1557
1558 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1559  * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1560  * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1561  *
1562  * There is no way to deactivate thread safety once it is enabled.
1563  */
1564 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1565 {
1566     TRACE("device %p.\n", device);
1567
1568     /* For now just store the flag (needed in case of ddraw). */
1569     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1570 }
1571
1572 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1573         UINT swapchain_idx, const struct wined3d_display_mode *mode)
1574 {
1575     struct wined3d_adapter *adapter = device->adapter;
1576     const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1577     DEVMODEW devmode;
1578     LONG ret;
1579     RECT clip_rc;
1580
1581     TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1582             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1583
1584     /* Resize the screen even without a window:
1585      * The app could have unset it with SetCooperativeLevel, but not called
1586      * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1587      * but we don't have any hwnd
1588      */
1589
1590     memset(&devmode, 0, sizeof(devmode));
1591     devmode.dmSize = sizeof(devmode);
1592     devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1593     devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1594     devmode.dmPelsWidth = mode->width;
1595     devmode.dmPelsHeight = mode->height;
1596
1597     devmode.dmDisplayFrequency = mode->refresh_rate;
1598     if (mode->refresh_rate)
1599         devmode.dmFields |= DM_DISPLAYFREQUENCY;
1600
1601     /* Only change the mode if necessary */
1602     if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1603             && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1604         return WINED3D_OK;
1605
1606     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1607     if (ret != DISP_CHANGE_SUCCESSFUL)
1608     {
1609         if (devmode.dmDisplayFrequency)
1610         {
1611             WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1612             devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1613             devmode.dmDisplayFrequency = 0;
1614             ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1615         }
1616         if(ret != DISP_CHANGE_SUCCESSFUL) {
1617             return WINED3DERR_NOTAVAILABLE;
1618         }
1619     }
1620
1621     /* Store the new values */
1622     adapter->screen_size.cx = mode->width;
1623     adapter->screen_size.cy = mode->height;
1624     adapter->screen_format = mode->format_id;
1625
1626     /* And finally clip mouse to our screen */
1627     SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1628     ClipCursor(&clip_rc);
1629
1630     return WINED3D_OK;
1631 }
1632
1633 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1634 {
1635     TRACE("device %p, wined3d %p.\n", device, wined3d);
1636
1637     *wined3d = device->wined3d;
1638     wined3d_incref(*wined3d);
1639
1640     TRACE("Returning %p.\n", *wined3d);
1641
1642     return WINED3D_OK;
1643 }
1644
1645 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1646 {
1647     TRACE("device %p.\n", device);
1648
1649     TRACE("Emulating %d MB, returning %d MB left.\n",
1650             device->adapter->TextureRam / (1024 * 1024),
1651             (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1652
1653     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1654 }
1655
1656 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1657         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1658 {
1659     struct wined3d_stream_state *stream;
1660     struct wined3d_buffer *prev_buffer;
1661
1662     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1663             device, stream_idx, buffer, offset, stride);
1664
1665     if (stream_idx >= MAX_STREAMS)
1666     {
1667         WARN("Stream index %u out of range.\n", stream_idx);
1668         return WINED3DERR_INVALIDCALL;
1669     }
1670     else if (offset & 0x3)
1671     {
1672         WARN("Offset %u is not 4 byte aligned.\n", offset);
1673         return WINED3DERR_INVALIDCALL;
1674     }
1675
1676     stream = &device->updateStateBlock->state.streams[stream_idx];
1677     prev_buffer = stream->buffer;
1678
1679     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1680
1681     if (prev_buffer == buffer
1682             && stream->stride == stride
1683             && stream->offset == offset)
1684     {
1685        TRACE("Application is setting the old values over, nothing to do.\n");
1686        return WINED3D_OK;
1687     }
1688
1689     stream->buffer = buffer;
1690     if (buffer)
1691     {
1692         stream->stride = stride;
1693         stream->offset = offset;
1694     }
1695
1696     /* Handle recording of state blocks. */
1697     if (device->isRecordingState)
1698     {
1699         TRACE("Recording... not performing anything.\n");
1700         if (buffer)
1701             wined3d_buffer_incref(buffer);
1702         if (prev_buffer)
1703             wined3d_buffer_decref(prev_buffer);
1704         return WINED3D_OK;
1705     }
1706
1707     if (buffer)
1708     {
1709         InterlockedIncrement(&buffer->bind_count);
1710         wined3d_buffer_incref(buffer);
1711     }
1712     if (prev_buffer)
1713     {
1714         InterlockedDecrement(&prev_buffer->bind_count);
1715         wined3d_buffer_decref(prev_buffer);
1716     }
1717
1718     device_invalidate_state(device, STATE_STREAMSRC);
1719
1720     return WINED3D_OK;
1721 }
1722
1723 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1724         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1725 {
1726     struct wined3d_stream_state *stream;
1727
1728     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1729             device, stream_idx, buffer, offset, stride);
1730
1731     if (stream_idx >= MAX_STREAMS)
1732     {
1733         WARN("Stream index %u out of range.\n", stream_idx);
1734         return WINED3DERR_INVALIDCALL;
1735     }
1736
1737     stream = &device->stateBlock->state.streams[stream_idx];
1738     *buffer = stream->buffer;
1739     if (*buffer)
1740         wined3d_buffer_incref(*buffer);
1741     if (offset)
1742         *offset = stream->offset;
1743     *stride = stream->stride;
1744
1745     return WINED3D_OK;
1746 }
1747
1748 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1749 {
1750     struct wined3d_stream_state *stream;
1751     UINT old_flags, old_freq;
1752
1753     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1754
1755     /* Verify input. At least in d3d9 this is invalid. */
1756     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1757     {
1758         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1759         return WINED3DERR_INVALIDCALL;
1760     }
1761     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1762     {
1763         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1764         return WINED3DERR_INVALIDCALL;
1765     }
1766     if (!divider)
1767     {
1768         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1769         return WINED3DERR_INVALIDCALL;
1770     }
1771
1772     stream = &device->updateStateBlock->state.streams[stream_idx];
1773     old_flags = stream->flags;
1774     old_freq = stream->frequency;
1775
1776     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1777     stream->frequency = divider & 0x7fffff;
1778
1779     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1780
1781     if (stream->frequency != old_freq || stream->flags != old_flags)
1782         device_invalidate_state(device, STATE_STREAMSRC);
1783
1784     return WINED3D_OK;
1785 }
1786
1787 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1788         UINT stream_idx, UINT *divider)
1789 {
1790     struct wined3d_stream_state *stream;
1791
1792     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1793
1794     stream = &device->updateStateBlock->state.streams[stream_idx];
1795     *divider = stream->flags | stream->frequency;
1796
1797     TRACE("Returning %#x.\n", *divider);
1798
1799     return WINED3D_OK;
1800 }
1801
1802 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1803         enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1804 {
1805     TRACE("device %p, state %s, matrix %p.\n",
1806             device, debug_d3dtstype(d3dts), matrix);
1807
1808     /* Handle recording of state blocks. */
1809     if (device->isRecordingState)
1810     {
1811         TRACE("Recording... not performing anything.\n");
1812         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1813         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1814         return WINED3D_OK;
1815     }
1816
1817     /* If the new matrix is the same as the current one,
1818      * we cut off any further processing. this seems to be a reasonable
1819      * optimization because as was noticed, some apps (warcraft3 for example)
1820      * tend towards setting the same matrix repeatedly for some reason.
1821      *
1822      * From here on we assume that the new matrix is different, wherever it matters. */
1823     if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1824     {
1825         TRACE("The application is setting the same matrix over again.\n");
1826         return WINED3D_OK;
1827     }
1828
1829     conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1830
1831     /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1832      * where ViewMat = Camera space, WorldMat = world space.
1833      *
1834      * In OpenGL, camera and world space is combined into GL_MODELVIEW
1835      * matrix.  The Projection matrix stay projection matrix. */
1836
1837     if (d3dts == WINED3D_TS_VIEW)
1838         device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1839
1840     if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1841         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1842
1843     return WINED3D_OK;
1844
1845 }
1846
1847 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1848         enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1849 {
1850     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1851
1852     *matrix = device->stateBlock->state.transforms[state];
1853
1854     return WINED3D_OK;
1855 }
1856
1857 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1858         enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1859 {
1860     const struct wined3d_matrix *mat = NULL;
1861     struct wined3d_matrix temp;
1862
1863     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1864
1865     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1866      * below means it will be recorded in a state block change, but it
1867      * works regardless where it is recorded.
1868      * If this is found to be wrong, change to StateBlock. */
1869     if (state > HIGHEST_TRANSFORMSTATE)
1870     {
1871         WARN("Unhandled transform state %#x.\n", state);
1872         return WINED3D_OK;
1873     }
1874
1875     mat = &device->updateStateBlock->state.transforms[state];
1876     multiply_matrix(&temp, mat, matrix);
1877
1878     /* Apply change via set transform - will reapply to eg. lights this way. */
1879     return wined3d_device_set_transform(device, state, &temp);
1880 }
1881
1882 /* Note lights are real special cases. Although the device caps state only
1883  * e.g. 8 are supported, you can reference any indexes you want as long as
1884  * that number max are enabled at any one point in time. Therefore since the
1885  * indices can be anything, we need a hashmap of them. However, this causes
1886  * stateblock problems. When capturing the state block, I duplicate the
1887  * hashmap, but when recording, just build a chain pretty much of commands to
1888  * be replayed. */
1889 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1890         UINT light_idx, const struct wined3d_light *light)
1891 {
1892     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1893     struct wined3d_light_info *object = NULL;
1894     struct list *e;
1895     float rho;
1896
1897     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1898
1899     /* Check the parameter range. Need for speed most wanted sets junk lights
1900      * which confuse the GL driver. */
1901     if (!light)
1902         return WINED3DERR_INVALIDCALL;
1903
1904     switch (light->type)
1905     {
1906         case WINED3D_LIGHT_POINT:
1907         case WINED3D_LIGHT_SPOT:
1908         case WINED3D_LIGHT_PARALLELPOINT:
1909         case WINED3D_LIGHT_GLSPOT:
1910             /* Incorrect attenuation values can cause the gl driver to crash.
1911              * Happens with Need for speed most wanted. */
1912             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1913             {
1914                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1915                 return WINED3DERR_INVALIDCALL;
1916             }
1917             break;
1918
1919         case WINED3D_LIGHT_DIRECTIONAL:
1920             /* Ignores attenuation */
1921             break;
1922
1923         default:
1924         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1925         return WINED3DERR_INVALIDCALL;
1926     }
1927
1928     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1929     {
1930         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1931         if (object->OriginalIndex == light_idx)
1932             break;
1933         object = NULL;
1934     }
1935
1936     if (!object)
1937     {
1938         TRACE("Adding new light\n");
1939         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1940         if (!object)
1941         {
1942             ERR("Out of memory error when allocating a light\n");
1943             return E_OUTOFMEMORY;
1944         }
1945         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1946         object->glIndex = -1;
1947         object->OriginalIndex = light_idx;
1948     }
1949
1950     /* Initialize the object. */
1951     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1952             light_idx, light->type,
1953             light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1954             light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1955             light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1956     TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1957             light->direction.x, light->direction.y, light->direction.z);
1958     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1959             light->range, light->falloff, light->theta, light->phi);
1960
1961     /* Save away the information. */
1962     object->OriginalParms = *light;
1963
1964     switch (light->type)
1965     {
1966         case WINED3D_LIGHT_POINT:
1967             /* Position */
1968             object->lightPosn[0] = light->position.x;
1969             object->lightPosn[1] = light->position.y;
1970             object->lightPosn[2] = light->position.z;
1971             object->lightPosn[3] = 1.0f;
1972             object->cutoff = 180.0f;
1973             /* FIXME: Range */
1974             break;
1975
1976         case WINED3D_LIGHT_DIRECTIONAL:
1977             /* Direction */
1978             object->lightPosn[0] = -light->direction.x;
1979             object->lightPosn[1] = -light->direction.y;
1980             object->lightPosn[2] = -light->direction.z;
1981             object->lightPosn[3] = 0.0f;
1982             object->exponent = 0.0f;
1983             object->cutoff = 180.0f;
1984             break;
1985
1986         case WINED3D_LIGHT_SPOT:
1987             /* Position */
1988             object->lightPosn[0] = light->position.x;
1989             object->lightPosn[1] = light->position.y;
1990             object->lightPosn[2] = light->position.z;
1991             object->lightPosn[3] = 1.0f;
1992
1993             /* Direction */
1994             object->lightDirn[0] = light->direction.x;
1995             object->lightDirn[1] = light->direction.y;
1996             object->lightDirn[2] = light->direction.z;
1997             object->lightDirn[3] = 1.0f;
1998
1999             /* opengl-ish and d3d-ish spot lights use too different models
2000              * for the light "intensity" as a function of the angle towards
2001              * the main light direction, so we only can approximate very
2002              * roughly. However, spot lights are rather rarely used in games
2003              * (if ever used at all). Furthermore if still used, probably
2004              * nobody pays attention to such details. */
2005             if (!light->falloff)
2006             {
2007                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2008                  * equations have the falloff resp. exponent parameter as an
2009                  * exponent, so the spot light lighting will always be 1.0 for
2010                  * both of them, and we don't have to care for the rest of the
2011                  * rather complex calculation. */
2012                 object->exponent = 0.0f;
2013             }
2014             else
2015             {
2016                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2017                 if (rho < 0.0001f)
2018                     rho = 0.0001f;
2019                 object->exponent = -0.3f / logf(cosf(rho / 2));
2020             }
2021
2022             if (object->exponent > 128.0f)
2023                 object->exponent = 128.0f;
2024
2025             object->cutoff = (float)(light->phi * 90 / M_PI);
2026             /* FIXME: Range */
2027             break;
2028
2029         default:
2030             FIXME("Unrecognized light type %#x.\n", light->type);
2031     }
2032
2033     /* Update the live definitions if the light is currently assigned a glIndex. */
2034     if (object->glIndex != -1 && !device->isRecordingState)
2035         device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2036
2037     return WINED3D_OK;
2038 }
2039
2040 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2041         UINT light_idx, struct wined3d_light *light)
2042 {
2043     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2044     struct wined3d_light_info *light_info = NULL;
2045     struct list *e;
2046
2047     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2048
2049     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2050     {
2051         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2052         if (light_info->OriginalIndex == light_idx)
2053             break;
2054         light_info = NULL;
2055     }
2056
2057     if (!light_info)
2058     {
2059         TRACE("Light information requested but light not defined\n");
2060         return WINED3DERR_INVALIDCALL;
2061     }
2062
2063     *light = light_info->OriginalParms;
2064     return WINED3D_OK;
2065 }
2066
2067 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2068 {
2069     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2070     struct wined3d_light_info *light_info = NULL;
2071     struct list *e;
2072
2073     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2074
2075     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2076     {
2077         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2078         if (light_info->OriginalIndex == light_idx)
2079             break;
2080         light_info = NULL;
2081     }
2082     TRACE("Found light %p.\n", light_info);
2083
2084     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2085     if (!light_info)
2086     {
2087         TRACE("Light enabled requested but light not defined, so defining one!\n");
2088         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2089
2090         /* Search for it again! Should be fairly quick as near head of list. */
2091         LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2092         {
2093             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094             if (light_info->OriginalIndex == light_idx)
2095                 break;
2096             light_info = NULL;
2097         }
2098         if (!light_info)
2099         {
2100             FIXME("Adding default lights has failed dismally\n");
2101             return WINED3DERR_INVALIDCALL;
2102         }
2103     }
2104
2105     if (!enable)
2106     {
2107         if (light_info->glIndex != -1)
2108         {
2109             if (!device->isRecordingState)
2110                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2111
2112             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2113             light_info->glIndex = -1;
2114         }
2115         else
2116         {
2117             TRACE("Light already disabled, nothing to do\n");
2118         }
2119         light_info->enabled = FALSE;
2120     }
2121     else
2122     {
2123         light_info->enabled = TRUE;
2124         if (light_info->glIndex != -1)
2125         {
2126             TRACE("Nothing to do as light was enabled\n");
2127         }
2128         else
2129         {
2130             unsigned int i;
2131             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2132             /* Find a free GL light. */
2133             for (i = 0; i < gl_info->limits.lights; ++i)
2134             {
2135                 if (!device->updateStateBlock->state.lights[i])
2136                 {
2137                     device->updateStateBlock->state.lights[i] = light_info;
2138                     light_info->glIndex = i;
2139                     break;
2140                 }
2141             }
2142             if (light_info->glIndex == -1)
2143             {
2144                 /* Our tests show that Windows returns D3D_OK in this situation, even with
2145                  * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2146                  * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2147                  * as well for those lights.
2148                  *
2149                  * TODO: Test how this affects rendering. */
2150                 WARN("Too many concurrently active lights\n");
2151                 return WINED3D_OK;
2152             }
2153
2154             /* i == light_info->glIndex */
2155             if (!device->isRecordingState)
2156                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2157         }
2158     }
2159
2160     return WINED3D_OK;
2161 }
2162
2163 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2164 {
2165     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2166     struct wined3d_light_info *light_info = NULL;
2167     struct list *e;
2168
2169     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2170
2171     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2172     {
2173         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2174         if (light_info->OriginalIndex == light_idx)
2175             break;
2176         light_info = NULL;
2177     }
2178
2179     if (!light_info)
2180     {
2181         TRACE("Light enabled state requested but light not defined.\n");
2182         return WINED3DERR_INVALIDCALL;
2183     }
2184     /* true is 128 according to SetLightEnable */
2185     *enable = light_info->enabled ? 128 : 0;
2186     return WINED3D_OK;
2187 }
2188
2189 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2190 {
2191     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2192
2193     /* Validate plane_idx. */
2194     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2195     {
2196         TRACE("Application has requested clipplane this device doesn't support.\n");
2197         return WINED3DERR_INVALIDCALL;
2198     }
2199
2200     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2201
2202     if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2203             && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2204             && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2205             && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2206     {
2207         TRACE("Application is setting old values over, nothing to do.\n");
2208         return WINED3D_OK;
2209     }
2210
2211     device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2212     device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2213     device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2214     device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2215
2216     /* Handle recording of state blocks. */
2217     if (device->isRecordingState)
2218     {
2219         TRACE("Recording... not performing anything.\n");
2220         return WINED3D_OK;
2221     }
2222
2223     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2224
2225     return WINED3D_OK;
2226 }
2227
2228 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2229 {
2230     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2231
2232     /* Validate plane_idx. */
2233     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2234     {
2235         TRACE("Application has requested clipplane this device doesn't support.\n");
2236         return WINED3DERR_INVALIDCALL;
2237     }
2238
2239     plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2240     plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2241     plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2242     plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2243
2244     return WINED3D_OK;
2245 }
2246
2247 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2248         const struct wined3d_clip_status *clip_status)
2249 {
2250     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2251
2252     if (!clip_status)
2253         return WINED3DERR_INVALIDCALL;
2254
2255     return WINED3D_OK;
2256 }
2257
2258 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2259         struct wined3d_clip_status *clip_status)
2260 {
2261     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2262
2263     if (!clip_status)
2264         return WINED3DERR_INVALIDCALL;
2265
2266     return WINED3D_OK;
2267 }
2268
2269 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2270 {
2271     TRACE("device %p, material %p.\n", device, material);
2272
2273     device->updateStateBlock->changed.material = TRUE;
2274     device->updateStateBlock->state.material = *material;
2275
2276     /* Handle recording of state blocks */
2277     if (device->isRecordingState)
2278     {
2279         TRACE("Recording... not performing anything.\n");
2280         return WINED3D_OK;
2281     }
2282
2283     device_invalidate_state(device, STATE_MATERIAL);
2284
2285     return WINED3D_OK;
2286 }
2287
2288 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2289 {
2290     TRACE("device %p, material %p.\n", device, material);
2291
2292     *material = device->updateStateBlock->state.material;
2293
2294     TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2295             material->diffuse.r, material->diffuse.g,
2296             material->diffuse.b, material->diffuse.a);
2297     TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2298             material->ambient.r, material->ambient.g,
2299             material->ambient.b, material->ambient.a);
2300     TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2301             material->specular.r, material->specular.g,
2302             material->specular.b, material->specular.a);
2303     TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2304             material->emissive.r, material->emissive.g,
2305             material->emissive.b, material->emissive.a);
2306     TRACE("power %.8e.\n", material->power);
2307
2308     return WINED3D_OK;
2309 }
2310
2311 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2312         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2313 {
2314     struct wined3d_buffer *prev_buffer;
2315
2316     TRACE("device %p, buffer %p, format %s.\n",
2317             device, buffer, debug_d3dformat(format_id));
2318
2319     prev_buffer = device->updateStateBlock->state.index_buffer;
2320
2321     device->updateStateBlock->changed.indices = TRUE;
2322     device->updateStateBlock->state.index_buffer = buffer;
2323     device->updateStateBlock->state.index_format = format_id;
2324
2325     /* Handle recording of state blocks. */
2326     if (device->isRecordingState)
2327     {
2328         TRACE("Recording... not performing anything.\n");
2329         if (buffer)
2330             wined3d_buffer_incref(buffer);
2331         if (prev_buffer)
2332             wined3d_buffer_decref(prev_buffer);
2333         return WINED3D_OK;
2334     }
2335
2336     if (prev_buffer != buffer)
2337     {
2338         device_invalidate_state(device, STATE_INDEXBUFFER);
2339         if (buffer)
2340         {
2341             InterlockedIncrement(&buffer->bind_count);
2342             wined3d_buffer_incref(buffer);
2343         }
2344         if (prev_buffer)
2345         {
2346             InterlockedDecrement(&prev_buffer->bind_count);
2347             wined3d_buffer_decref(prev_buffer);
2348         }
2349     }
2350
2351     return WINED3D_OK;
2352 }
2353
2354 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2355 {
2356     TRACE("device %p, buffer %p.\n", device, buffer);
2357
2358     *buffer = device->stateBlock->state.index_buffer;
2359
2360     if (*buffer)
2361         wined3d_buffer_incref(*buffer);
2362
2363     TRACE("Returning %p.\n", *buffer);
2364
2365     return WINED3D_OK;
2366 }
2367
2368 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2369 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2370 {
2371     TRACE("device %p, base_index %d.\n", device, base_index);
2372
2373     if (device->updateStateBlock->state.base_vertex_index == base_index)
2374     {
2375         TRACE("Application is setting the old value over, nothing to do\n");
2376         return WINED3D_OK;
2377     }
2378
2379     device->updateStateBlock->state.base_vertex_index = base_index;
2380
2381     if (device->isRecordingState)
2382     {
2383         TRACE("Recording... not performing anything\n");
2384         return WINED3D_OK;
2385     }
2386     return WINED3D_OK;
2387 }
2388
2389 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2390 {
2391     TRACE("device %p.\n", device);
2392
2393     return device->stateBlock->state.base_vertex_index;
2394 }
2395
2396 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2397 {
2398     TRACE("device %p, viewport %p.\n", device, viewport);
2399     TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2400           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2401
2402     device->updateStateBlock->changed.viewport = TRUE;
2403     device->updateStateBlock->state.viewport = *viewport;
2404
2405     /* Handle recording of state blocks */
2406     if (device->isRecordingState)
2407     {
2408         TRACE("Recording... not performing anything\n");
2409         return WINED3D_OK;
2410     }
2411
2412     device_invalidate_state(device, STATE_VIEWPORT);
2413
2414     return WINED3D_OK;
2415 }
2416
2417 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2418 {
2419     TRACE("device %p, viewport %p.\n", device, viewport);
2420
2421     *viewport = device->stateBlock->state.viewport;
2422
2423     return WINED3D_OK;
2424 }
2425
2426 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2427         enum wined3d_render_state state, DWORD value)
2428 {
2429     DWORD old_value = device->stateBlock->state.render_states[state];
2430
2431     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2432
2433     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2434     device->updateStateBlock->state.render_states[state] = value;
2435
2436     /* Handle recording of state blocks. */
2437     if (device->isRecordingState)
2438     {
2439         TRACE("Recording... not performing anything.\n");
2440         return WINED3D_OK;
2441     }
2442
2443     /* Compared here and not before the assignment to allow proper stateblock recording. */
2444     if (value == old_value)
2445         TRACE("Application is setting the old value over, nothing to do.\n");
2446     else
2447         device_invalidate_state(device, STATE_RENDER(state));
2448
2449     return WINED3D_OK;
2450 }
2451
2452 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2453         enum wined3d_render_state state, DWORD *value)
2454 {
2455     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2456
2457     *value = device->stateBlock->state.render_states[state];
2458
2459     return WINED3D_OK;
2460 }
2461
2462 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2463         UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2464 {
2465     DWORD old_value;
2466
2467     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2468             device, sampler_idx, debug_d3dsamplerstate(state), value);
2469
2470     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2471         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2472
2473     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2474             / sizeof(*device->stateBlock->state.sampler_states))
2475     {
2476         WARN("Invalid sampler %u.\n", sampler_idx);
2477         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2478     }
2479
2480     old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2481     device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2482     device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2483
2484     /* Handle recording of state blocks. */
2485     if (device->isRecordingState)
2486     {
2487         TRACE("Recording... not performing anything.\n");
2488         return WINED3D_OK;
2489     }
2490
2491     if (old_value == value)
2492     {
2493         TRACE("Application is setting the old value over, nothing to do.\n");
2494         return WINED3D_OK;
2495     }
2496
2497     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2498
2499     return WINED3D_OK;
2500 }
2501
2502 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2503         UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2504 {
2505     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2506             device, sampler_idx, debug_d3dsamplerstate(state), value);
2507
2508     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2509         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2510
2511     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2512             / sizeof(*device->stateBlock->state.sampler_states))
2513     {
2514         WARN("Invalid sampler %u.\n", sampler_idx);
2515         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2516     }
2517
2518     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2519     TRACE("Returning %#x.\n", *value);
2520
2521     return WINED3D_OK;
2522 }
2523
2524 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2525 {
2526     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2527
2528     device->updateStateBlock->changed.scissorRect = TRUE;
2529     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2530     {
2531         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2532         return WINED3D_OK;
2533     }
2534     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2535
2536     if (device->isRecordingState)
2537     {
2538         TRACE("Recording... not performing anything.\n");
2539         return WINED3D_OK;
2540     }
2541
2542     device_invalidate_state(device, STATE_SCISSORRECT);
2543
2544     return WINED3D_OK;
2545 }
2546
2547 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2548 {
2549     TRACE("device %p, rect %p.\n", device, rect);
2550
2551     *rect = device->updateStateBlock->state.scissor_rect;
2552     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2553
2554     return WINED3D_OK;
2555 }
2556
2557 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2558         struct wined3d_vertex_declaration *declaration)
2559 {
2560     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2561
2562     TRACE("device %p, declaration %p.\n", device, declaration);
2563
2564     if (declaration)
2565         wined3d_vertex_declaration_incref(declaration);
2566     if (prev)
2567         wined3d_vertex_declaration_decref(prev);
2568
2569     device->updateStateBlock->state.vertex_declaration = declaration;
2570     device->updateStateBlock->changed.vertexDecl = TRUE;
2571
2572     if (device->isRecordingState)
2573     {
2574         TRACE("Recording... not performing anything.\n");
2575         return WINED3D_OK;
2576     }
2577     else if (declaration == prev)
2578     {
2579         /* Checked after the assignment to allow proper stateblock recording. */
2580         TRACE("Application is setting the old declaration over, nothing to do.\n");
2581         return WINED3D_OK;
2582     }
2583
2584     device_invalidate_state(device, STATE_VDECL);
2585     return WINED3D_OK;
2586 }
2587
2588 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2589         struct wined3d_vertex_declaration **declaration)
2590 {
2591     TRACE("device %p, declaration %p.\n", device, declaration);
2592
2593     *declaration = device->stateBlock->state.vertex_declaration;
2594     if (*declaration)
2595         wined3d_vertex_declaration_incref(*declaration);
2596
2597     return WINED3D_OK;
2598 }
2599
2600 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2601 {
2602     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2603
2604     TRACE("device %p, shader %p.\n", device, shader);
2605
2606     device->updateStateBlock->state.vertex_shader = shader;
2607     device->updateStateBlock->changed.vertexShader = TRUE;
2608
2609     if (device->isRecordingState)
2610     {
2611         if (shader)
2612             wined3d_shader_incref(shader);
2613         if (prev)
2614             wined3d_shader_decref(prev);
2615         TRACE("Recording... not performing anything.\n");
2616         return WINED3D_OK;
2617     }
2618
2619     if (shader == prev)
2620     {
2621         TRACE("Application is setting the old shader over, nothing to do.\n");
2622         return WINED3D_OK;
2623     }
2624
2625     if (shader)
2626         wined3d_shader_incref(shader);
2627     if (prev)
2628         wined3d_shader_decref(prev);
2629
2630     device_invalidate_state(device, STATE_VSHADER);
2631
2632     return WINED3D_OK;
2633 }
2634
2635 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2636 {
2637     struct wined3d_shader *shader;
2638
2639     TRACE("device %p.\n", device);
2640
2641     shader = device->stateBlock->state.vertex_shader;
2642     if (shader)
2643         wined3d_shader_incref(shader);
2644
2645     TRACE("Returning %p.\n", shader);
2646     return shader;
2647 }
2648
2649 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2650         UINT start_register, const BOOL *constants, UINT bool_count)
2651 {
2652     UINT count = min(bool_count, MAX_CONST_B - start_register);
2653     UINT i;
2654
2655     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2656             device, start_register, constants, bool_count);
2657
2658     if (!constants || start_register >= MAX_CONST_B)
2659         return WINED3DERR_INVALIDCALL;
2660
2661     memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2662     for (i = 0; i < count; ++i)
2663         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2664
2665     for (i = start_register; i < count + start_register; ++i)
2666         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2667
2668     if (!device->isRecordingState)
2669         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2670
2671     return WINED3D_OK;
2672 }
2673
2674 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2675         UINT start_register, BOOL *constants, UINT bool_count)
2676 {
2677     UINT count = min(bool_count, MAX_CONST_B - start_register);
2678
2679     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2680             device, start_register, constants, bool_count);
2681
2682     if (!constants || start_register >= MAX_CONST_B)
2683         return WINED3DERR_INVALIDCALL;
2684
2685     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2686
2687     return WINED3D_OK;
2688 }
2689
2690 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2691         UINT start_register, const int *constants, UINT vector4i_count)
2692 {
2693     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2694     UINT i;
2695
2696     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2697             device, start_register, constants, vector4i_count);
2698
2699     if (!constants || start_register >= MAX_CONST_I)
2700         return WINED3DERR_INVALIDCALL;
2701
2702     memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2703     for (i = 0; i < count; ++i)
2704         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2705                 constants[i * 4], constants[i * 4 + 1],
2706                 constants[i * 4 + 2], constants[i * 4 + 3]);
2707
2708     for (i = start_register; i < count + start_register; ++i)
2709         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2710
2711     if (!device->isRecordingState)
2712         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2713
2714     return WINED3D_OK;
2715 }
2716
2717 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2718         UINT start_register, int *constants, UINT vector4i_count)
2719 {
2720     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2721
2722     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2723             device, start_register, constants, vector4i_count);
2724
2725     if (!constants || start_register >= MAX_CONST_I)
2726         return WINED3DERR_INVALIDCALL;
2727
2728     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2729     return WINED3D_OK;
2730 }
2731
2732 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2733         UINT start_register, const float *constants, UINT vector4f_count)
2734 {
2735     UINT i;
2736
2737     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2738             device, start_register, constants, vector4f_count);
2739
2740     /* Specifically test start_register > limit to catch MAX_UINT overflows
2741      * when adding start_register + vector4f_count. */
2742     if (!constants
2743             || start_register + vector4f_count > device->d3d_vshader_constantF
2744             || start_register > device->d3d_vshader_constantF)
2745         return WINED3DERR_INVALIDCALL;
2746
2747     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2748             constants, vector4f_count * sizeof(float) * 4);
2749     if (TRACE_ON(d3d))
2750     {
2751         for (i = 0; i < vector4f_count; ++i)
2752             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2753                     constants[i * 4], constants[i * 4 + 1],
2754                     constants[i * 4 + 2], constants[i * 4 + 3]);
2755     }
2756
2757     if (!device->isRecordingState)
2758     {
2759         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2760         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2761     }
2762
2763     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2764             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2765
2766     return WINED3D_OK;
2767 }
2768
2769 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2770         UINT start_register, float *constants, UINT vector4f_count)
2771 {
2772     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2773
2774     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2775             device, start_register, constants, vector4f_count);
2776
2777     if (!constants || count < 0)
2778         return WINED3DERR_INVALIDCALL;
2779
2780     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2781
2782     return WINED3D_OK;
2783 }
2784
2785 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2786 {
2787     DWORD i;
2788
2789     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2790     {
2791         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2792     }
2793 }
2794
2795 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2796 {
2797     DWORD i = device->rev_tex_unit_map[unit];
2798     DWORD j = device->texUnitMap[stage];
2799
2800     device->texUnitMap[stage] = unit;
2801     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2802         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2803
2804     device->rev_tex_unit_map[unit] = stage;
2805     if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2806         device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2807 }
2808
2809 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2810 {
2811     UINT i;
2812
2813     device->fixed_function_usage_map = 0;
2814     for (i = 0; i < MAX_TEXTURES; ++i)
2815     {
2816         const struct wined3d_state *state = &device->stateBlock->state;
2817         enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2818         enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2819         DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2820         DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2821         DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2822         DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2823         DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2824         DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2825
2826         /* Not used, and disable higher stages. */
2827         if (color_op == WINED3D_TOP_DISABLE)
2828             break;
2829
2830         if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2831                 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2832                 || ((color_arg3 == WINED3DTA_TEXTURE)
2833                     && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2834                 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2835                 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2836                 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2837                     && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2838             device->fixed_function_usage_map |= (1 << i);
2839
2840         if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2841                 && i < MAX_TEXTURES - 1)
2842             device->fixed_function_usage_map |= (1 << (i + 1));
2843     }
2844 }
2845
2846 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2847 {
2848     unsigned int i, tex;
2849     WORD ffu_map;
2850
2851     device_update_fixed_function_usage_map(device);
2852     ffu_map = device->fixed_function_usage_map;
2853
2854     if (device->max_ffp_textures == gl_info->limits.texture_stages
2855             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2856     {
2857         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2858         {
2859             if (!(ffu_map & 1)) continue;
2860
2861             if (device->texUnitMap[i] != i)
2862             {
2863                 device_map_stage(device, i, i);
2864                 device_invalidate_state(device, STATE_SAMPLER(i));
2865                 device_invalidate_texture_stage(device, i);
2866             }
2867         }
2868         return;
2869     }
2870
2871     /* Now work out the mapping */
2872     tex = 0;
2873     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2874     {
2875         if (!(ffu_map & 1)) continue;
2876
2877         if (device->texUnitMap[i] != tex)
2878         {
2879             device_map_stage(device, i, tex);
2880             device_invalidate_state(device, STATE_SAMPLER(i));
2881             device_invalidate_texture_stage(device, i);
2882         }
2883
2884         ++tex;
2885     }
2886 }
2887
2888 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2889 {
2890     const enum wined3d_sampler_texture_type *sampler_type =
2891             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2892     unsigned int i;
2893
2894     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2895     {
2896         if (sampler_type[i] && device->texUnitMap[i] != i)
2897         {
2898             device_map_stage(device, i, i);
2899             device_invalidate_state(device, STATE_SAMPLER(i));
2900             if (i < gl_info->limits.texture_stages)
2901                 device_invalidate_texture_stage(device, i);
2902         }
2903     }
2904 }
2905
2906 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2907         const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2908         const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2909 {
2910     DWORD current_mapping = device->rev_tex_unit_map[unit];
2911
2912     /* Not currently used */
2913     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2914
2915     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2916         /* Used by a fragment sampler */
2917
2918         if (!pshader_sampler_tokens) {
2919             /* No pixel shader, check fixed function */
2920             return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2921         }
2922
2923         /* Pixel shader, check the shader's sampler map */
2924         return !pshader_sampler_tokens[current_mapping];
2925     }
2926
2927     /* Used by a vertex sampler */
2928     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2929 }
2930
2931 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2932 {
2933     const enum wined3d_sampler_texture_type *vshader_sampler_type =
2934             device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2935     const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2936     int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2937     int i;
2938
2939     if (ps)
2940     {
2941         /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2942          * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2943         pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2944     }
2945
2946     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2947         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2948         if (vshader_sampler_type[i])
2949         {
2950             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2951             {
2952                 /* Already mapped somewhere */
2953                 continue;
2954             }
2955
2956             while (start >= 0)
2957             {
2958                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2959                 {
2960                     device_map_stage(device, vsampler_idx, start);
2961                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2962
2963                     --start;
2964                     break;
2965                 }
2966
2967                 --start;
2968             }
2969         }
2970     }
2971 }
2972
2973 void device_update_tex_unit_map(struct wined3d_device *device)
2974 {
2975     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2976     const struct wined3d_state *state = &device->stateBlock->state;
2977     BOOL vs = use_vs(state);
2978     BOOL ps = use_ps(state);
2979     /*
2980      * Rules are:
2981      * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2982      * that would be really messy and require shader recompilation
2983      * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2984      * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2985      */
2986     if (ps)
2987         device_map_psamplers(device, gl_info);
2988     else
2989         device_map_fixed_function_samplers(device, gl_info);
2990
2991     if (vs)
2992         device_map_vsamplers(device, ps, gl_info);
2993 }
2994
2995 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2996 {
2997     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2998
2999     TRACE("device %p, shader %p.\n", device, shader);
3000
3001     device->updateStateBlock->state.pixel_shader = shader;
3002     device->updateStateBlock->changed.pixelShader = TRUE;
3003
3004     if (device->isRecordingState)
3005     {
3006         if (shader)
3007             wined3d_shader_incref(shader);
3008         if (prev)
3009             wined3d_shader_decref(prev);
3010         TRACE("Recording... not performing anything.\n");
3011         return WINED3D_OK;
3012     }
3013
3014     if (shader == prev)
3015     {
3016         TRACE("Application is setting the old shader over, nothing to do.\n");
3017         return WINED3D_OK;
3018     }
3019
3020     if (shader)
3021         wined3d_shader_incref(shader);
3022     if (prev)
3023         wined3d_shader_decref(prev);
3024
3025     device_invalidate_state(device, STATE_PIXELSHADER);
3026
3027     return WINED3D_OK;
3028 }
3029
3030 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3031 {
3032     struct wined3d_shader *shader;
3033
3034     TRACE("device %p.\n", device);
3035
3036     shader = device->stateBlock->state.pixel_shader;
3037     if (shader)
3038         wined3d_shader_incref(shader);
3039
3040     TRACE("Returning %p.\n", shader);
3041     return shader;
3042 }
3043
3044 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3045         UINT start_register, const BOOL *constants, UINT bool_count)
3046 {
3047     UINT count = min(bool_count, MAX_CONST_B - start_register);
3048     UINT i;
3049
3050     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3051             device, start_register, constants, bool_count);
3052
3053     if (!constants || start_register >= MAX_CONST_B)
3054         return WINED3DERR_INVALIDCALL;
3055
3056     memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3057     for (i = 0; i < count; ++i)
3058         TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3059
3060     for (i = start_register; i < count + start_register; ++i)
3061         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3062
3063     if (!device->isRecordingState)
3064         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3065
3066     return WINED3D_OK;
3067 }
3068
3069 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3070         UINT start_register, BOOL *constants, UINT bool_count)
3071 {
3072     UINT count = min(bool_count, MAX_CONST_B - start_register);
3073
3074     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3075             device, start_register, constants, bool_count);
3076
3077     if (!constants || start_register >= MAX_CONST_B)
3078         return WINED3DERR_INVALIDCALL;
3079
3080     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3081
3082     return WINED3D_OK;
3083 }
3084
3085 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3086         UINT start_register, const int *constants, UINT vector4i_count)
3087 {
3088     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3089     UINT i;
3090
3091     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3092             device, start_register, constants, vector4i_count);
3093
3094     if (!constants || start_register >= MAX_CONST_I)
3095         return WINED3DERR_INVALIDCALL;
3096
3097     memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3098     for (i = 0; i < count; ++i)
3099         TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3100                 constants[i * 4], constants[i * 4 + 1],
3101                 constants[i * 4 + 2], constants[i * 4 + 3]);
3102
3103     for (i = start_register; i < count + start_register; ++i)
3104         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3105
3106     if (!device->isRecordingState)
3107         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3108
3109     return WINED3D_OK;
3110 }
3111
3112 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3113         UINT start_register, int *constants, UINT vector4i_count)
3114 {
3115     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3116
3117     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3118             device, start_register, constants, vector4i_count);
3119
3120     if (!constants || start_register >= MAX_CONST_I)
3121         return WINED3DERR_INVALIDCALL;
3122
3123     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3124
3125     return WINED3D_OK;
3126 }
3127
3128 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3129         UINT start_register, const float *constants, UINT vector4f_count)
3130 {
3131     UINT i;
3132
3133     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3134             device, start_register, constants, vector4f_count);
3135
3136     /* Specifically test start_register > limit to catch MAX_UINT overflows
3137      * when adding start_register + vector4f_count. */
3138     if (!constants
3139             || start_register + vector4f_count > device->d3d_pshader_constantF
3140             || start_register > device->d3d_pshader_constantF)
3141         return WINED3DERR_INVALIDCALL;
3142
3143     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3144             constants, vector4f_count * sizeof(float) * 4);
3145     if (TRACE_ON(d3d))
3146     {
3147         for (i = 0; i < vector4f_count; ++i)
3148             TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3149                     constants[i * 4], constants[i * 4 + 1],
3150                     constants[i * 4 + 2], constants[i * 4 + 3]);
3151     }
3152
3153     if (!device->isRecordingState)
3154     {
3155         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3156         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3157     }
3158
3159     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3160             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3161
3162     return WINED3D_OK;
3163 }
3164
3165 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3166         UINT start_register, float *constants, UINT vector4f_count)
3167 {
3168     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3169
3170     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3171             device, start_register, constants, vector4f_count);
3172
3173     if (!constants || count < 0)
3174         return WINED3DERR_INVALIDCALL;
3175
3176     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3177
3178     return WINED3D_OK;
3179 }
3180
3181 /* Context activation is done by the caller. */
3182 /* Do not call while under the GL lock. */
3183 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3184 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3185         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3186         DWORD DestFVF)
3187 {
3188     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3189     struct wined3d_viewport vp;
3190     UINT vertex_size;
3191     unsigned int i;
3192     BYTE *dest_ptr;
3193     BOOL doClip;
3194     DWORD numTextures;
3195     HRESULT hr;
3196
3197     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3198     {
3199         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3200     }
3201
3202     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3203     {
3204         ERR("Source has no position mask\n");
3205         return WINED3DERR_INVALIDCALL;
3206     }
3207
3208     if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3209     {
3210         static BOOL warned = FALSE;
3211         /*
3212          * The clipping code is not quite correct. Some things need
3213          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3214          * so disable clipping for now.
3215          * (The graphics in Half-Life are broken, and my processvertices
3216          *  test crashes with IDirect3DDevice3)
3217         doClip = TRUE;
3218          */
3219         doClip = FALSE;
3220         if(!warned) {
3221            warned = TRUE;
3222            FIXME("Clipping is broken and disabled for now\n");
3223         }
3224     }
3225     else
3226         doClip = FALSE;
3227
3228     vertex_size = get_flexible_vertex_size(DestFVF);
3229     if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3230     {
3231         WARN("Failed to map buffer, hr %#x.\n", hr);
3232         return hr;
3233     }
3234
3235     wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3236     wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3237     wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3238
3239     TRACE("View mat:\n");
3240     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);
3241     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);
3242     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);
3243     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);
3244
3245     TRACE("Proj mat:\n");
3246     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);
3247     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);
3248     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);
3249     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);
3250
3251     TRACE("World mat:\n");
3252     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);
3253     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);
3254     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);
3255     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);
3256
3257     /* Get the viewport */
3258     wined3d_device_get_viewport(device, &vp);
3259     TRACE("viewport  x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3260           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3261
3262     multiply_matrix(&mat,&view_mat,&world_mat);
3263     multiply_matrix(&mat,&proj_mat,&mat);
3264
3265     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3266
3267     for (i = 0; i < dwCount; i+= 1) {
3268         unsigned int tex_index;
3269
3270         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3271              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3272             /* The position first */
3273             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3274             const float *p = (const float *)(element->data.addr + i * element->stride);
3275             float x, y, z, rhw;
3276             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3277
3278             /* Multiplication with world, view and projection matrix */
3279             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);
3280             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);
3281             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);
3282             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);
3283
3284             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3285
3286             /* WARNING: The following things are taken from d3d7 and were not yet checked
3287              * against d3d8 or d3d9!
3288              */
3289
3290             /* Clipping conditions: From msdn
3291              *
3292              * A vertex is clipped if it does not match the following requirements
3293              * -rhw < x <= rhw
3294              * -rhw < y <= rhw
3295              *    0 < z <= rhw
3296              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3297              *
3298              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3299              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3300              *
3301              */
3302
3303             if( !doClip ||
3304                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3305                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3306                   ( rhw > eps ) ) ) {
3307
3308                 /* "Normal" viewport transformation (not clipped)
3309                  * 1) The values are divided by rhw
3310                  * 2) The y axis is negative, so multiply it with -1
3311                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3312                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3313                  * 4) Multiply x with Width/2 and add Width/2
3314                  * 5) The same for the height
3315                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3316                  *    The minimum Z value to z
3317                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3318                  *
3319                  * Well, basically it's simply a linear transformation into viewport
3320                  * coordinates
3321                  */
3322
3323                 x /= rhw;
3324                 y /= rhw;
3325                 z /= rhw;
3326
3327                 y *= -1;
3328
3329                 x *= vp.width / 2;
3330                 y *= vp.height / 2;
3331                 z *= vp.max_z - vp.min_z;
3332
3333                 x += vp.width / 2 + vp.x;
3334                 y += vp.height / 2 + vp.y;
3335                 z += vp.min_z;
3336
3337                 rhw = 1 / rhw;
3338             } else {
3339                 /* That vertex got clipped
3340                  * Contrary to OpenGL it is not dropped completely, it just
3341                  * undergoes a different calculation.
3342                  */
3343                 TRACE("Vertex got clipped\n");
3344                 x += rhw;
3345                 y += rhw;
3346
3347                 x  /= 2;
3348                 y  /= 2;
3349
3350                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3351                  * outside of the main vertex buffer memory. That needs some more
3352                  * investigation...
3353                  */
3354             }
3355
3356             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3357
3358
3359             ( (float *) dest_ptr)[0] = x;
3360             ( (float *) dest_ptr)[1] = y;
3361             ( (float *) dest_ptr)[2] = z;
3362             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3363
3364             dest_ptr += 3 * sizeof(float);
3365
3366             if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3367                 dest_ptr += sizeof(float);
3368         }
3369
3370         if (DestFVF & WINED3DFVF_PSIZE)
3371             dest_ptr += sizeof(DWORD);
3372
3373         if (DestFVF & WINED3DFVF_NORMAL)
3374         {
3375             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3376             const float *normal = (const float *)(element->data.addr + i * element->stride);
3377             /* AFAIK this should go into the lighting information */
3378             FIXME("Didn't expect the destination to have a normal\n");
3379             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3380         }
3381
3382         if (DestFVF & WINED3DFVF_DIFFUSE)
3383         {
3384             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3385             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3386             if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3387             {
3388                 static BOOL warned = FALSE;
3389
3390                 if(!warned) {
3391                     ERR("No diffuse color in source, but destination has one\n");
3392                     warned = TRUE;
3393                 }
3394
3395                 *( (DWORD *) dest_ptr) = 0xffffffff;
3396                 dest_ptr += sizeof(DWORD);
3397             }
3398             else
3399             {
3400                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3401             }
3402         }
3403
3404         if (DestFVF & WINED3DFVF_SPECULAR)
3405         {
3406             /* What's the color value in the feedback buffer? */
3407             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3408             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3409             if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3410             {
3411                 static BOOL warned = FALSE;
3412
3413                 if(!warned) {
3414                     ERR("No specular color in source, but destination has one\n");
3415                     warned = TRUE;
3416                 }
3417
3418                 *( (DWORD *) dest_ptr) = 0xFF000000;
3419                 dest_ptr += sizeof(DWORD);
3420             }
3421             else
3422             {
3423                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3424             }
3425         }
3426
3427         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3428         {
3429             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3430             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3431             if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3432             {
3433                 ERR("No source texture, but destination requests one\n");
3434                 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3435             }
3436             else
3437             {
3438                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3439             }
3440         }
3441     }
3442
3443     wined3d_buffer_unmap(dest);
3444
3445     return WINED3D_OK;
3446 }
3447 #undef copy_and_next
3448
3449 /* Do not call while under the GL lock. */
3450 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3451         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3452         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3453 {
3454     struct wined3d_state *state = &device->stateBlock->state;
3455     BOOL vbo = FALSE, streamWasUP = state->user_stream;
3456     struct wined3d_stream_info stream_info;
3457     const struct wined3d_gl_info *gl_info;
3458     struct wined3d_context *context;
3459     struct wined3d_shader *vs;
3460     HRESULT hr;
3461
3462     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3463             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3464             device, src_start_idx, dst_idx, vertex_count,
3465             dst_buffer, declaration, flags, dst_fvf);
3466
3467     if (declaration)
3468         FIXME("Output vertex declaration not implemented yet.\n");
3469
3470     /* Need any context to write to the vbo. */
3471     context = context_acquire(device, NULL);
3472     gl_info = context->gl_info;
3473
3474     /* ProcessVertices reads from vertex buffers, which have to be assigned.
3475      * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3476      * restore it afterwards. */
3477     vs = state->vertex_shader;
3478     state->vertex_shader = NULL;
3479     state->user_stream = FALSE;
3480     device_stream_info_from_declaration(device, &stream_info, &vbo);
3481     state->user_stream = streamWasUP;
3482     state->vertex_shader = vs;
3483
3484     if (vbo || src_start_idx)
3485     {
3486         unsigned int i;
3487         /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3488          * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3489          *
3490          * Also get the start index in, but only loop over all elements if there's something to add at all.
3491          */
3492         for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3493         {
3494             struct wined3d_stream_info_element *e;
3495
3496             if (!(stream_info.use_map & (1 << i))) continue;
3497
3498             e = &stream_info.elements[i];
3499             if (e->data.buffer_object)
3500             {
3501                 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3502                 e->data.buffer_object = 0;
3503                 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3504                 ENTER_GL();
3505                 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3506                 vb->buffer_object = 0;
3507                 LEAVE_GL();
3508             }
3509             if (e->data.addr)
3510                 e->data.addr += e->stride * src_start_idx;
3511         }
3512     }
3513
3514     hr = process_vertices_strided(device, dst_idx, vertex_count,
3515             &stream_info, dst_buffer, flags, dst_fvf);
3516
3517     context_release(context);
3518
3519     return hr;
3520 }
3521
3522 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3523         UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3524 {
3525     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3526     DWORD old_value;
3527
3528     TRACE("device %p, stage %u, state %s, value %#x.\n",
3529             device, stage, debug_d3dtexturestate(state), value);
3530
3531     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3532     {
3533         WARN("Invalid state %#x passed.\n", state);
3534         return WINED3D_OK;
3535     }
3536
3537     if (stage >= gl_info->limits.texture_stages)
3538     {
3539         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3540                 stage, gl_info->limits.texture_stages - 1);
3541         return WINED3D_OK;
3542     }
3543
3544     old_value = device->updateStateBlock->state.texture_states[stage][state];
3545     device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3546     device->updateStateBlock->state.texture_states[stage][state] = value;
3547
3548     if (device->isRecordingState)
3549     {
3550         TRACE("Recording... not performing anything.\n");
3551         return WINED3D_OK;
3552     }
3553
3554     /* Checked after the assignments to allow proper stateblock recording. */
3555     if (old_value == value)
3556     {
3557         TRACE("Application is setting the old value over, nothing to do.\n");
3558         return WINED3D_OK;
3559     }
3560
3561     if (stage > device->stateBlock->state.lowest_disabled_stage
3562             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3563             == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3564     {
3565         /* Colorop change above lowest disabled stage? That won't change
3566          * anything in the GL setup. Changes in other states are important on
3567          * disabled stages too. */
3568         return WINED3D_OK;
3569     }
3570
3571     if (state == WINED3D_TSS_COLOR_OP)
3572     {
3573         unsigned int i;
3574
3575         if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3576         {
3577             /* Previously enabled stage disabled now. Make sure to dirtify
3578              * all enabled stages above stage, they have to be disabled.
3579              *
3580              * The current stage is dirtified below. */
3581             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3582             {
3583                 TRACE("Additionally dirtifying stage %u.\n", i);
3584                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3585             }
3586             device->stateBlock->state.lowest_disabled_stage = stage;
3587             TRACE("New lowest disabled: %u.\n", stage);
3588         }
3589         else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3590         {
3591             /* Previously disabled stage enabled. Stages above it may need
3592              * enabling. Stage must be lowest_disabled_stage here, if it's
3593              * bigger success is returned above, and stages below the lowest
3594              * disabled stage can't be enabled (because they are enabled
3595              * already).
3596              *
3597              * Again stage stage doesn't need to be dirtified here, it is
3598              * handled below. */
3599             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3600             {
3601                 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3602                     break;
3603                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3604                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3605             }
3606             device->stateBlock->state.lowest_disabled_stage = i;
3607             TRACE("New lowest disabled: %u.\n", i);
3608         }
3609     }
3610
3611     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3612
3613     return WINED3D_OK;
3614 }
3615
3616 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3617         UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3618 {
3619     TRACE("device %p, stage %u, state %s, value %p.\n",
3620             device, stage, debug_d3dtexturestate(state), value);
3621
3622     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3623     {
3624         WARN("Invalid state %#x passed.\n", state);
3625         return WINED3D_OK;
3626     }
3627
3628     *value = device->updateStateBlock->state.texture_states[stage][state];
3629     TRACE("Returning %#x.\n", *value);
3630
3631     return WINED3D_OK;
3632 }
3633
3634 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3635         UINT stage, struct wined3d_texture *texture)
3636 {
3637     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3638     struct wined3d_texture *prev;
3639
3640     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3641
3642     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3643         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3644
3645     /* Windows accepts overflowing this array... we do not. */
3646     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3647     {
3648         WARN("Ignoring invalid stage %u.\n", stage);
3649         return WINED3D_OK;
3650     }
3651
3652     if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3653     {
3654         WARN("Rejecting attempt to set scratch texture.\n");
3655         return WINED3DERR_INVALIDCALL;
3656     }
3657
3658     device->updateStateBlock->changed.textures |= 1 << stage;
3659
3660     prev = device->updateStateBlock->state.textures[stage];
3661     TRACE("Previous texture %p.\n", prev);
3662
3663     if (texture == prev)
3664     {
3665         TRACE("App is setting the same texture again, nothing to do.\n");
3666         return WINED3D_OK;
3667     }
3668
3669     TRACE("Setting new texture to %p.\n", texture);
3670     device->updateStateBlock->state.textures[stage] = texture;
3671
3672     if (device->isRecordingState)
3673     {
3674         TRACE("Recording... not performing anything\n");
3675
3676         if (texture) wined3d_texture_incref(texture);
3677         if (prev) wined3d_texture_decref(prev);
3678
3679         return WINED3D_OK;
3680     }
3681
3682     if (texture)
3683     {
3684         LONG bind_count = InterlockedIncrement(&texture->bind_count);
3685
3686         wined3d_texture_incref(texture);
3687
3688         if (!prev || texture->target != prev->target)
3689             device_invalidate_state(device, STATE_PIXELSHADER);
3690
3691         if (!prev && stage < gl_info->limits.texture_stages)
3692         {
3693             /* The source arguments for color and alpha ops have different
3694              * meanings when a NULL texture is bound, so the COLOR_OP and
3695              * ALPHA_OP have to be dirtified. */
3696             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3697             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3698         }
3699
3700         if (bind_count == 1)
3701             texture->sampler = stage;
3702     }
3703
3704     if (prev)
3705     {
3706         LONG bind_count = InterlockedDecrement(&prev->bind_count);
3707
3708         wined3d_texture_decref(prev);
3709
3710         if (!texture && stage < gl_info->limits.texture_stages)
3711         {
3712             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3713             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3714         }
3715
3716         if (bind_count && prev->sampler == stage)
3717         {
3718             unsigned int i;
3719
3720             /* Search for other stages the texture is bound to. Shouldn't
3721              * happen if applications bind textures to a single stage only. */
3722             TRACE("Searching for other stages the texture is bound to.\n");
3723             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3724             {
3725                 if (device->updateStateBlock->state.textures[i] == prev)
3726                 {
3727                     TRACE("Texture is also bound to stage %u.\n", i);
3728                     prev->sampler = i;
3729                     break;
3730                 }
3731             }
3732         }
3733     }
3734
3735     device_invalidate_state(device, STATE_SAMPLER(stage));
3736
3737     return WINED3D_OK;
3738 }
3739
3740 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3741         UINT stage, struct wined3d_texture **texture)
3742 {
3743     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3744
3745     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3746         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3747
3748     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3749     {
3750         WARN("Ignoring invalid stage %u.\n", stage);
3751         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3752     }
3753
3754     *texture = device->stateBlock->state.textures[stage];
3755     if (*texture)
3756         wined3d_texture_incref(*texture);
3757
3758     TRACE("Returning %p.\n", *texture);
3759
3760     return WINED3D_OK;
3761 }
3762
3763 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3764         UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3765 {
3766     struct wined3d_swapchain *swapchain;
3767     HRESULT hr;
3768
3769     TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3770             device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3771
3772     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3773     if (FAILED(hr))
3774     {
3775         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3776         return hr;
3777     }
3778
3779     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3780     wined3d_swapchain_decref(swapchain);
3781     if (FAILED(hr))
3782     {
3783         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3784         return hr;
3785     }
3786
3787     return WINED3D_OK;
3788 }
3789
3790 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3791 {
3792     TRACE("device %p, caps %p.\n", device, caps);
3793
3794     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3795             device->create_parms.device_type, caps);
3796 }
3797
3798 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3799         UINT swapchain_idx, struct wined3d_display_mode *mode)
3800 {
3801     struct wined3d_swapchain *swapchain;
3802     HRESULT hr;
3803
3804     TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3805
3806     if (swapchain_idx)
3807     {
3808         hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3809         if (SUCCEEDED(hr))
3810         {
3811             hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3812             wined3d_swapchain_decref(swapchain);
3813         }
3814     }
3815     else
3816     {
3817         const struct wined3d_adapter *adapter = device->adapter;
3818
3819         /* Don't read the real display mode, but return the stored mode
3820          * instead. X11 can't change the color depth, and some apps are
3821          * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3822          * that GetDisplayMode still returns 24 bpp.
3823          *
3824          * Also don't relay to the swapchain because with ddraw it's possible
3825          * that there isn't a swapchain at all. */
3826         mode->width = adapter->screen_size.cx;
3827         mode->height = adapter->screen_size.cy;
3828         mode->format_id = adapter->screen_format;
3829         mode->refresh_rate = 0;
3830         hr = WINED3D_OK;
3831     }
3832
3833     return hr;
3834 }
3835
3836 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3837 {
3838     struct wined3d_stateblock *stateblock;
3839     HRESULT hr;
3840
3841     TRACE("device %p.\n", device);
3842
3843     if (device->isRecordingState)
3844         return WINED3DERR_INVALIDCALL;
3845
3846     hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3847     if (FAILED(hr))
3848         return hr;
3849
3850     wined3d_stateblock_decref(device->updateStateBlock);
3851     device->updateStateBlock = stateblock;
3852     device->isRecordingState = TRUE;
3853
3854     TRACE("Recording stateblock %p.\n", stateblock);
3855
3856     return WINED3D_OK;
3857 }
3858
3859 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3860         struct wined3d_stateblock **stateblock)
3861 {
3862     struct wined3d_stateblock *object = device->updateStateBlock;
3863
3864     TRACE("device %p, stateblock %p.\n", device, stateblock);
3865
3866     if (!device->isRecordingState)
3867     {
3868         WARN("Not recording.\n");
3869         *stateblock = NULL;
3870         return WINED3DERR_INVALIDCALL;
3871     }
3872
3873     stateblock_init_contained_states(object);
3874
3875     *stateblock = object;
3876     device->isRecordingState = FALSE;
3877     device->updateStateBlock = device->stateBlock;
3878     wined3d_stateblock_incref(device->updateStateBlock);
3879
3880     TRACE("Returning stateblock %p.\n", *stateblock);
3881
3882     return WINED3D_OK;
3883 }
3884
3885 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3886 {
3887     /* At the moment we have no need for any functionality at the beginning
3888      * of a scene. */
3889     TRACE("device %p.\n", device);
3890
3891     if (device->inScene)
3892     {
3893         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3894         return WINED3DERR_INVALIDCALL;
3895     }
3896     device->inScene = TRUE;
3897     return WINED3D_OK;
3898 }
3899
3900 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3901 {
3902     struct wined3d_context *context;
3903
3904     TRACE("device %p.\n", device);
3905
3906     if (!device->inScene)
3907     {
3908         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3909         return WINED3DERR_INVALIDCALL;
3910     }
3911
3912     context = context_acquire(device, NULL);
3913     /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3914     wglFlush();
3915     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3916      * fails. */
3917     context_release(context);
3918
3919     device->inScene = FALSE;
3920     return WINED3D_OK;
3921 }
3922
3923 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3924         const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3925 {
3926     UINT i;
3927
3928     TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3929             device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3930             dst_window_override, dirty_region);
3931
3932     for (i = 0; i < device->swapchain_count; ++i)
3933     {
3934         wined3d_swapchain_present(device->swapchains[i], src_rect,
3935                 dst_rect, dst_window_override, dirty_region, 0);
3936     }
3937
3938     return WINED3D_OK;
3939 }
3940
3941 /* Do not call while under the GL lock. */
3942 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3943         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3944 {
3945     RECT draw_rect;
3946
3947     TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3948             device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3949
3950     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3951     {
3952         struct wined3d_surface *ds = device->fb.depth_stencil;
3953         if (!ds)
3954         {
3955             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3956             /* TODO: What about depth stencil buffers without stencil bits? */
3957             return WINED3DERR_INVALIDCALL;
3958         }
3959         else if (flags & WINED3DCLEAR_TARGET)
3960         {
3961             if (ds->resource.width < device->fb.render_targets[0]->resource.width
3962                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
3963             {
3964                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3965                 return WINED3D_OK;
3966             }
3967         }
3968     }
3969
3970     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3971
3972     return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3973             &device->fb, rect_count, rects,
3974             &draw_rect, flags, color, depth, stencil);
3975 }
3976
3977 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3978         enum wined3d_primitive_type primitive_type)
3979 {
3980     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3981
3982     device->updateStateBlock->changed.primitive_type = TRUE;
3983     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3984 }
3985
3986 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3987         enum wined3d_primitive_type *primitive_type)
3988 {
3989     TRACE("device %p, primitive_type %p\n", device, primitive_type);
3990
3991     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3992
3993     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3994 }
3995
3996 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3997 {
3998     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3999
4000     if (!device->stateBlock->state.vertex_declaration)
4001     {
4002         WARN("Called without a valid vertex declaration set.\n");
4003         return WINED3DERR_INVALIDCALL;
4004     }
4005
4006     /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4007     if (device->stateBlock->state.user_stream)
4008     {
4009         device_invalidate_state(device, STATE_INDEXBUFFER);
4010         device->stateBlock->state.user_stream = FALSE;
4011     }
4012
4013     if (device->stateBlock->state.load_base_vertex_index)
4014     {
4015         device->stateBlock->state.load_base_vertex_index = 0;
4016         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4017     }
4018
4019     /* Account for the loading offset due to index buffers. Instead of
4020      * reloading all sources correct it with the startvertex parameter. */
4021     drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4022     return WINED3D_OK;
4023 }
4024
4025 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4026 {
4027     struct wined3d_buffer *index_buffer;
4028     UINT index_size = 2;
4029     GLuint vbo;
4030     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4031
4032     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4033
4034     index_buffer = device->stateBlock->state.index_buffer;
4035     if (!index_buffer)
4036     {
4037         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4038          * without an index buffer set. (The first time at least...)
4039          * D3D8 simply dies, but I doubt it can do much harm to return
4040          * D3DERR_INVALIDCALL there as well. */
4041         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4042         return WINED3DERR_INVALIDCALL;
4043     }
4044
4045     if (!device->stateBlock->state.vertex_declaration)
4046     {
4047         WARN("Called without a valid vertex declaration set.\n");
4048         return WINED3DERR_INVALIDCALL;
4049     }
4050
4051     if (device->stateBlock->state.user_stream)
4052     {
4053         device_invalidate_state(device, STATE_INDEXBUFFER);
4054         device->stateBlock->state.user_stream = FALSE;
4055     }
4056     vbo = index_buffer->buffer_object;
4057
4058     if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4059         index_size = 2;
4060     else
4061         index_size = 4;
4062
4063     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4064         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4065     {
4066         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4067         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4068     }
4069
4070     drawPrimitive(device, index_count, start_idx, index_size,
4071             vbo ? NULL : index_buffer->resource.allocatedMemory);
4072
4073     return WINED3D_OK;
4074 }
4075
4076 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4077         const void *stream_data, UINT stream_stride)
4078 {
4079     struct wined3d_stream_state *stream;
4080     struct wined3d_buffer *vb;
4081
4082     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4083             device, vertex_count, stream_data, stream_stride);
4084
4085     if (!device->stateBlock->state.vertex_declaration)
4086     {
4087         WARN("Called without a valid vertex declaration set.\n");
4088         return WINED3DERR_INVALIDCALL;
4089     }
4090
4091     /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4092     stream = &device->stateBlock->state.streams[0];
4093     vb = stream->buffer;
4094     stream->buffer = (struct wined3d_buffer *)stream_data;
4095     if (vb)
4096         wined3d_buffer_decref(vb);
4097     stream->offset = 0;
4098     stream->stride = stream_stride;
4099     device->stateBlock->state.user_stream = TRUE;
4100     if (device->stateBlock->state.load_base_vertex_index)
4101     {
4102         device->stateBlock->state.load_base_vertex_index = 0;
4103         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4104     }
4105
4106     /* TODO: Only mark dirty if drawing from a different UP address */
4107     device_invalidate_state(device, STATE_STREAMSRC);
4108
4109     drawPrimitive(device, vertex_count, 0, 0, NULL);
4110
4111     /* MSDN specifies stream zero settings must be set to NULL */
4112     stream->buffer = NULL;
4113     stream->stride = 0;
4114
4115     /* stream zero settings set to null at end, as per the msdn. No need to
4116      * mark dirty here, the app has to set the new stream sources or use UP
4117      * drawing again. */
4118     return WINED3D_OK;
4119 }
4120
4121 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4122         UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4123         const void *stream_data, UINT stream_stride)
4124 {
4125     struct wined3d_stream_state *stream;
4126     struct wined3d_buffer *vb, *ib;
4127     UINT index_size;
4128
4129     TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4130             device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4131
4132     if (!device->stateBlock->state.vertex_declaration)
4133     {
4134         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4135         return WINED3DERR_INVALIDCALL;
4136     }
4137
4138     if (index_data_format_id == WINED3DFMT_R16_UINT)
4139         index_size = 2;
4140     else
4141         index_size = 4;
4142
4143     stream = &device->stateBlock->state.streams[0];
4144     vb = stream->buffer;
4145     stream->buffer = (struct wined3d_buffer *)stream_data;
4146     if (vb)
4147         wined3d_buffer_decref(vb);
4148     stream->offset = 0;
4149     stream->stride = stream_stride;
4150     device->stateBlock->state.user_stream = TRUE;
4151
4152     /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4153     device->stateBlock->state.base_vertex_index = 0;
4154     if (device->stateBlock->state.load_base_vertex_index)
4155     {
4156         device->stateBlock->state.load_base_vertex_index = 0;
4157         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4158     }
4159     /* Invalidate the state until we have nicer tracking of the stream source pointers */
4160     device_invalidate_state(device, STATE_STREAMSRC);
4161     device_invalidate_state(device, STATE_INDEXBUFFER);
4162
4163     drawPrimitive(device, index_count, 0, index_size, index_data);
4164
4165     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4166     stream->buffer = NULL;
4167     stream->stride = 0;
4168     ib = device->stateBlock->state.index_buffer;
4169     if (ib)
4170     {
4171         wined3d_buffer_decref(ib);
4172         device->stateBlock->state.index_buffer = NULL;
4173     }
4174     /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4175      * SetStreamSource to specify a vertex buffer
4176      */
4177
4178     return WINED3D_OK;
4179 }
4180
4181 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4182         UINT vertex_count, const struct wined3d_strided_data *strided_data)
4183 {
4184     /* Mark the state dirty until we have nicer tracking. It's fine to change
4185      * baseVertexIndex because that call is only called by ddraw which does
4186      * not need that value. */
4187     device_invalidate_state(device, STATE_VDECL);
4188     device_invalidate_state(device, STATE_STREAMSRC);
4189     device_invalidate_state(device, STATE_INDEXBUFFER);
4190
4191     device->stateBlock->state.base_vertex_index = 0;
4192     device->up_strided = strided_data;
4193     drawPrimitive(device, vertex_count, 0, 0, NULL);
4194     device->up_strided = NULL;
4195
4196     /* Invalidate the states again to make sure the values from the stateblock
4197      * are properly applied in the next regular draw. Note that the application-
4198      * provided strided data has ovwritten pretty much the entire vertex and
4199      * and index stream related states */
4200     device_invalidate_state(device, STATE_VDECL);
4201     device_invalidate_state(device, STATE_STREAMSRC);
4202     device_invalidate_state(device, STATE_INDEXBUFFER);
4203     return WINED3D_OK;
4204 }
4205
4206 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4207         UINT index_count, const struct wined3d_strided_data *strided_data,
4208         UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4209 {
4210     UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4211
4212     /* Mark the state dirty until we have nicer tracking
4213      * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4214      * that value.
4215      */
4216     device_invalidate_state(device, STATE_VDECL);
4217     device_invalidate_state(device, STATE_STREAMSRC);
4218     device_invalidate_state(device, STATE_INDEXBUFFER);
4219
4220     device->stateBlock->state.user_stream = TRUE;
4221     device->stateBlock->state.base_vertex_index = 0;
4222     device->up_strided = strided_data;
4223     drawPrimitive(device, index_count, 0, index_size, index_data);
4224     device->up_strided = NULL;
4225
4226     device_invalidate_state(device, STATE_VDECL);
4227     device_invalidate_state(device, STATE_STREAMSRC);
4228     device_invalidate_state(device, STATE_INDEXBUFFER);
4229     return WINED3D_OK;
4230 }
4231
4232 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4233 static HRESULT device_update_volume(struct wined3d_device *device,
4234         struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4235 {
4236     struct wined3d_mapped_box src;
4237     struct wined3d_mapped_box dst;
4238     HRESULT hr;
4239
4240     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4241             device, src_volume, dst_volume);
4242
4243     /* TODO: Implement direct loading into the gl volume instead of using
4244      * memcpy and dirtification to improve loading performance. */
4245     hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4246     if (FAILED(hr)) return hr;
4247     hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4248     if (FAILED(hr))
4249     {
4250         wined3d_volume_unmap(src_volume);
4251         return hr;
4252     }
4253
4254     memcpy(dst.data, src.data, dst_volume->resource.size);
4255
4256     hr = wined3d_volume_unmap(dst_volume);
4257     if (FAILED(hr))
4258         wined3d_volume_unmap(src_volume);
4259     else
4260         hr = wined3d_volume_unmap(src_volume);
4261
4262     return hr;
4263 }
4264
4265 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4266         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4267 {
4268     enum wined3d_resource_type type;
4269     unsigned int level_count, i;
4270     HRESULT hr;
4271
4272     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4273
4274     /* Verify that the source and destination textures are non-NULL. */
4275     if (!src_texture || !dst_texture)
4276     {
4277         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4278         return WINED3DERR_INVALIDCALL;
4279     }
4280
4281     if (src_texture == dst_texture)
4282     {
4283         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4284         return WINED3DERR_INVALIDCALL;
4285     }
4286
4287     /* Verify that the source and destination textures are the same type. */
4288     type = src_texture->resource.type;
4289     if (dst_texture->resource.type != type)
4290     {
4291         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4292         return WINED3DERR_INVALIDCALL;
4293     }
4294
4295     /* Check that both textures have the identical numbers of levels. */
4296     level_count = wined3d_texture_get_level_count(src_texture);
4297     if (wined3d_texture_get_level_count(dst_texture) != level_count)
4298     {
4299         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4300         return WINED3DERR_INVALIDCALL;
4301     }
4302
4303     /* Make sure that the destination texture is loaded. */
4304     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4305
4306     /* Update every surface level of the texture. */
4307     switch (type)
4308     {
4309         case WINED3D_RTYPE_TEXTURE:
4310         {
4311             struct wined3d_surface *src_surface;
4312             struct wined3d_surface *dst_surface;
4313
4314             for (i = 0; i < level_count; ++i)
4315             {
4316                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4317                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4318                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4319                 if (FAILED(hr))
4320                 {
4321                     WARN("Failed to update surface, hr %#x.\n", hr);
4322                     return hr;
4323                 }
4324             }
4325             break;
4326         }
4327
4328         case WINED3D_RTYPE_CUBE_TEXTURE:
4329         {
4330             struct wined3d_surface *src_surface;
4331             struct wined3d_surface *dst_surface;
4332
4333             for (i = 0; i < level_count * 6; ++i)
4334             {
4335                 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4336                 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4337                 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4338                 if (FAILED(hr))
4339                 {
4340                     WARN("Failed to update surface, hr %#x.\n", hr);
4341                     return hr;
4342                 }
4343             }
4344             break;
4345         }
4346
4347         case WINED3D_RTYPE_VOLUME_TEXTURE:
4348         {
4349             for (i = 0; i < level_count; ++i)
4350             {
4351                 hr = device_update_volume(device,
4352                         volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4353                         volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4354                 if (FAILED(hr))
4355                 {
4356                     WARN("Failed to update volume, hr %#x.\n", hr);
4357                     return hr;
4358                 }
4359             }
4360             break;
4361         }
4362
4363         default:
4364             FIXME("Unsupported texture type %#x.\n", type);
4365             return WINED3DERR_INVALIDCALL;
4366     }
4367
4368     return WINED3D_OK;
4369 }
4370
4371 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4372         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4373 {
4374     struct wined3d_swapchain *swapchain;
4375     HRESULT hr;
4376
4377     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4378
4379     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4380     if (FAILED(hr)) return hr;
4381
4382     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4383     wined3d_swapchain_decref(swapchain);
4384
4385     return hr;
4386 }
4387
4388 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4389 {
4390     const struct wined3d_state *state = &device->stateBlock->state;
4391     struct wined3d_texture *texture;
4392     DWORD i;
4393
4394     TRACE("device %p, num_passes %p.\n", device, num_passes);
4395
4396     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4397     {
4398         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4399         {
4400             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4401             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4402         }
4403         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4404         {
4405             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4406             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4407         }
4408
4409         texture = state->textures[i];
4410         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4411
4412         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4413         {
4414             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4415             return E_FAIL;
4416         }
4417         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4418         {
4419             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4420             return E_FAIL;
4421         }
4422         if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4423                 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4424         {
4425             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4426             return E_FAIL;
4427         }
4428     }
4429
4430     if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4431             || state->render_states[WINED3D_RS_STENCILENABLE])
4432     {
4433         struct wined3d_surface *ds = device->fb.depth_stencil;
4434         struct wined3d_surface *target = device->fb.render_targets[0];
4435
4436         if(ds && target
4437                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4438         {
4439             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4440             return WINED3DERR_CONFLICTINGRENDERSTATE;
4441         }
4442     }
4443
4444     /* return a sensible default */
4445     *num_passes = 1;
4446
4447     TRACE("returning D3D_OK\n");
4448     return WINED3D_OK;
4449 }
4450
4451 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4452 {
4453     static BOOL warned;
4454
4455     TRACE("device %p, software %#x.\n", device, software);
4456
4457     if (!warned)
4458     {
4459         FIXME("device %p, software %#x stub!\n", device, software);
4460         warned = TRUE;
4461     }
4462
4463     device->softwareVertexProcessing = software;
4464
4465     return WINED3D_OK;
4466 }
4467
4468 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4469 {
4470     static BOOL warned;
4471
4472     TRACE("device %p.\n", device);
4473
4474     if (!warned)
4475     {
4476         TRACE("device %p stub!\n", device);
4477         warned = TRUE;
4478     }
4479
4480     return device->softwareVertexProcessing;
4481 }
4482
4483 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4484         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4485 {
4486     struct wined3d_swapchain *swapchain;
4487     HRESULT hr;
4488
4489     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4490             device, swapchain_idx, raster_status);
4491
4492     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4493     if (FAILED(hr))
4494     {
4495         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4496         return hr;
4497     }
4498
4499     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4500     wined3d_swapchain_decref(swapchain);
4501     if (FAILED(hr))
4502     {
4503         WARN("Failed to get raster status, hr %#x.\n", hr);
4504         return hr;
4505     }
4506
4507     return WINED3D_OK;
4508 }
4509
4510 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4511 {
4512     static BOOL warned;
4513
4514     TRACE("device %p, segments %.8e.\n", device, segments);
4515
4516     if (segments != 0.0f)
4517     {
4518         if (!warned)
4519         {
4520             FIXME("device %p, segments %.8e stub!\n", device, segments);
4521             warned = TRUE;
4522         }
4523     }
4524
4525     return WINED3D_OK;
4526 }
4527
4528 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4529 {
4530     static BOOL warned;
4531
4532     TRACE("device %p.\n", device);
4533
4534     if (!warned)
4535     {
4536         FIXME("device %p stub!\n", device);
4537         warned = TRUE;
4538     }
4539
4540     return 0.0f;
4541 }
4542
4543 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4544         struct wined3d_surface *src_surface, const RECT *src_rect,
4545         struct wined3d_surface *dst_surface, const POINT *dst_point)
4546 {
4547     TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4548             device, src_surface, wine_dbgstr_rect(src_rect),
4549             dst_surface, wine_dbgstr_point(dst_point));
4550
4551     if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4552     {
4553         WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4554                 src_surface, dst_surface);
4555         return WINED3DERR_INVALIDCALL;
4556     }
4557
4558     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4559 }
4560
4561 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4562         const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4563 {
4564     struct wined3d_rect_patch *patch;
4565     GLenum old_primitive_type;
4566     unsigned int i;
4567     struct list *e;
4568     BOOL found;
4569
4570     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4571             device, handle, num_segs, rect_patch_info);
4572
4573     if (!(handle || rect_patch_info))
4574     {
4575         /* TODO: Write a test for the return value, thus the FIXME */
4576         FIXME("Both handle and rect_patch_info are NULL.\n");
4577         return WINED3DERR_INVALIDCALL;
4578     }
4579
4580     if (handle)
4581     {
4582         i = PATCHMAP_HASHFUNC(handle);
4583         found = FALSE;
4584         LIST_FOR_EACH(e, &device->patches[i])
4585         {
4586             patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4587             if (patch->Handle == handle)
4588             {
4589                 found = TRUE;
4590                 break;
4591             }
4592         }
4593
4594         if (!found)
4595         {
4596             TRACE("Patch does not exist. Creating a new one\n");
4597             patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4598             patch->Handle = handle;
4599             list_add_head(&device->patches[i], &patch->entry);
4600         } else {
4601             TRACE("Found existing patch %p\n", patch);
4602         }
4603     }
4604     else
4605     {
4606         /* Since opengl does not load tesselated vertex attributes into numbered vertex
4607          * attributes we have to tesselate, read back, and draw. This needs a patch
4608          * management structure instance. Create one.
4609          *
4610          * A possible improvement is to check if a vertex shader is used, and if not directly
4611          * draw the patch.
4612          */
4613         FIXME("Drawing an uncached patch. This is slow\n");
4614         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4615     }
4616
4617     if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4618             || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4619             || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4620     {
4621         HRESULT hr;
4622         TRACE("Tesselation density or patch info changed, retesselating\n");
4623
4624         if (rect_patch_info)
4625             patch->rect_patch_info = *rect_patch_info;
4626
4627         patch->numSegs[0] = num_segs[0];
4628         patch->numSegs[1] = num_segs[1];
4629         patch->numSegs[2] = num_segs[2];
4630         patch->numSegs[3] = num_segs[3];
4631
4632         hr = tesselate_rectpatch(device, patch);
4633         if (FAILED(hr))
4634         {
4635             WARN("Patch tesselation failed.\n");
4636
4637             /* Do not release the handle to store the params of the patch */
4638             if (!handle)
4639                 HeapFree(GetProcessHeap(), 0, patch);
4640
4641             return hr;
4642         }
4643     }
4644
4645     old_primitive_type = device->stateBlock->state.gl_primitive_type;
4646     device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4647     wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4648     device->stateBlock->state.gl_primitive_type = old_primitive_type;
4649
4650     /* Destroy uncached patches */
4651     if (!handle)
4652     {
4653         HeapFree(GetProcessHeap(), 0, patch->mem);
4654         HeapFree(GetProcessHeap(), 0, patch);
4655     }
4656     return WINED3D_OK;
4657 }
4658
4659 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4660         const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4661 {
4662     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4663             device, handle, segment_count, patch_info);
4664
4665     return WINED3D_OK;
4666 }
4667
4668 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4669 {
4670     struct wined3d_rect_patch *patch;
4671     struct list *e;
4672     int i;
4673
4674     TRACE("device %p, handle %#x.\n", device, handle);
4675
4676     i = PATCHMAP_HASHFUNC(handle);
4677     LIST_FOR_EACH(e, &device->patches[i])
4678     {
4679         patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4680         if (patch->Handle == handle)
4681         {
4682             TRACE("Deleting patch %p\n", patch);
4683             list_remove(&patch->entry);
4684             HeapFree(GetProcessHeap(), 0, patch->mem);
4685             HeapFree(GetProcessHeap(), 0, patch);
4686             return WINED3D_OK;
4687         }
4688     }
4689
4690     /* TODO: Write a test for the return value */
4691     FIXME("Attempt to destroy nonexistent patch\n");
4692     return WINED3DERR_INVALIDCALL;
4693 }
4694
4695 /* Do not call while under the GL lock. */
4696 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4697         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4698 {
4699     RECT r;
4700
4701     TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4702             device, surface, wine_dbgstr_rect(rect),
4703             color->r, color->g, color->b, color->a);
4704
4705     if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4706     {
4707         WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4708         return WINED3DERR_INVALIDCALL;
4709     }
4710
4711     if (!rect)
4712     {
4713         SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4714         rect = &r;
4715     }
4716
4717     return surface_color_fill(surface, rect, color);
4718 }
4719
4720 /* Do not call while under the GL lock. */
4721 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4722         struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4723 {
4724     struct wined3d_resource *resource;
4725     HRESULT hr;
4726     RECT rect;
4727
4728     resource = rendertarget_view->resource;
4729     if (resource->type != WINED3D_RTYPE_SURFACE)
4730     {
4731         FIXME("Only supported on surface resources\n");
4732         return;
4733     }
4734
4735     SetRect(&rect, 0, 0, resource->width, resource->height);
4736     hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4737     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4738 }
4739
4740 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4741         UINT render_target_idx, struct wined3d_surface **render_target)
4742 {
4743     TRACE("device %p, render_target_idx %u, render_target %p.\n",
4744             device, render_target_idx, render_target);
4745
4746     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4747     {
4748         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4749         return WINED3DERR_INVALIDCALL;
4750     }
4751
4752     *render_target = device->fb.render_targets[render_target_idx];
4753     TRACE("Returning render target %p.\n", *render_target);
4754
4755     if (!*render_target)
4756         return WINED3DERR_NOTFOUND;
4757
4758     wined3d_surface_incref(*render_target);
4759
4760     return WINED3D_OK;
4761 }
4762
4763 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4764         struct wined3d_surface **depth_stencil)
4765 {
4766     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4767
4768     *depth_stencil = device->fb.depth_stencil;
4769     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4770
4771     if (!*depth_stencil)
4772         return WINED3DERR_NOTFOUND;
4773
4774     wined3d_surface_incref(*depth_stencil);
4775
4776     return WINED3D_OK;
4777 }
4778
4779 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4780         UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4781 {
4782     struct wined3d_surface *prev;
4783
4784     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4785             device, render_target_idx, render_target, set_viewport);
4786
4787     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4788     {
4789         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4790         return WINED3DERR_INVALIDCALL;
4791     }
4792
4793     prev = device->fb.render_targets[render_target_idx];
4794     if (render_target == prev)
4795     {
4796         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4797         return WINED3D_OK;
4798     }
4799
4800     /* Render target 0 can't be set to NULL. */
4801     if (!render_target && !render_target_idx)
4802     {
4803         WARN("Trying to set render target 0 to NULL.\n");
4804         return WINED3DERR_INVALIDCALL;
4805     }
4806
4807     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4808     {
4809         FIXME("Surface %p doesn't have render target usage.\n", render_target);
4810         return WINED3DERR_INVALIDCALL;
4811     }
4812
4813     if (render_target)
4814         wined3d_surface_incref(render_target);
4815     device->fb.render_targets[render_target_idx] = render_target;
4816     /* Release after the assignment, to prevent device_resource_released()
4817      * from seeing the surface as still in use. */
4818     if (prev)
4819         wined3d_surface_decref(prev);
4820
4821     /* Render target 0 is special. */
4822     if (!render_target_idx && set_viewport)
4823     {
4824         /* Set the viewport and scissor rectangles, if requested. Tests show
4825          * that stateblock recording is ignored, the change goes directly
4826          * into the primary stateblock. */
4827         device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4828         device->stateBlock->state.viewport.width  = device->fb.render_targets[0]->resource.width;
4829         device->stateBlock->state.viewport.x      = 0;
4830         device->stateBlock->state.viewport.y      = 0;
4831         device->stateBlock->state.viewport.max_z  = 1.0f;
4832         device->stateBlock->state.viewport.min_z  = 0.0f;
4833         device_invalidate_state(device, STATE_VIEWPORT);
4834
4835         device->stateBlock->state.scissor_rect.top = 0;
4836         device->stateBlock->state.scissor_rect.left = 0;
4837         device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4838         device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4839         device_invalidate_state(device, STATE_SCISSORRECT);
4840     }
4841
4842     device_invalidate_state(device, STATE_FRAMEBUFFER);
4843
4844     return WINED3D_OK;
4845 }
4846
4847 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4848 {
4849     struct wined3d_surface *prev = device->fb.depth_stencil;
4850
4851     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4852             device, depth_stencil, prev);
4853
4854     if (prev == depth_stencil)
4855     {
4856         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4857         return WINED3D_OK;
4858     }
4859
4860     if (prev)
4861     {
4862         if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4863                 || prev->flags & SFLAG_DISCARD)
4864         {
4865             surface_modify_ds_location(prev, SFLAG_LOST,
4866                     prev->resource.width, prev->resource.height);
4867             if (prev == device->onscreen_depth_stencil)
4868             {
4869                 wined3d_surface_decref(device->onscreen_depth_stencil);
4870                 device->onscreen_depth_stencil = NULL;
4871             }
4872         }
4873     }
4874
4875     device->fb.depth_stencil = depth_stencil;
4876     if (depth_stencil)
4877         wined3d_surface_incref(depth_stencil);
4878
4879     if (!prev != !depth_stencil)
4880     {
4881         /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4882         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4883         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4884         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4885         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4886     }
4887     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4888     {
4889         device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4890     }
4891     if (prev)
4892         wined3d_surface_decref(prev);
4893
4894     device_invalidate_state(device, STATE_FRAMEBUFFER);
4895
4896     return WINED3D_OK;
4897 }
4898
4899 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4900         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4901 {
4902     struct wined3d_mapped_rect mapped_rect;
4903
4904     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4905             device, x_hotspot, y_hotspot, cursor_image);
4906
4907     /* some basic validation checks */
4908     if (device->cursorTexture)
4909     {
4910         struct wined3d_context *context = context_acquire(device, NULL);
4911         ENTER_GL();
4912         glDeleteTextures(1, &device->cursorTexture);
4913         LEAVE_GL();
4914         context_release(context);
4915         device->cursorTexture = 0;
4916     }
4917
4918     if (cursor_image)
4919     {
4920         struct wined3d_mapped_rect rect;
4921
4922         /* MSDN: Cursor must be A8R8G8B8 */
4923         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4924         {
4925             WARN("surface %p has an invalid format.\n", cursor_image);
4926             return WINED3DERR_INVALIDCALL;
4927         }
4928
4929         /* MSDN: Cursor must be smaller than the display mode */
4930         if (cursor_image->resource.width > device->adapter->screen_size.cx
4931                 || cursor_image->resource.height > device->adapter->screen_size.cy)
4932         {
4933             WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4934                     cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4935                     device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4936             return WINED3DERR_INVALIDCALL;
4937         }
4938
4939         /* TODO: MSDN: Cursor sizes must be a power of 2 */
4940
4941         /* Do not store the surface's pointer because the application may
4942          * release it after setting the cursor image. Windows doesn't
4943          * addref the set surface, so we can't do this either without
4944          * creating circular refcount dependencies. Copy out the gl texture
4945          * instead. */
4946         device->cursorWidth = cursor_image->resource.width;
4947         device->cursorHeight = cursor_image->resource.height;
4948         if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
4949         {
4950             const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4951             const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4952             struct wined3d_context *context;
4953             char *mem, *bits = rect.data;
4954             GLint intfmt = format->glInternal;
4955             GLint gl_format = format->glFormat;
4956             GLint type = format->glType;
4957             INT height = device->cursorHeight;
4958             INT width = device->cursorWidth;
4959             INT bpp = format->byte_count;
4960             INT i;
4961
4962             /* Reformat the texture memory (pitch and width can be
4963              * different) */
4964             mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4965             for(i = 0; i < height; i++)
4966                 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
4967             wined3d_surface_unmap(cursor_image);
4968
4969             context = context_acquire(device, NULL);
4970
4971             ENTER_GL();
4972
4973             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4974             {
4975                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4976                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4977             }
4978
4979             invalidate_active_texture(device, context);
4980             /* Create a new cursor texture */
4981             glGenTextures(1, &device->cursorTexture);
4982             checkGLcall("glGenTextures");
4983             context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4984             /* Copy the bitmap memory into the cursor texture */
4985             glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4986             checkGLcall("glTexImage2D");
4987             HeapFree(GetProcessHeap(), 0, mem);
4988
4989             if (gl_info->supported[APPLE_CLIENT_STORAGE])
4990             {
4991                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4992                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4993             }
4994
4995             LEAVE_GL();
4996
4997             context_release(context);
4998         }
4999         else
5000         {
5001             FIXME("A cursor texture was not returned.\n");
5002             device->cursorTexture = 0;
5003         }
5004
5005         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5006         {
5007             /* Draw a hardware cursor */
5008             ICONINFO cursorInfo;
5009             HCURSOR cursor;
5010             /* Create and clear maskBits because it is not needed for
5011              * 32-bit cursors.  32x32 bits split into 32-bit chunks == 32
5012              * chunks. */
5013             DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5014                     (cursor_image->resource.width * cursor_image->resource.height / 8));
5015             wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5016                     WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5017             TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5018
5019             cursorInfo.fIcon = FALSE;
5020             cursorInfo.xHotspot = x_hotspot;
5021             cursorInfo.yHotspot = y_hotspot;
5022             cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5023                     1, 1, maskBits);
5024             cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5025                     1, 32, mapped_rect.data);
5026             wined3d_surface_unmap(cursor_image);
5027             /* Create our cursor and clean up. */
5028             cursor = CreateIconIndirect(&cursorInfo);
5029             if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5030             if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5031             if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5032             device->hardwareCursor = cursor;
5033             if (device->bCursorVisible) SetCursor( cursor );
5034             HeapFree(GetProcessHeap(), 0, maskBits);
5035         }
5036     }
5037
5038     device->xHotSpot = x_hotspot;
5039     device->yHotSpot = y_hotspot;
5040     return WINED3D_OK;
5041 }
5042
5043 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5044         int x_screen_space, int y_screen_space, DWORD flags)
5045 {
5046     TRACE("device %p, x %d, y %d, flags %#x.\n",
5047             device, x_screen_space, y_screen_space, flags);
5048
5049     device->xScreenSpace = x_screen_space;
5050     device->yScreenSpace = y_screen_space;
5051
5052     if (device->hardwareCursor)
5053     {
5054         POINT pt;
5055
5056         GetCursorPos( &pt );
5057         if (x_screen_space == pt.x && y_screen_space == pt.y)
5058             return;
5059         SetCursorPos( x_screen_space, y_screen_space );
5060
5061         /* Switch to the software cursor if position diverges from the hardware one. */
5062         GetCursorPos( &pt );
5063         if (x_screen_space != pt.x || y_screen_space != pt.y)
5064         {
5065             if (device->bCursorVisible) SetCursor( NULL );
5066             DestroyCursor( device->hardwareCursor );
5067             device->hardwareCursor = 0;
5068         }
5069     }
5070 }
5071
5072 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5073 {
5074     BOOL oldVisible = device->bCursorVisible;
5075
5076     TRACE("device %p, show %#x.\n", device, show);
5077
5078     /*
5079      * When ShowCursor is first called it should make the cursor appear at the OS's last
5080      * known cursor position.
5081      */
5082     if (show && !oldVisible)
5083     {
5084         POINT pt;
5085         GetCursorPos(&pt);
5086         device->xScreenSpace = pt.x;
5087         device->yScreenSpace = pt.y;
5088     }
5089
5090     if (device->hardwareCursor)
5091     {
5092         device->bCursorVisible = show;
5093         if (show)
5094             SetCursor(device->hardwareCursor);
5095         else
5096             SetCursor(NULL);
5097     }
5098     else
5099     {
5100         if (device->cursorTexture)
5101             device->bCursorVisible = show;
5102     }
5103
5104     return oldVisible;
5105 }
5106
5107 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5108 {
5109     struct wined3d_resource *resource, *cursor;
5110
5111     TRACE("device %p.\n", device);
5112
5113     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5114     {
5115         TRACE("Checking resource %p for eviction.\n", resource);
5116
5117         if (resource->pool == WINED3D_POOL_MANAGED)
5118         {
5119             TRACE("Evicting %p.\n", resource);
5120             resource->resource_ops->resource_unload(resource);
5121         }
5122     }
5123
5124     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5125     device_invalidate_state(device, STATE_STREAMSRC);
5126 }
5127
5128 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5129         const struct wined3d_swapchain_desc *swapchain_desc)
5130 {
5131     struct wined3d_display_mode m;
5132     UINT i, count;
5133     HRESULT hr;
5134
5135     /* All Windowed modes are supported, as is leaving the current mode */
5136     if (swapchain_desc->windowed)
5137         return TRUE;
5138     if (!swapchain_desc->backbuffer_width)
5139         return TRUE;
5140     if (!swapchain_desc->backbuffer_height)
5141         return TRUE;
5142
5143     count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5144     for (i = 0; i < count; ++i)
5145     {
5146         memset(&m, 0, sizeof(m));
5147         hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5148         if (FAILED(hr))
5149             ERR("Failed to enumerate adapter mode.\n");
5150         if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5151             /* Mode found, it is supported. */
5152             return TRUE;
5153     }
5154     /* Mode not found -> not supported */
5155     return FALSE;
5156 }
5157
5158 /* Do not call while under the GL lock. */
5159 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5160 {
5161     struct wined3d_resource *resource, *cursor;
5162     const struct wined3d_gl_info *gl_info;
5163     struct wined3d_context *context;
5164     struct wined3d_shader *shader;
5165
5166     context = context_acquire(device, NULL);
5167     gl_info = context->gl_info;
5168
5169     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5170     {
5171         TRACE("Unloading resource %p.\n", resource);
5172
5173         resource->resource_ops->resource_unload(resource);
5174     }
5175
5176     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5177     {
5178         device->shader_backend->shader_destroy(shader);
5179     }
5180
5181     ENTER_GL();
5182     if (device->depth_blt_texture)
5183     {
5184         glDeleteTextures(1, &device->depth_blt_texture);
5185         device->depth_blt_texture = 0;
5186     }
5187     if (device->cursorTexture)
5188     {
5189         glDeleteTextures(1, &device->cursorTexture);
5190         device->cursorTexture = 0;
5191     }
5192     LEAVE_GL();
5193
5194     device->blitter->free_private(device);
5195     device->frag_pipe->free_private(device);
5196     device->shader_backend->shader_free_private(device);
5197     destroy_dummy_textures(device, gl_info);
5198
5199     context_release(context);
5200
5201     while (device->context_count)
5202     {
5203         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5204     }
5205
5206     HeapFree(GetProcessHeap(), 0, swapchain->context);
5207     swapchain->context = NULL;
5208 }
5209
5210 /* Do not call while under the GL lock. */
5211 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5212 {
5213     struct wined3d_context *context;
5214     struct wined3d_surface *target;
5215     HRESULT hr;
5216
5217     /* Recreate the primary swapchain's context */
5218     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5219     if (!swapchain->context)
5220     {
5221         ERR("Failed to allocate memory for swapchain context array.\n");
5222         return E_OUTOFMEMORY;
5223     }
5224
5225     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5226     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5227     {
5228         WARN("Failed to create context.\n");
5229         HeapFree(GetProcessHeap(), 0, swapchain->context);
5230         return E_FAIL;
5231     }
5232
5233     swapchain->context[0] = context;
5234     swapchain->num_contexts = 1;
5235     create_dummy_textures(device, context);
5236     context_release(context);
5237
5238     hr = device->shader_backend->shader_alloc_private(device);
5239     if (FAILED(hr))
5240     {
5241         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5242         goto err;
5243     }
5244
5245     hr = device->frag_pipe->alloc_private(device);
5246     if (FAILED(hr))
5247     {
5248         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5249         device->shader_backend->shader_free_private(device);
5250         goto err;
5251     }
5252
5253     hr = device->blitter->alloc_private(device);
5254     if (FAILED(hr))
5255     {
5256         ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5257         device->frag_pipe->free_private(device);
5258         device->shader_backend->shader_free_private(device);
5259         goto err;
5260     }
5261
5262     return WINED3D_OK;
5263
5264 err:
5265     context_acquire(device, NULL);
5266     destroy_dummy_textures(device, context->gl_info);
5267     context_release(context);
5268     context_destroy(device, context);
5269     HeapFree(GetProcessHeap(), 0, swapchain->context);
5270     swapchain->num_contexts = 0;
5271     return hr;
5272 }
5273
5274 /* Do not call while under the GL lock. */
5275 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5276         const struct wined3d_swapchain_desc *swapchain_desc,
5277         wined3d_device_reset_cb callback)
5278 {
5279     struct wined3d_resource *resource, *cursor;
5280     struct wined3d_swapchain *swapchain;
5281     struct wined3d_display_mode mode;
5282     BOOL DisplayModeChanged = FALSE;
5283     BOOL update_desc = FALSE;
5284     HRESULT hr;
5285
5286     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5287
5288     stateblock_unbind_resources(device->stateBlock);
5289
5290     if (device->onscreen_depth_stencil)
5291     {
5292         wined3d_surface_decref(device->onscreen_depth_stencil);
5293         device->onscreen_depth_stencil = NULL;
5294     }
5295
5296     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5297     {
5298         TRACE("Enumerating resource %p.\n", resource);
5299         if (FAILED(hr = callback(resource)))
5300             return hr;
5301     }
5302
5303     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5304     if (FAILED(hr))
5305     {
5306         ERR("Failed to get the first implicit swapchain\n");
5307         return hr;
5308     }
5309
5310     if (!is_display_mode_supported(device, swapchain_desc))
5311     {
5312         WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5313         WARN("Requested mode: %ux%u.\n",
5314                 swapchain_desc->backbuffer_width,
5315                 swapchain_desc->backbuffer_height);
5316         wined3d_swapchain_decref(swapchain);
5317         return WINED3DERR_INVALIDCALL;
5318     }
5319
5320     /* Is it necessary to recreate the gl context? Actually every setting can be changed
5321      * on an existing gl context, so there's no real need for recreation.
5322      *
5323      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5324      *
5325      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5326      */
5327     TRACE("New params:\n");
5328     TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5329     TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5330     TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5331     TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5332     TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5333     TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5334     TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5335     TRACE("device_window %p\n", swapchain_desc->device_window);
5336     TRACE("windowed %#x\n", swapchain_desc->windowed);
5337     TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5338     if (swapchain_desc->enable_auto_depth_stencil)
5339         TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5340     TRACE("flags %#x\n", swapchain_desc->flags);
5341     TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5342     TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5343     TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5344
5345     /* No special treatment of these parameters. Just store them */
5346     swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5347     swapchain->desc.flags = swapchain_desc->flags;
5348     swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5349     swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5350
5351     /* What to do about these? */
5352     if (swapchain_desc->backbuffer_count
5353             && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5354         FIXME("Cannot change the back buffer count yet.\n");
5355
5356     if (swapchain_desc->device_window
5357             && swapchain_desc->device_window != swapchain->desc.device_window)
5358         FIXME("Cannot change the device window yet.\n");
5359
5360     if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5361     {
5362         HRESULT hrc;
5363
5364         TRACE("Creating the depth stencil buffer\n");
5365
5366         hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5367                 swapchain_desc->backbuffer_width,
5368                 swapchain_desc->backbuffer_height,
5369                 swapchain_desc->auto_depth_stencil_format,
5370                 swapchain_desc->multisample_type,
5371                 swapchain_desc->multisample_quality,
5372                 FALSE,
5373                 &device->auto_depth_stencil);
5374         if (FAILED(hrc))
5375         {
5376             ERR("Failed to create the depth stencil buffer.\n");
5377             wined3d_swapchain_decref(swapchain);
5378             return WINED3DERR_INVALIDCALL;
5379         }
5380     }
5381
5382     if (device->onscreen_depth_stencil)
5383     {
5384         wined3d_surface_decref(device->onscreen_depth_stencil);
5385         device->onscreen_depth_stencil = NULL;
5386     }
5387
5388     /* Reset the depth stencil */
5389     if (swapchain_desc->enable_auto_depth_stencil)
5390         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5391     else
5392         wined3d_device_set_depth_stencil(device, NULL);
5393
5394     TRACE("Resetting stateblock\n");
5395     wined3d_stateblock_decref(device->updateStateBlock);
5396     wined3d_stateblock_decref(device->stateBlock);
5397
5398     if (swapchain_desc->windowed)
5399     {
5400         mode.width = swapchain->orig_width;
5401         mode.height = swapchain->orig_height;
5402         mode.refresh_rate = 0;
5403         mode.format_id = swapchain->desc.backbuffer_format;
5404     }
5405     else
5406     {
5407         mode.width = swapchain_desc->backbuffer_width;
5408         mode.height = swapchain_desc->backbuffer_height;
5409         mode.refresh_rate = swapchain_desc->refresh_rate;
5410         mode.format_id = swapchain_desc->backbuffer_format;
5411     }
5412
5413     /* Should Width == 800 && Height == 0 set 800x600? */
5414     if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5415             && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5416             || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5417     {
5418         if (!swapchain_desc->windowed)
5419             DisplayModeChanged = TRUE;
5420
5421         swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5422         swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5423         update_desc = TRUE;
5424     }
5425
5426     if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5427             && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5428     {
5429         swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5430         update_desc = TRUE;
5431     }
5432
5433     if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5434             || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5435     {
5436         swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5437         swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5438         update_desc = TRUE;
5439     }
5440
5441     if (update_desc)
5442     {
5443         UINT i;
5444
5445         hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5446                 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5447                 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5448         if (FAILED(hr))
5449         {
5450             wined3d_swapchain_decref(swapchain);
5451             return hr;
5452         }
5453
5454         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5455         {
5456             hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5457                     swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5458                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5459             if (FAILED(hr))
5460             {
5461                 wined3d_swapchain_decref(swapchain);
5462                 return hr;
5463             }
5464         }
5465         if (device->auto_depth_stencil)
5466         {
5467             hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5468                     swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5469                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5470             if (FAILED(hr))
5471             {
5472                 wined3d_swapchain_decref(swapchain);
5473                 return hr;
5474             }
5475         }
5476     }
5477
5478     if (device->d3d_initialized)
5479         delete_opengl_contexts(device, swapchain);
5480
5481     if (!swapchain_desc->windowed != !swapchain->desc.windowed
5482             || DisplayModeChanged)
5483     {
5484         wined3d_device_set_display_mode(device, 0, &mode);
5485
5486         if (!swapchain_desc->windowed)
5487         {
5488             if (swapchain->desc.windowed)
5489             {
5490                 HWND focus_window = device->create_parms.focus_window;
5491                 if (!focus_window)
5492                     focus_window = swapchain_desc->device_window;
5493                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5494                 {
5495                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5496                     wined3d_swapchain_decref(swapchain);
5497                     return hr;
5498                 }
5499
5500                 /* switch from windowed to fs */
5501                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5502                         swapchain_desc->backbuffer_width,
5503                         swapchain_desc->backbuffer_height);
5504             }
5505             else
5506             {
5507                 /* Fullscreen -> fullscreen mode change */
5508                 MoveWindow(swapchain->device_window, 0, 0,
5509                         swapchain_desc->backbuffer_width,
5510                         swapchain_desc->backbuffer_height,
5511                         TRUE);
5512             }
5513         }
5514         else if (!swapchain->desc.windowed)
5515         {
5516             /* Fullscreen -> windowed switch */
5517             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5518             wined3d_device_release_focus_window(device);
5519         }
5520         swapchain->desc.windowed = swapchain_desc->windowed;
5521     }
5522     else if (!swapchain_desc->windowed)
5523     {
5524         DWORD style = device->style;
5525         DWORD exStyle = device->exStyle;
5526         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5527          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5528          * Reset to clear up their mess. Guild Wars also loses the device during that.
5529          */
5530         device->style = 0;
5531         device->exStyle = 0;
5532         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5533                 swapchain_desc->backbuffer_width,
5534                 swapchain_desc->backbuffer_height);
5535         device->style = style;
5536         device->exStyle = exStyle;
5537     }
5538
5539     /* Note: No parent needed for initial internal stateblock */
5540     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5541     if (FAILED(hr))
5542         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5543     else
5544         TRACE("Created stateblock %p.\n", device->stateBlock);
5545     device->updateStateBlock = device->stateBlock;
5546     wined3d_stateblock_incref(device->updateStateBlock);
5547
5548     stateblock_init_default_state(device->stateBlock);
5549
5550     swapchain_update_render_to_fbo(swapchain);
5551     swapchain_update_draw_bindings(swapchain);
5552
5553     if (device->d3d_initialized)
5554         hr = create_primary_opengl_context(device, swapchain);
5555     wined3d_swapchain_decref(swapchain);
5556
5557     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5558      * first use
5559      */
5560     return hr;
5561 }
5562
5563 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5564 {
5565     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5566
5567     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5568
5569     return WINED3D_OK;
5570 }
5571
5572
5573 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5574         struct wined3d_device_creation_parameters *parameters)
5575 {
5576     TRACE("device %p, parameters %p.\n", device, parameters);
5577
5578     *parameters = device->create_parms;
5579     return WINED3D_OK;
5580 }
5581
5582 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5583         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5584 {
5585     struct wined3d_swapchain *swapchain;
5586
5587     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5588             device, swapchain_idx, flags, ramp);
5589
5590     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5591     {
5592         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5593         wined3d_swapchain_decref(swapchain);
5594     }
5595 }
5596
5597 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5598         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5599 {
5600     struct wined3d_swapchain *swapchain;
5601
5602     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5603             device, swapchain_idx, ramp);
5604
5605     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5606     {
5607         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5608         wined3d_swapchain_decref(swapchain);
5609     }
5610 }
5611
5612 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5613 {
5614     TRACE("device %p, resource %p.\n", device, resource);
5615
5616     list_add_head(&device->resources, &resource->resource_list_entry);
5617 }
5618
5619 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5620 {
5621     TRACE("device %p, resource %p.\n", device, resource);
5622
5623     list_remove(&resource->resource_list_entry);
5624 }
5625
5626 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5627 {
5628     enum wined3d_resource_type type = resource->type;
5629     unsigned int i;
5630
5631     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5632
5633     context_resource_released(device, resource, type);
5634
5635     switch (type)
5636     {
5637         case WINED3D_RTYPE_SURFACE:
5638             {
5639                 struct wined3d_surface *surface = surface_from_resource(resource);
5640
5641                 if (!device->d3d_initialized) break;
5642
5643                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5644                 {
5645                     if (device->fb.render_targets[i] == surface)
5646                     {
5647                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
5648                         device->fb.render_targets[i] = NULL;
5649                     }
5650                 }
5651
5652                 if (device->fb.depth_stencil == surface)
5653                 {
5654                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5655                     device->fb.depth_stencil = NULL;
5656                 }
5657             }
5658             break;
5659
5660         case WINED3D_RTYPE_TEXTURE:
5661         case WINED3D_RTYPE_CUBE_TEXTURE:
5662         case WINED3D_RTYPE_VOLUME_TEXTURE:
5663             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5664             {
5665                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5666
5667                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5668                 {
5669                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5670                             texture, device->stateBlock, i);
5671                     device->stateBlock->state.textures[i] = NULL;
5672                 }
5673
5674                 if (device->updateStateBlock != device->stateBlock
5675                         && device->updateStateBlock->state.textures[i] == texture)
5676                 {
5677                     ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5678                             texture, device->updateStateBlock, i);
5679                     device->updateStateBlock->state.textures[i] = NULL;
5680                 }
5681             }
5682             break;
5683
5684         case WINED3D_RTYPE_BUFFER:
5685             {
5686                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5687
5688                 for (i = 0; i < MAX_STREAMS; ++i)
5689                 {
5690                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5691                     {
5692                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5693                                 buffer, device->stateBlock, i);
5694                         device->stateBlock->state.streams[i].buffer = NULL;
5695                     }
5696
5697                     if (device->updateStateBlock != device->stateBlock
5698                             && device->updateStateBlock->state.streams[i].buffer == buffer)
5699                     {
5700                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5701                                 buffer, device->updateStateBlock, i);
5702                         device->updateStateBlock->state.streams[i].buffer = NULL;
5703                     }
5704
5705                 }
5706
5707                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5708                 {
5709                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5710                             buffer, device->stateBlock);
5711                     device->stateBlock->state.index_buffer =  NULL;
5712                 }
5713
5714                 if (device->updateStateBlock != device->stateBlock
5715                         && device->updateStateBlock->state.index_buffer == buffer)
5716                 {
5717                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5718                             buffer, device->updateStateBlock);
5719                     device->updateStateBlock->state.index_buffer =  NULL;
5720                 }
5721             }
5722             break;
5723
5724         default:
5725             break;
5726     }
5727
5728     /* Remove the resource from the resourceStore */
5729     device_resource_remove(device, resource);
5730
5731     TRACE("Resource released.\n");
5732 }
5733
5734 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5735         HDC dc, struct wined3d_surface **surface)
5736 {
5737     struct wined3d_resource *resource;
5738
5739     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5740
5741     if (!dc)
5742         return WINED3DERR_INVALIDCALL;
5743
5744     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5745     {
5746         if (resource->type == WINED3D_RTYPE_SURFACE)
5747         {
5748             struct wined3d_surface *s = surface_from_resource(resource);
5749
5750             if (s->hDC == dc)
5751             {
5752                 TRACE("Found surface %p for dc %p.\n", s, dc);
5753                 *surface = s;
5754                 return WINED3D_OK;
5755             }
5756         }
5757     }
5758
5759     return WINED3DERR_INVALIDCALL;
5760 }
5761
5762 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5763         UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5764         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5765 {
5766     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5767     const struct fragment_pipeline *fragment_pipeline;
5768     struct wined3d_display_mode mode;
5769     struct shader_caps shader_caps;
5770     struct fragment_caps ffp_caps;
5771     unsigned int i;
5772     HRESULT hr;
5773
5774     device->ref = 1;
5775     device->wined3d = wined3d;
5776     wined3d_incref(device->wined3d);
5777     device->adapter = wined3d->adapter_count ? adapter : NULL;
5778     device->device_parent = device_parent;
5779     list_init(&device->resources);
5780     list_init(&device->shaders);
5781     device->surface_alignment = surface_alignment;
5782
5783     /* Get the initial screen setup for ddraw. */
5784     hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5785     if (FAILED(hr))
5786     {
5787         ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5788         wined3d_decref(device->wined3d);
5789         return hr;
5790     }
5791     adapter->screen_size.cx = mode.width;
5792     adapter->screen_size.cy = mode.height;
5793     adapter->screen_format = mode.format_id;
5794
5795     /* Save the creation parameters. */
5796     device->create_parms.adapter_idx = adapter_idx;
5797     device->create_parms.device_type = device_type;
5798     device->create_parms.focus_window = focus_window;
5799     device->create_parms.flags = flags;
5800
5801     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5802
5803     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5804     device->shader_backend = adapter->shader_backend;
5805
5806     if (device->shader_backend)
5807     {
5808         device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5809         device->vshader_version = shader_caps.VertexShaderVersion;
5810         device->pshader_version = shader_caps.PixelShaderVersion;
5811         device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5812         device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5813         device->vs_clipping = shader_caps.VSClipping;
5814     }
5815     fragment_pipeline = adapter->fragment_pipe;
5816     device->frag_pipe = fragment_pipeline;
5817     if (fragment_pipeline)
5818     {
5819         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5820         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5821
5822         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5823                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5824         if (FAILED(hr))
5825         {
5826             ERR("Failed to compile state table, hr %#x.\n", hr);
5827             wined3d_decref(device->wined3d);
5828             return hr;
5829         }
5830     }
5831     device->blitter = adapter->blitter;
5832
5833     hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5834     if (FAILED(hr))
5835     {
5836         WARN("Failed to create stateblock.\n");
5837         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5838         {
5839             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5840         }
5841         wined3d_decref(device->wined3d);
5842         return hr;
5843     }
5844
5845     TRACE("Created stateblock %p.\n", device->stateBlock);
5846     device->updateStateBlock = device->stateBlock;
5847     wined3d_stateblock_incref(device->updateStateBlock);
5848
5849     return WINED3D_OK;
5850 }
5851
5852
5853 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5854 {
5855     DWORD rep = device->StateTable[state].representative;
5856     struct wined3d_context *context;
5857     DWORD idx;
5858     BYTE shift;
5859     UINT i;
5860
5861     for (i = 0; i < device->context_count; ++i)
5862     {
5863         context = device->contexts[i];
5864         if(isStateDirty(context, rep)) continue;
5865
5866         context->dirtyArray[context->numDirtyEntries++] = rep;
5867         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5868         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5869         context->isStateDirty[idx] |= (1 << shift);
5870     }
5871 }
5872
5873 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5874 {
5875     /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5876     *width = context->current_rt->pow2Width;
5877     *height = context->current_rt->pow2Height;
5878 }
5879
5880 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5881 {
5882     const struct wined3d_swapchain *swapchain = context->swapchain;
5883     /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5884      * current context's drawable, which is the size of the back buffer of the swapchain
5885      * the active context belongs to. */
5886     *width = swapchain->desc.backbuffer_width;
5887     *height = swapchain->desc.backbuffer_height;
5888 }
5889
5890 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5891         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5892 {
5893     if (device->filter_messages)
5894     {
5895         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5896                 window, message, wparam, lparam);
5897         if (unicode)
5898             return DefWindowProcW(window, message, wparam, lparam);
5899         else
5900             return DefWindowProcA(window, message, wparam, lparam);
5901     }
5902
5903     if (message == WM_DESTROY)
5904     {
5905         TRACE("unregister window %p.\n", window);
5906         wined3d_unregister_window(window);
5907
5908         if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5909             ERR("Window %p is not the focus window for device %p.\n", window, device);
5910     }
5911     else if (message == WM_DISPLAYCHANGE)
5912     {
5913         wined3d_mutex_lock();
5914         device->device_parent->ops->mode_changed(device->device_parent);
5915         wined3d_mutex_unlock();
5916     }
5917
5918     if (unicode)
5919         return CallWindowProcW(proc, window, message, wparam, lparam);
5920     else
5921         return CallWindowProcA(proc, window, message, wparam, lparam);
5922 }