2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION This->adapter->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* static function declarations */
55 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
58 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
60 #define D3DCREATEOBJECTINSTANCE(object, type) { \
61 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
62 D3DMEMCHECK(object, pp##type); \
63 object->lpVtbl = &IWineD3D##type##_Vtbl; \
64 object->wineD3DDevice = This; \
65 object->parent = parent; \
67 *pp##type = (IWineD3D##type *) object; \
70 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
71 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
72 D3DMEMCHECK(object, pp##type); \
73 object->lpVtbl = &IWineD3D##type##_Vtbl; \
74 object->parent = parent; \
75 object->baseShader.ref = 1; \
76 object->baseShader.device = (IWineD3DDevice*) This; \
77 list_init(&object->baseShader.linked_programs); \
78 *pp##type = (IWineD3D##type *) object; \
81 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
82 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
83 D3DMEMCHECK(object, pp##type); \
84 object->lpVtbl = &IWineD3D##type##_Vtbl; \
85 object->resource.wineD3DDevice = This; \
86 object->resource.parent = parent; \
87 object->resource.resourceType = d3dtype; \
88 object->resource.ref = 1; \
89 object->resource.pool = Pool; \
90 object->resource.format = Format; \
91 object->resource.usage = Usage; \
92 object->resource.size = _size; \
93 list_init(&object->resource.privateData); \
94 /* Check that we have enough video ram left */ \
95 if (Pool == WINED3DPOOL_DEFAULT) { \
96 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
97 WARN("Out of 'bogus' video memory\n"); \
98 HeapFree(GetProcessHeap(), 0, object); \
100 return WINED3DERR_OUTOFVIDEOMEMORY; \
102 WineD3DAdapterChangeGLRam(This, _size); \
104 object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + RESOURCE_ALIGNMENT)); \
105 if (object->resource.heapMemory == NULL && _size != 0) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 object->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) object->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); \
112 *pp##type = (IWineD3D##type *) object; \
113 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
114 TRACE("(%p) : Created resource %p\n", This, object); \
117 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
118 _basetexture.levels = Levels; \
119 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
120 _basetexture.LOD = 0; \
121 _basetexture.dirty = TRUE; \
122 _basetexture.is_srgb = FALSE; \
123 _basetexture.srgb_mode_change_count = 0; \
126 /**********************************************************
127 * Global variable / Constants follow
128 **********************************************************/
129 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
131 /**********************************************************
132 * IUnknown parts follows
133 **********************************************************/
135 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
139 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
140 if (IsEqualGUID(riid, &IID_IUnknown)
141 || IsEqualGUID(riid, &IID_IWineD3DBase)
142 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
143 IUnknown_AddRef(iface);
148 return E_NOINTERFACE;
151 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
153 ULONG refCount = InterlockedIncrement(&This->ref);
155 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
159 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 ULONG refCount = InterlockedDecrement(&This->ref);
163 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
167 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
170 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
173 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
176 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
178 /* TODO: Clean up all the surfaces and textures! */
179 /* NOTE: You must release the parent if the object was created via a callback
180 ** ***************************/
182 if (!list_empty(&This->resources)) {
183 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
184 dumpResources(&This->resources);
187 if(This->contexts) ERR("Context array not freed!\n");
188 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
189 This->haveHardwareCursor = FALSE;
191 IWineD3D_Release(This->wineD3D);
192 This->wineD3D = NULL;
193 HeapFree(GetProcessHeap(), 0, This);
194 TRACE("Freed device %p\n", This);
200 /**********************************************************
201 * IWineD3DDevice implementation follows
202 **********************************************************/
203 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
205 *pParent = This->parent;
206 IUnknown_AddRef(This->parent);
210 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
211 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
212 GLenum error, glUsage;
213 DWORD vboUsage = object->resource.usage;
214 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
215 WARN("Creating a vbo failed once, not trying again\n");
219 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
221 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
222 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
225 /* Make sure that the gl error is cleared. Do not use checkGLcall
226 * here because checkGLcall just prints a fixme and continues. However,
227 * if an error during VBO creation occurs we can fall back to non-vbo operation
228 * with full functionality(but performance loss)
230 while(glGetError() != GL_NO_ERROR);
232 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
233 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
234 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
235 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
236 * to check if the rhw and color values are in the correct format.
239 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
240 error = glGetError();
241 if(object->vbo == 0 || error != GL_NO_ERROR) {
242 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
246 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
247 error = glGetError();
248 if(error != GL_NO_ERROR) {
249 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
253 /* Don't use static, because dx apps tend to update the buffer
254 * quite often even if they specify 0 usage. Because we always keep the local copy
255 * we never read from the vbo and can create a write only opengl buffer.
257 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
258 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
259 case WINED3DUSAGE_DYNAMIC:
260 TRACE("Gl usage = GL_STREAM_DRAW\n");
261 glUsage = GL_STREAM_DRAW_ARB;
263 case WINED3DUSAGE_WRITEONLY:
265 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
266 glUsage = GL_DYNAMIC_DRAW_ARB;
270 /* Reserve memory for the buffer. The amount of data won't change
271 * so we are safe with calling glBufferData once with a NULL ptr and
272 * calling glBufferSubData on updates
274 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
275 error = glGetError();
276 if(error != GL_NO_ERROR) {
277 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
280 object->vbo_size = object->resource.size;
281 object->vbo_usage = glUsage;
287 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
288 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
289 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
291 object->Flags |= VBFLAG_VBOCREATEFAIL;
296 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
297 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
300 IWineD3DVertexBufferImpl *object;
301 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
302 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
306 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
307 *ppVertexBuffer = NULL;
308 return WINED3DERR_INVALIDCALL;
309 } else if(Pool == WINED3DPOOL_SCRATCH) {
310 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
311 * anyway, SCRATCH vertex buffers aren't useable anywhere
313 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
314 *ppVertexBuffer = NULL;
315 return WINED3DERR_INVALIDCALL;
318 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
320 TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
321 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
325 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
326 * drawStridedFast (half-life 2).
328 * Basically converting the vertices in the buffer is quite expensive, and observations
329 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
330 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
332 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
333 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
334 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
335 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
337 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
338 * more. In this call we can convert dx7 buffers too.
340 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
341 if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
342 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
343 } else if(Pool == WINED3DPOOL_SYSTEMMEM) {
344 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
345 } else if(Usage & WINED3DUSAGE_DYNAMIC) {
346 TRACE("Not creating a vbo because the buffer has dynamic usage\n");
347 } else if(dxVersion <= 7 && conv) {
348 TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
355 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
356 GLenum error, glUsage;
357 TRACE("Creating VBO for Index Buffer %p\n", object);
359 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
360 * restored on the next draw
362 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
364 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
365 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
370 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
371 error = glGetError();
372 if(error != GL_NO_ERROR || object->vbo == 0) {
373 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
377 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
378 error = glGetError();
379 if(error != GL_NO_ERROR) {
380 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
384 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
385 * copy no readback will be needed
387 glUsage = GL_STATIC_DRAW_ARB;
388 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
389 error = glGetError();
390 if(error != GL_NO_ERROR) {
391 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
395 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
399 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
400 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
405 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
406 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
407 HANDLE *sharedHandle, IUnknown *parent) {
408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
409 IWineD3DIndexBufferImpl *object;
410 TRACE("(%p) Creating index buffer\n", This);
412 /* Allocate the storage for the device */
413 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
415 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
416 CreateIndexBufferVBO(This, object);
419 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
420 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
421 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
426 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
428 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
429 IWineD3DStateBlockImpl *object;
433 D3DCREATEOBJECTINSTANCE(object, StateBlock)
434 object->blockType = Type;
436 for(i = 0; i < LIGHTMAP_SIZE; i++) {
437 list_init(&object->lightMap[i]);
440 /* Special case - Used during initialization to produce a placeholder stateblock
441 so other functions called can update a state block */
442 if (Type == WINED3DSBT_INIT) {
443 /* Don't bother increasing the reference count otherwise a device will never
444 be freed due to circular dependencies */
448 temp_result = allocate_shader_constants(object);
449 if (WINED3D_OK != temp_result)
452 /* Otherwise, might as well set the whole state block to the appropriate values */
453 if (This->stateBlock != NULL)
454 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
456 memset(object->streamFreq, 1, sizeof(object->streamFreq));
458 /* Reset the ref and type after kludging it */
459 object->wineD3DDevice = This;
461 object->blockType = Type;
463 TRACE("Updating changed flags appropriate for type %d\n", Type);
465 if (Type == WINED3DSBT_ALL) {
467 TRACE("ALL => Pretend everything has changed\n");
468 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
470 /* Lights are not part of the changed / set structure */
471 for(j = 0; j < LIGHTMAP_SIZE; j++) {
473 LIST_FOR_EACH(e, &object->lightMap[j]) {
474 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
475 light->changed = TRUE;
476 light->enabledChanged = TRUE;
479 for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
480 object->contained_render_states[j - 1] = j;
482 object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
483 /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
484 for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
485 object->contained_transform_states[j - 1] = j;
487 object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
488 for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
489 object->contained_vs_consts_f[j] = j;
491 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
492 for(j = 0; j < MAX_CONST_I; j++) {
493 object->contained_vs_consts_i[j] = j;
495 object->num_contained_vs_consts_i = MAX_CONST_I;
496 for(j = 0; j < MAX_CONST_B; j++) {
497 object->contained_vs_consts_b[j] = j;
499 object->num_contained_vs_consts_b = MAX_CONST_B;
500 for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
501 object->contained_ps_consts_f[j] = j;
503 object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
504 for(j = 0; j < MAX_CONST_I; j++) {
505 object->contained_ps_consts_i[j] = j;
507 object->num_contained_ps_consts_i = MAX_CONST_I;
508 for(j = 0; j < MAX_CONST_B; j++) {
509 object->contained_ps_consts_b[j] = j;
511 object->num_contained_ps_consts_b = MAX_CONST_B;
512 for(i = 0; i < MAX_TEXTURES; i++) {
513 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
514 object->contained_tss_states[object->num_contained_tss_states].stage = i;
515 object->contained_tss_states[object->num_contained_tss_states].state = j;
516 object->num_contained_tss_states++;
519 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
520 for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
521 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
522 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
523 object->num_contained_sampler_states++;
527 for(i = 0; i < MAX_STREAMS; i++) {
528 if(object->streamSource[i]) {
529 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
532 if(object->pIndexData) {
533 IWineD3DIndexBuffer_AddRef(object->pIndexData);
535 if(object->vertexShader) {
536 IWineD3DVertexShader_AddRef(object->vertexShader);
538 if(object->pixelShader) {
539 IWineD3DPixelShader_AddRef(object->pixelShader);
542 } else if (Type == WINED3DSBT_PIXELSTATE) {
544 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
545 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
547 object->changed.pixelShader = TRUE;
549 /* Pixel Shader Constants */
550 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
551 object->contained_ps_consts_f[i] = i;
552 object->changed.pixelShaderConstantsF[i] = TRUE;
554 object->num_contained_ps_consts_f = GL_LIMITS(vshader_constantsF);
555 for (i = 0; i < MAX_CONST_B; ++i) {
556 object->contained_ps_consts_b[i] = i;
557 object->changed.pixelShaderConstantsB[i] = TRUE;
559 object->num_contained_ps_consts_b = MAX_CONST_B;
560 for (i = 0; i < MAX_CONST_I; ++i) {
561 object->contained_ps_consts_i[i] = i;
562 object->changed.pixelShaderConstantsI[i] = TRUE;
564 object->num_contained_ps_consts_i = MAX_CONST_I;
566 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
567 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
568 object->contained_render_states[i] = SavedPixelStates_R[i];
570 object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
571 for (j = 0; j < MAX_TEXTURES; j++) {
572 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
573 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
574 object->contained_tss_states[object->num_contained_tss_states].stage = j;
575 object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
576 object->num_contained_tss_states++;
579 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
580 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
581 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
582 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
583 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
584 object->num_contained_sampler_states++;
587 if(object->pixelShader) {
588 IWineD3DPixelShader_AddRef(object->pixelShader);
591 /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
592 * on them. This makes releasing the buffer easier
594 for(i = 0; i < MAX_STREAMS; i++) {
595 object->streamSource[i] = NULL;
597 object->pIndexData = NULL;
598 object->vertexShader = NULL;
600 } else if (Type == WINED3DSBT_VERTEXSTATE) {
602 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
603 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
605 object->changed.vertexShader = TRUE;
607 /* Vertex Shader Constants */
608 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
609 object->changed.vertexShaderConstantsF[i] = TRUE;
610 object->contained_vs_consts_f[i] = i;
612 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
613 for (i = 0; i < MAX_CONST_B; ++i) {
614 object->changed.vertexShaderConstantsB[i] = TRUE;
615 object->contained_vs_consts_b[i] = i;
617 object->num_contained_vs_consts_b = MAX_CONST_B;
618 for (i = 0; i < MAX_CONST_I; ++i) {
619 object->changed.vertexShaderConstantsI[i] = TRUE;
620 object->contained_vs_consts_i[i] = i;
622 object->num_contained_vs_consts_i = MAX_CONST_I;
623 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
624 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
625 object->contained_render_states[i] = SavedVertexStates_R[i];
627 object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
628 for (j = 0; j < MAX_TEXTURES; j++) {
629 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
630 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
631 object->contained_tss_states[object->num_contained_tss_states].stage = j;
632 object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
633 object->num_contained_tss_states++;
636 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
637 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
638 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
639 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
640 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
641 object->num_contained_sampler_states++;
645 for(j = 0; j < LIGHTMAP_SIZE; j++) {
647 LIST_FOR_EACH(e, &object->lightMap[j]) {
648 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
649 light->changed = TRUE;
650 light->enabledChanged = TRUE;
654 for(i = 0; i < MAX_STREAMS; i++) {
655 if(object->streamSource[i]) {
656 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
659 if(object->vertexShader) {
660 IWineD3DVertexShader_AddRef(object->vertexShader);
662 object->pIndexData = NULL;
663 object->pixelShader = NULL;
665 FIXME("Unrecognized state block type %d\n", Type);
668 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
672 /* ************************************
674 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
677 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
679 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
681 ******************************** */
683 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
684 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
685 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
686 unsigned int Size = 1;
687 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
688 TRACE("(%p) Create surface\n",This);
690 /** FIXME: Check ranges on the inputs are valid
693 * [in] Quality level. The valid range is between zero and one less than the level
694 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
695 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
696 * values of paired render targets, depth stencil surfaces, and the MultiSample type
698 *******************************/
703 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
705 * If this flag is set, the contents of the depth stencil buffer will be
706 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
707 * with a different depth surface.
709 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
710 ***************************/
712 if(MultisampleQuality > 0) {
713 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
714 MultisampleQuality=0;
717 /** FIXME: Check that the format is supported
719 *******************************/
721 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
722 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
724 *********************************/
725 if (WINED3DFMT_UNKNOWN == Format) {
727 } else if (Format == WINED3DFMT_DXT1) {
728 /* DXT1 is half byte per pixel */
729 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
731 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
732 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
733 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
735 /* The pitch is a multiple of 4 bytes */
736 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
740 /** Create and initialise the surface resource **/
741 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
742 /* "Standalone" surface */
743 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
745 object->currentDesc.Width = Width;
746 object->currentDesc.Height = Height;
747 object->currentDesc.MultiSampleType = MultiSample;
748 object->currentDesc.MultiSampleQuality = MultisampleQuality;
749 object->glDescription.level = Level;
753 object->Flags |= Discard ? SFLAG_DISCARD : 0;
754 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
755 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
758 if (WINED3DFMT_UNKNOWN != Format) {
759 object->bytesPerPixel = tableEntry->bpp;
761 object->bytesPerPixel = 0;
764 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
766 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
768 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
769 * this function is too deep to need to care about things like this.
770 * Levels need to be checked too, and possibly Type since they all affect what can be done.
771 * ****************************************/
773 case WINED3DPOOL_SCRATCH:
775 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
776 "which are mutually exclusive, setting lockable to TRUE\n");
779 case WINED3DPOOL_SYSTEMMEM:
780 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
781 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
782 case WINED3DPOOL_MANAGED:
783 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
784 "Usage of DYNAMIC which are mutually exclusive, not doing "
785 "anything just telling you.\n");
787 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
788 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
789 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
790 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
793 FIXME("(%p) Unknown pool %d\n", This, Pool);
797 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
798 FIXME("Trying to create a render target that isn't in the default pool\n");
801 /* mark the texture as dirty so that it gets loaded first time around*/
802 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
803 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
804 This, Width, Height, Format, debug_d3dformat(Format),
805 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
807 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
808 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
809 This->ddraw_primary = (IWineD3DSurface *) object;
811 /* Look at the implementation and set the correct Vtable */
814 /* Check if a 3D adapter is available when creating gl surfaces */
816 ERR("OpenGL surfaces are not available without opengl\n");
817 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
818 HeapFree(GetProcessHeap(), 0, object);
819 return WINED3DERR_NOTAVAILABLE;
824 object->lpVtbl = &IWineGDISurface_Vtbl;
828 /* To be sure to catch this */
829 ERR("Unknown requested surface implementation %d!\n", Impl);
830 IWineD3DSurface_Release((IWineD3DSurface *) object);
831 return WINED3DERR_INVALIDCALL;
834 list_init(&object->renderbuffers);
836 /* Call the private setup routine */
837 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
841 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
842 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
843 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
844 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
847 IWineD3DTextureImpl *object;
852 unsigned int pow2Width;
853 unsigned int pow2Height;
854 const GlPixelFormatDesc *glDesc;
855 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
858 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
859 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
860 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
862 /* TODO: It should only be possible to create textures for formats
863 that are reported as supported */
864 if (WINED3DFMT_UNKNOWN >= Format) {
865 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
866 return WINED3DERR_INVALIDCALL;
869 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
870 D3DINITIALIZEBASETEXTURE(object->baseTexture);
871 object->width = Width;
872 object->height = Height;
874 /** Non-power2 support **/
875 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
879 /* Find the nearest pow2 match */
880 pow2Width = pow2Height = 1;
881 while (pow2Width < Width) pow2Width <<= 1;
882 while (pow2Height < Height) pow2Height <<= 1;
884 if(pow2Width != Width || pow2Height != Height) {
886 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
887 HeapFree(GetProcessHeap(), 0, object);
889 return WINED3DERR_INVALIDCALL;
896 /** FIXME: add support for real non-power-two if it's provided by the video card **/
897 /* Precalculated scaling for 'faked' non power of two texture coords.
898 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
899 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
900 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
902 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
903 (Width != pow2Width || Height != pow2Height) &&
904 !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
906 object->baseTexture.pow2Matrix[0] = (float)Width;
907 object->baseTexture.pow2Matrix[5] = (float)Height;
908 object->baseTexture.pow2Matrix[10] = 1.0;
909 object->baseTexture.pow2Matrix[15] = 1.0;
910 object->target = GL_TEXTURE_RECTANGLE_ARB;
912 object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
913 object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
914 object->baseTexture.pow2Matrix[10] = 1.0;
915 object->baseTexture.pow2Matrix[15] = 1.0;
916 object->target = GL_TEXTURE_2D;
918 TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
920 /* Calculate levels for mip mapping */
921 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
922 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
923 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
924 return WINED3DERR_INVALIDCALL;
927 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
928 return WINED3DERR_INVALIDCALL;
930 object->baseTexture.levels = 1;
931 } else if (Levels == 0) {
932 TRACE("calculating levels %d\n", object->baseTexture.levels);
933 object->baseTexture.levels++;
936 while (tmpW > 1 || tmpH > 1) {
937 tmpW = max(1, tmpW >> 1);
938 tmpH = max(1, tmpH >> 1);
939 object->baseTexture.levels++;
941 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
944 /* Generate all the surfaces */
947 for (i = 0; i < object->baseTexture.levels; i++)
949 /* use the callback to create the texture surface */
950 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
951 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
952 FIXME("Failed to create surface %p\n", object);
954 object->surfaces[i] = NULL;
955 IWineD3DTexture_Release((IWineD3DTexture *)object);
961 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
962 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
963 /* calculate the next mipmap level */
964 tmpW = max(1, tmpW >> 1);
965 tmpH = max(1, tmpH >> 1);
967 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
969 TRACE("(%p) : Created texture %p\n", This, object);
973 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
974 UINT Width, UINT Height, UINT Depth,
975 UINT Levels, DWORD Usage,
976 WINED3DFORMAT Format, WINED3DPOOL Pool,
977 IWineD3DVolumeTexture **ppVolumeTexture,
978 HANDLE *pSharedHandle, IUnknown *parent,
979 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
982 IWineD3DVolumeTextureImpl *object;
987 const GlPixelFormatDesc *glDesc;
989 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
991 /* TODO: It should only be possible to create textures for formats
992 that are reported as supported */
993 if (WINED3DFMT_UNKNOWN >= Format) {
994 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
995 return WINED3DERR_INVALIDCALL;
997 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
998 WARN("(%p) : Texture cannot be created - no volume texture support\n", This);
999 return WINED3DERR_INVALIDCALL;
1002 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1003 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1005 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1006 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1008 object->width = Width;
1009 object->height = Height;
1010 object->depth = Depth;
1012 /* Is NP2 support for volumes needed? */
1013 object->baseTexture.pow2Matrix[ 0] = 1.0;
1014 object->baseTexture.pow2Matrix[ 5] = 1.0;
1015 object->baseTexture.pow2Matrix[10] = 1.0;
1016 object->baseTexture.pow2Matrix[15] = 1.0;
1018 /* Calculate levels for mip mapping */
1019 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1020 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1021 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1022 return WINED3DERR_INVALIDCALL;
1025 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1026 return WINED3DERR_INVALIDCALL;
1029 } else if (Levels == 0) {
1030 object->baseTexture.levels++;
1034 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1035 tmpW = max(1, tmpW >> 1);
1036 tmpH = max(1, tmpH >> 1);
1037 tmpD = max(1, tmpD >> 1);
1038 object->baseTexture.levels++;
1040 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1043 /* Generate all the surfaces */
1048 for (i = 0; i < object->baseTexture.levels; i++)
1051 /* Create the volume */
1052 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
1053 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1056 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
1057 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
1058 *ppVolumeTexture = NULL;
1062 /* Set its container to this object */
1063 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1065 /* calculate the next mipmap level */
1066 tmpW = max(1, tmpW >> 1);
1067 tmpH = max(1, tmpH >> 1);
1068 tmpD = max(1, tmpD >> 1);
1070 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1072 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1073 TRACE("(%p) : Created volume texture %p\n", This, object);
1077 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1078 UINT Width, UINT Height, UINT Depth,
1080 WINED3DFORMAT Format, WINED3DPOOL Pool,
1081 IWineD3DVolume** ppVolume,
1082 HANDLE* pSharedHandle, IUnknown *parent) {
1084 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1085 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1086 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(Format, NULL, NULL);
1088 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1089 WARN("(%p) : Volume cannot be created - no volume texture support\n", This);
1090 return WINED3DERR_INVALIDCALL;
1093 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1095 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1096 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1098 object->currentDesc.Width = Width;
1099 object->currentDesc.Height = Height;
1100 object->currentDesc.Depth = Depth;
1101 object->bytesPerPixel = formatDesc->bpp;
1103 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1104 object->lockable = TRUE;
1105 object->locked = FALSE;
1106 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1107 object->dirty = TRUE;
1109 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1112 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1113 UINT Levels, DWORD Usage,
1114 WINED3DFORMAT Format, WINED3DPOOL Pool,
1115 IWineD3DCubeTexture **ppCubeTexture,
1116 HANDLE *pSharedHandle, IUnknown *parent,
1117 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1120 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1124 unsigned int pow2EdgeLength = EdgeLength;
1125 const GlPixelFormatDesc *glDesc;
1126 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
1128 /* TODO: It should only be possible to create textures for formats
1129 that are reported as supported */
1130 if (WINED3DFMT_UNKNOWN >= Format) {
1131 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1132 return WINED3DERR_INVALIDCALL;
1135 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1136 WARN("(%p) : Tried to create not supported cube texture\n", This);
1137 return WINED3DERR_INVALIDCALL;
1140 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1141 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1143 TRACE("(%p) Create Cube Texture\n", This);
1145 /** Non-power2 support **/
1147 /* Find the nearest pow2 match */
1149 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1151 object->edgeLength = EdgeLength;
1152 /* TODO: support for native non-power 2 */
1153 /* Precalculated scaling for 'faked' non power of two texture coords */
1154 object->baseTexture.pow2Matrix[ 0] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1155 object->baseTexture.pow2Matrix[ 5] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1156 object->baseTexture.pow2Matrix[10] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1157 object->baseTexture.pow2Matrix[15] = 1.0;
1159 /* Calculate levels for mip mapping */
1160 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1161 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1162 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1163 HeapFree(GetProcessHeap(), 0, object);
1164 *ppCubeTexture = NULL;
1166 return WINED3DERR_INVALIDCALL;
1169 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1170 HeapFree(GetProcessHeap(), 0, object);
1171 *ppCubeTexture = NULL;
1173 return WINED3DERR_INVALIDCALL;
1176 } else if (Levels == 0) {
1177 object->baseTexture.levels++;
1180 tmpW = max(1, tmpW >> 1);
1181 object->baseTexture.levels++;
1183 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1186 /* Generate all the surfaces */
1188 for (i = 0; i < object->baseTexture.levels; i++) {
1190 /* Create the 6 faces */
1191 for (j = 0; j < 6; j++) {
1193 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1194 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1196 if(hr!= WINED3D_OK) {
1200 for (l = 0; l < j; l++) {
1201 IWineD3DSurface_Release(object->surfaces[l][i]);
1203 for (k = 0; k < i; k++) {
1204 for (l = 0; l < 6; l++) {
1205 IWineD3DSurface_Release(object->surfaces[l][k]);
1209 FIXME("(%p) Failed to create surface\n",object);
1210 HeapFree(GetProcessHeap(),0,object);
1211 *ppCubeTexture = NULL;
1214 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1215 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1217 tmpW = max(1, tmpW >> 1);
1219 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1221 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1222 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1226 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1228 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1229 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1231 /* Just a check to see if we support this type of query */
1233 case WINED3DQUERYTYPE_OCCLUSION:
1234 TRACE("(%p) occlusion query\n", This);
1235 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1238 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1241 case WINED3DQUERYTYPE_EVENT:
1242 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1243 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1244 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1246 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1251 case WINED3DQUERYTYPE_VCACHE:
1252 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1253 case WINED3DQUERYTYPE_VERTEXSTATS:
1254 case WINED3DQUERYTYPE_TIMESTAMP:
1255 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1256 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1257 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1258 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1259 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1260 case WINED3DQUERYTYPE_PIXELTIMINGS:
1261 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1262 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1264 FIXME("(%p) Unhandled query type %d\n", This, Type);
1266 if(NULL == ppQuery || hr != WINED3D_OK) {
1270 D3DCREATEOBJECTINSTANCE(object, Query)
1271 object->type = Type;
1272 object->state = QUERY_CREATED;
1273 /* allocated the 'extended' data based on the type of query requested */
1275 case WINED3DQUERYTYPE_OCCLUSION:
1276 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1277 ((WineQueryOcclusionData *)(object->extendedData))->ctx = This->activeContext;
1279 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1280 TRACE("(%p) Allocating data for an occlusion query\n", This);
1281 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1284 case WINED3DQUERYTYPE_EVENT:
1285 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1286 ((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
1288 if(GL_SUPPORT(APPLE_FENCE)) {
1289 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1290 checkGLcall("glGenFencesAPPLE");
1291 } else if(GL_SUPPORT(NV_FENCE)) {
1292 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1293 checkGLcall("glGenFencesNV");
1297 case WINED3DQUERYTYPE_VCACHE:
1298 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1299 case WINED3DQUERYTYPE_VERTEXSTATS:
1300 case WINED3DQUERYTYPE_TIMESTAMP:
1301 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1302 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1303 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1304 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1305 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1306 case WINED3DQUERYTYPE_PIXELTIMINGS:
1307 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1308 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1310 object->extendedData = 0;
1311 FIXME("(%p) Unhandled query type %d\n",This , Type);
1313 TRACE("(%p) : Created Query %p\n", This, object);
1317 /*****************************************************************************
1318 * IWineD3DDeviceImpl_SetupFullscreenWindow
1320 * Helper function that modifies a HWND's Style and ExStyle for proper
1324 * iface: Pointer to the IWineD3DDevice interface
1325 * window: Window to setup
1327 *****************************************************************************/
1328 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1329 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1331 LONG style, exStyle;
1332 /* Don't do anything if an original style is stored.
1333 * That shouldn't happen
1335 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1336 if (This->style || This->exStyle) {
1337 ERR("(%p): Want to change the window parameters of HWND %p, but "
1338 "another style is stored for restoration afterwards\n", This, window);
1341 /* Get the parameters and save them */
1342 style = GetWindowLongW(window, GWL_STYLE);
1343 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1344 This->style = style;
1345 This->exStyle = exStyle;
1347 /* Filter out window decorations */
1348 style &= ~WS_CAPTION;
1349 style &= ~WS_THICKFRAME;
1350 exStyle &= ~WS_EX_WINDOWEDGE;
1351 exStyle &= ~WS_EX_CLIENTEDGE;
1353 /* Make sure the window is managed, otherwise we won't get keyboard input */
1354 style |= WS_POPUP | WS_SYSMENU;
1356 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1357 This->style, This->exStyle, style, exStyle);
1359 SetWindowLongW(window, GWL_STYLE, style);
1360 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1362 /* Inform the window about the update. */
1363 SetWindowPos(window, HWND_TOP, 0, 0,
1364 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1365 ShowWindow(window, SW_NORMAL);
1368 /*****************************************************************************
1369 * IWineD3DDeviceImpl_RestoreWindow
1371 * Helper function that restores a windows' properties when taking it out
1372 * of fullscreen mode
1375 * iface: Pointer to the IWineD3DDevice interface
1376 * window: Window to setup
1378 *****************************************************************************/
1379 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1380 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1382 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1383 * switch, do nothing
1385 if (!This->style && !This->exStyle) return;
1387 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1388 This, window, This->style, This->exStyle);
1390 SetWindowLongW(window, GWL_STYLE, This->style);
1391 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1393 /* Delete the old values */
1397 /* Inform the window about the update */
1398 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1399 0, 0, 0, 0, /* Pos, Size, ignored */
1400 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1403 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1404 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1406 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1407 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1411 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1412 HRESULT hr = WINED3D_OK;
1413 IUnknown *bufferParent;
1414 BOOL displaymode_set = FALSE;
1415 WINED3DDISPLAYMODE Mode;
1416 const StaticPixelFormatDesc *formatDesc;
1418 TRACE("(%p) : Created Additional Swap Chain\n", This);
1420 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1421 * does a device hold a reference to a swap chain giving them a lifetime of the device
1422 * or does the swap chain notify the device of its destruction.
1423 *******************************/
1425 /* Check the params */
1426 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1427 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1428 return WINED3DERR_INVALIDCALL;
1429 } else if (pPresentationParameters->BackBufferCount > 1) {
1430 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1433 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1435 /*********************
1436 * Lookup the window Handle and the relating X window handle
1437 ********************/
1439 /* Setup hwnd we are using, plus which display this equates to */
1440 object->win_handle = pPresentationParameters->hDeviceWindow;
1441 if (!object->win_handle) {
1442 object->win_handle = This->createParms.hFocusWindow;
1444 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, object->win_handle);
1446 hDc = GetDC(object->win_handle);
1447 TRACE("Using hDc %p\n", hDc);
1450 WARN("Failed to get a HDc for Window %p\n", object->win_handle);
1451 return WINED3DERR_NOTAVAILABLE;
1454 /* Get info on the current display setup */
1455 IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
1456 object->orig_width = Mode.Width;
1457 object->orig_height = Mode.Height;
1458 object->orig_fmt = Mode.Format;
1459 formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
1461 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1462 * then the corresponding dimension of the client area of the hDeviceWindow
1463 * (or the focus window, if hDeviceWindow is NULL) is taken.
1464 **********************/
1466 if (pPresentationParameters->Windowed &&
1467 ((pPresentationParameters->BackBufferWidth == 0) ||
1468 (pPresentationParameters->BackBufferHeight == 0) ||
1469 (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
1472 GetClientRect(object->win_handle, &Rect);
1474 if (pPresentationParameters->BackBufferWidth == 0) {
1475 pPresentationParameters->BackBufferWidth = Rect.right;
1476 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1478 if (pPresentationParameters->BackBufferHeight == 0) {
1479 pPresentationParameters->BackBufferHeight = Rect.bottom;
1480 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1482 if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
1483 pPresentationParameters->BackBufferFormat = object->orig_fmt;
1484 TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
1488 /* Put the correct figures in the presentation parameters */
1489 TRACE("Copying across presentation parameters\n");
1490 object->presentParms = *pPresentationParameters;
1492 TRACE("calling rendertarget CB\n");
1493 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1495 object->presentParms.BackBufferWidth,
1496 object->presentParms.BackBufferHeight,
1497 object->presentParms.BackBufferFormat,
1498 object->presentParms.MultiSampleType,
1499 object->presentParms.MultiSampleQuality,
1500 TRUE /* Lockable */,
1501 &object->frontBuffer,
1502 NULL /* pShared (always null)*/);
1503 if (object->frontBuffer != NULL) {
1504 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1505 IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
1507 ERR("Failed to create the front buffer\n");
1511 /*********************
1512 * Windowed / Fullscreen
1513 *******************/
1516 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1517 * so we should really check to see if there is a fullscreen swapchain already
1518 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1519 **************************************/
1521 if (!pPresentationParameters->Windowed) {
1522 WINED3DDISPLAYMODE mode;
1525 /* Change the display settings */
1526 mode.Width = pPresentationParameters->BackBufferWidth;
1527 mode.Height = pPresentationParameters->BackBufferHeight;
1528 mode.Format = pPresentationParameters->BackBufferFormat;
1529 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
1531 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
1532 displaymode_set = TRUE;
1533 IWineD3DDevice_SetFullscreen(iface, TRUE);
1537 * Create an opengl context for the display visual
1538 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1539 * use different properties after that point in time. FIXME: How to handle when requested format
1540 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1541 * it chooses is identical to the one already being used!
1542 **********************************/
1543 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1545 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1546 if(!object->context)
1547 return E_OUTOFMEMORY;
1548 object->num_contexts = 1;
1550 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
1551 if (!object->context[0]) {
1552 ERR("Failed to create a new context\n");
1553 hr = WINED3DERR_NOTAVAILABLE;
1556 TRACE("Context created (HWND=%p, glContext=%p)\n",
1557 object->win_handle, object->context[0]->glCtx);
1560 /*********************
1561 * Create the back, front and stencil buffers
1562 *******************/
1563 if(object->presentParms.BackBufferCount > 0) {
1566 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1567 if(!object->backBuffer) {
1568 ERR("Out of memory\n");
1573 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1574 TRACE("calling rendertarget CB\n");
1575 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1577 object->presentParms.BackBufferWidth,
1578 object->presentParms.BackBufferHeight,
1579 object->presentParms.BackBufferFormat,
1580 object->presentParms.MultiSampleType,
1581 object->presentParms.MultiSampleQuality,
1582 TRUE /* Lockable */,
1583 &object->backBuffer[i],
1584 NULL /* pShared (always null)*/);
1585 if(hr == WINED3D_OK && object->backBuffer[i]) {
1586 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1588 ERR("Cannot create new back buffer\n");
1592 glDrawBuffer(GL_BACK);
1593 checkGLcall("glDrawBuffer(GL_BACK)");
1597 object->backBuffer = NULL;
1599 /* Single buffering - draw to front buffer */
1601 glDrawBuffer(GL_FRONT);
1602 checkGLcall("glDrawBuffer(GL_FRONT)");
1606 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1607 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1608 TRACE("Creating depth stencil buffer\n");
1609 if (This->auto_depth_stencil_buffer == NULL ) {
1610 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1612 object->presentParms.BackBufferWidth,
1613 object->presentParms.BackBufferHeight,
1614 object->presentParms.AutoDepthStencilFormat,
1615 object->presentParms.MultiSampleType,
1616 object->presentParms.MultiSampleQuality,
1617 FALSE /* FIXME: Discard */,
1618 &This->auto_depth_stencil_buffer,
1619 NULL /* pShared (always null)*/ );
1620 if (This->auto_depth_stencil_buffer != NULL)
1621 IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
1624 /** TODO: A check on width, height and multisample types
1625 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1626 ****************************/
1627 object->wantsDepthStencilBuffer = TRUE;
1629 object->wantsDepthStencilBuffer = FALSE;
1632 TRACE("Created swapchain %p\n", object);
1633 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1637 if (displaymode_set) {
1641 SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
1644 /* Change the display settings */
1645 memset(&devmode, 0, sizeof(devmode));
1646 devmode.dmSize = sizeof(devmode);
1647 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1648 devmode.dmBitsPerPel = formatDesc->bpp * 8;
1649 devmode.dmPelsWidth = object->orig_width;
1650 devmode.dmPelsHeight = object->orig_height;
1651 ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1654 if (object->backBuffer) {
1656 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1657 if(object->backBuffer[i]) {
1658 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1659 IUnknown_Release(bufferParent); /* once for the get parent */
1660 if (IUnknown_Release(bufferParent) > 0) {
1661 FIXME("(%p) Something's still holding the back buffer\n",This);
1665 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1666 object->backBuffer = NULL;
1668 if(object->context[0])
1669 DestroyContext(This, object->context[0]);
1670 if(object->frontBuffer) {
1671 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1672 IUnknown_Release(bufferParent); /* once for the get parent */
1673 if (IUnknown_Release(bufferParent) > 0) {
1674 FIXME("(%p) Something's still holding the front buffer\n",This);
1677 HeapFree(GetProcessHeap(), 0, object);
1681 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1682 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1684 TRACE("(%p)\n", This);
1686 return This->NumberOfSwapChains;
1689 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1691 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1693 if(iSwapChain < This->NumberOfSwapChains) {
1694 *pSwapChain = This->swapchains[iSwapChain];
1695 IWineD3DSwapChain_AddRef(*pSwapChain);
1696 TRACE("(%p) returning %p\n", This, *pSwapChain);
1699 TRACE("Swapchain out of range\n");
1701 return WINED3DERR_INVALIDCALL;
1706 * Vertex Declaration
1708 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1709 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, UINT element_count) {
1710 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1711 IWineD3DVertexDeclarationImpl *object = NULL;
1712 HRESULT hr = WINED3D_OK;
1714 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1715 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1717 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1719 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1721 *ppVertexDeclaration = NULL;
1722 HeapFree(GetProcessHeap(), 0, object);
1728 static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1729 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1731 unsigned int idx, idx2;
1732 unsigned int offset;
1733 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1734 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1735 BOOL has_blend_idx = has_blend &&
1736 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1737 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1738 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1739 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1740 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1741 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1742 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1744 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1745 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1747 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1748 WINED3DVERTEXELEMENT *elements = NULL;
1751 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1752 if (has_blend_idx) num_blends--;
1754 /* Compute declaration size */
1755 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1756 has_psize + has_diffuse + has_specular + num_textures + 1;
1758 /* convert the declaration */
1759 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1763 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1766 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1767 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1768 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1771 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1772 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1774 elements[idx].UsageIndex = 0;
1777 if (has_blend && (num_blends > 0)) {
1778 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1779 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1781 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1782 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1783 elements[idx].UsageIndex = 0;
1786 if (has_blend_idx) {
1787 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1788 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1789 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1790 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1791 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1793 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1794 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1795 elements[idx].UsageIndex = 0;
1799 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1800 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1801 elements[idx].UsageIndex = 0;
1805 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1806 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1807 elements[idx].UsageIndex = 0;
1811 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1812 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1813 elements[idx].UsageIndex = 0;
1817 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1818 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1819 elements[idx].UsageIndex = 1;
1822 for (idx2 = 0; idx2 < num_textures; idx2++) {
1823 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1824 switch (numcoords) {
1825 case WINED3DFVF_TEXTUREFORMAT1:
1826 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1828 case WINED3DFVF_TEXTUREFORMAT2:
1829 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1831 case WINED3DFVF_TEXTUREFORMAT3:
1832 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1834 case WINED3DFVF_TEXTUREFORMAT4:
1835 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1838 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1839 elements[idx].UsageIndex = idx2;
1843 /* Now compute offsets, and initialize the rest of the fields */
1844 for (idx = 0, offset = 0; idx < size-1; idx++) {
1845 elements[idx].Stream = 0;
1846 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1847 elements[idx].Offset = offset;
1848 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1851 *ppVertexElements = elements;
1855 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1856 WINED3DVERTEXELEMENT* elements = NULL;
1857 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1861 size = ConvertFvfToDeclaration(This, Fvf, &elements);
1862 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1864 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1865 HeapFree(GetProcessHeap(), 0, elements);
1866 if (hr != S_OK) return hr;
1871 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1872 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1874 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1875 HRESULT hr = WINED3D_OK;
1876 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1877 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1879 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1881 if (vertex_declaration) {
1882 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1885 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1887 if (WINED3D_OK != hr) {
1888 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1889 IWineD3DVertexShader_Release(*ppVertexShader);
1890 return WINED3DERR_INVALIDCALL;
1892 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1897 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1899 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1900 HRESULT hr = WINED3D_OK;
1902 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1903 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1904 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1905 if (WINED3D_OK == hr) {
1906 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1907 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1909 WARN("(%p) : Failed to create pixel shader\n", This);
1915 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1916 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1917 IWineD3DPaletteImpl *object;
1919 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1921 /* Create the new object */
1922 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1924 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1925 return E_OUTOFMEMORY;
1928 object->lpVtbl = &IWineD3DPalette_Vtbl;
1930 object->Flags = Flags;
1931 object->parent = Parent;
1932 object->wineD3DDevice = This;
1933 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1935 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1938 HeapFree( GetProcessHeap(), 0, object);
1939 return E_OUTOFMEMORY;
1942 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1944 IWineD3DPalette_Release((IWineD3DPalette *) object);
1948 *Palette = (IWineD3DPalette *) object;
1953 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1957 HDC dcb = NULL, dcs = NULL;
1958 WINEDDCOLORKEY colorkey;
1960 hbm = (HBITMAP) LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1963 GetObjectA(hbm, sizeof(BITMAP), &bm);
1964 dcb = CreateCompatibleDC(NULL);
1966 SelectObject(dcb, hbm);
1970 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1971 * couldn't be loaded
1973 memset(&bm, 0, sizeof(bm));
1978 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5,
1979 TRUE, FALSE, 0, &This->logo_surface, WINED3DRTYPE_SURFACE, 0,
1980 WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, NULL, SURFACE_OPENGL, NULL);
1982 ERR("Wine logo requested, but failed to create surface\n");
1987 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1988 if(FAILED(hr)) goto out;
1989 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1990 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1992 colorkey.dwColorSpaceLowValue = 0;
1993 colorkey.dwColorSpaceHighValue = 0;
1994 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1996 /* Fill the surface with a white color to show that wined3d is there */
1997 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
2010 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2012 IWineD3DSwapChainImpl *swapchain = NULL;
2016 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2017 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2019 /* TODO: Test if OpenGL is compiled in and loaded */
2021 TRACE("(%p) : Creating stateblock\n", This);
2022 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2023 hr = IWineD3DDevice_CreateStateBlock(iface,
2025 (IWineD3DStateBlock **)&This->stateBlock,
2027 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
2028 WARN("Failed to create stateblock\n");
2031 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
2032 This->updateStateBlock = This->stateBlock;
2033 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
2035 hr = allocate_shader_constants(This->updateStateBlock);
2036 if (WINED3D_OK != hr) {
2040 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2041 This->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2042 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2044 /* Initialize the texture unit mapping to a 1:1 mapping */
2045 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
2046 if (state < GL_LIMITS(fragment_samplers)) {
2047 This->texUnitMap[state] = state;
2048 This->rev_tex_unit_map[state] = state;
2050 This->texUnitMap[state] = -1;
2051 This->rev_tex_unit_map[state] = -1;
2055 /* Setup the implicit swapchain */
2056 TRACE("Creating implicit swapchain\n");
2057 hr=D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
2058 if (FAILED(hr) || !swapchain) {
2059 WARN("Failed to create implicit swapchain\n");
2063 This->NumberOfSwapChains = 1;
2064 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2065 if(!This->swapchains) {
2066 ERR("Out of memory!\n");
2069 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2071 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2072 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2073 This->render_targets[0] = swapchain->backBuffer[0];
2074 This->lastActiveRenderTarget = swapchain->backBuffer[0];
2077 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2078 This->render_targets[0] = swapchain->frontBuffer;
2079 This->lastActiveRenderTarget = swapchain->frontBuffer;
2081 IWineD3DSurface_AddRef(This->render_targets[0]);
2082 This->activeContext = swapchain->context[0];
2083 This->lastThread = GetCurrentThreadId();
2085 /* Depth Stencil support */
2086 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
2087 if (NULL != This->stencilBufferTarget) {
2088 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2091 /* Set up some starting GL setup */
2094 /* Setup all the devices defaults */
2095 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2097 IWineD3DImpl_CheckGraphicsMemory();
2100 { /* Set a default viewport */
2104 vp.Width = pPresentationParameters->BackBufferWidth;
2105 vp.Height = pPresentationParameters->BackBufferHeight;
2108 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2111 /* Initialize the current view state */
2112 This->view_ident = 1;
2113 This->contexts[0]->last_was_rhw = 0;
2114 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2115 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
2117 switch(wined3d_settings.offscreen_rendering_mode) {
2120 This->offscreenBuffer = GL_BACK;
2123 case ORM_BACKBUFFER:
2125 if(GL_LIMITS(aux_buffers) > 0) {
2126 TRACE("Using auxilliary buffer for offscreen rendering\n");
2127 This->offscreenBuffer = GL_AUX0;
2129 TRACE("Using back buffer for offscreen rendering\n");
2130 This->offscreenBuffer = GL_BACK;
2135 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2138 /* Clear the screen */
2139 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
2140 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
2143 This->d3d_initialized = TRUE;
2145 if(wined3d_settings.logo) {
2146 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
2151 HeapFree(GetProcessHeap(), 0, This->render_targets);
2152 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2153 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2154 HeapFree(GetProcessHeap(), 0, This->swapchains);
2155 This->NumberOfSwapChains = 0;
2157 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2159 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2160 if(This->stateBlock) {
2161 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
2162 This->stateBlock = NULL;
2167 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
2168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2171 TRACE("(%p)\n", This);
2173 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2175 /* I don't think that the interface guarantees that the device is destroyed from the same thread
2176 * it was created. Thus make sure a context is active for the glDelete* calls
2178 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2180 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
2182 TRACE("Deleting high order patches\n");
2183 for(i = 0; i < PATCHMAP_SIZE; i++) {
2184 struct list *e1, *e2;
2185 struct WineD3DRectPatch *patch;
2186 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
2187 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
2188 IWineD3DDevice_DeletePatch(iface, patch->Handle);
2192 /* Delete the palette conversion shader if it is around */
2193 if(This->paletteConversionShader) {
2194 GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
2195 This->paletteConversionShader = 0;
2198 /* Delete the pbuffer context if there is any */
2199 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
2201 /* Delete the mouse cursor texture */
2202 if(This->cursorTexture) {
2204 glDeleteTextures(1, &This->cursorTexture);
2206 This->cursorTexture = 0;
2209 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
2210 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2212 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
2213 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2216 /* Release the update stateblock */
2217 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
2218 if(This->updateStateBlock != This->stateBlock)
2219 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2221 This->updateStateBlock = NULL;
2223 { /* because were not doing proper internal refcounts releasing the primary state block
2224 causes recursion with the extra checks in ResourceReleased, to avoid this we have
2225 to set this->stateBlock = NULL; first */
2226 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
2227 This->stateBlock = NULL;
2229 /* Release the stateblock */
2230 if(IWineD3DStateBlock_Release(stateBlock) > 0){
2231 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2235 /* Release the buffers (with sanity checks)*/
2236 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2237 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2238 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
2239 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
2241 This->stencilBufferTarget = NULL;
2243 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
2244 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
2245 /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2247 TRACE("Setting rendertarget to NULL\n");
2248 This->render_targets[0] = NULL;
2250 if (This->auto_depth_stencil_buffer) {
2251 if(D3DCB_DestroyDepthStencilSurface(This->auto_depth_stencil_buffer) > 0) {
2252 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
2254 This->auto_depth_stencil_buffer = NULL;
2257 for(i=0; i < This->NumberOfSwapChains; i++) {
2258 TRACE("Releasing the implicit swapchain %d\n", i);
2259 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2260 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2264 HeapFree(GetProcessHeap(), 0, This->swapchains);
2265 This->swapchains = NULL;
2266 This->NumberOfSwapChains = 0;
2268 HeapFree(GetProcessHeap(), 0, This->render_targets);
2269 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2270 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2271 This->render_targets = NULL;
2272 This->fbo_color_attachments = NULL;
2273 This->draw_buffers = NULL;
2276 This->d3d_initialized = FALSE;
2280 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2281 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2282 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2284 /* Setup the window for fullscreen mode */
2285 if(fullscreen && !This->ddraw_fullscreen) {
2286 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
2287 } else if(!fullscreen && This->ddraw_fullscreen) {
2288 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
2291 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2292 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2293 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2296 This->ddraw_fullscreen = fullscreen;
2299 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
2300 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2301 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2303 * There is no way to deactivate thread safety once it is enabled.
2305 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2308 /*For now just store the flag(needed in case of ddraw) */
2309 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2314 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2318 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format, NULL, NULL);
2321 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2323 /* Resize the screen even without a window:
2324 * The app could have unset it with SetCooperativeLevel, but not called
2325 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2326 * but we don't have any hwnd
2329 memset(&devmode, 0, sizeof(devmode));
2330 devmode.dmSize = sizeof(devmode);
2331 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2332 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2333 devmode.dmPelsWidth = pMode->Width;
2334 devmode.dmPelsHeight = pMode->Height;
2336 devmode.dmDisplayFrequency = pMode->RefreshRate;
2337 if (pMode->RefreshRate != 0) {
2338 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2341 /* Only change the mode if necessary */
2342 if( (This->ddraw_width == pMode->Width) &&
2343 (This->ddraw_height == pMode->Height) &&
2344 (This->ddraw_format == pMode->Format) &&
2345 (pMode->RefreshRate == 0) ) {
2349 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2350 if (ret != DISP_CHANGE_SUCCESSFUL) {
2351 if(devmode.dmDisplayFrequency != 0) {
2352 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2353 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2354 devmode.dmDisplayFrequency = 0;
2355 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2357 if(ret != DISP_CHANGE_SUCCESSFUL) {
2358 return WINED3DERR_NOTAVAILABLE;
2362 /* Store the new values */
2363 This->ddraw_width = pMode->Width;
2364 This->ddraw_height = pMode->Height;
2365 This->ddraw_format = pMode->Format;
2367 /* Only do this with a window of course */
2368 if(This->ddraw_window)
2369 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2371 /* And finally clip mouse to our screen */
2372 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2373 ClipCursor(&clip_rc);
2378 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2379 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2380 *ppD3D= This->wineD3D;
2381 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2382 IWineD3D_AddRef(*ppD3D);
2386 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2389 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2390 (This->adapter->TextureRam/(1024*1024)),
2391 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2392 /* return simulated texture memory left */
2393 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2401 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2404 /* Update the current state block */
2405 This->updateStateBlock->changed.fvf = TRUE;
2407 if(This->updateStateBlock->fvf == fvf) {
2408 TRACE("Application is setting the old fvf over, nothing to do\n");
2412 This->updateStateBlock->fvf = fvf;
2413 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2414 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2419 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2421 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2422 *pfvf = This->stateBlock->fvf;
2427 * Get / Set Stream Source
2429 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2430 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2431 IWineD3DVertexBuffer *oldSrc;
2433 if (StreamNumber >= MAX_STREAMS) {
2434 WARN("Stream out of range %d\n", StreamNumber);
2435 return WINED3DERR_INVALIDCALL;
2436 } else if(OffsetInBytes & 0x3) {
2437 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2438 return WINED3DERR_INVALIDCALL;
2441 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2442 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2444 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2446 if(oldSrc == pStreamData &&
2447 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2448 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2449 TRACE("Application is setting the old values over, nothing to do\n");
2453 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2455 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2456 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2459 /* Handle recording of state blocks */
2460 if (This->isRecordingState) {
2461 TRACE("Recording... not performing anything\n");
2462 if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
2463 if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
2467 /* Need to do a getParent and pass the references up */
2468 /* MSDN says ..... When an application no longer holds a reference to this interface, the interface will automatically be freed.
2469 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2470 so for now, just count internally */
2471 if (pStreamData != NULL) {
2472 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2473 InterlockedIncrement(&vbImpl->bindCount);
2474 IWineD3DVertexBuffer_AddRef(pStreamData);
2476 if (oldSrc != NULL) {
2477 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2478 IWineD3DVertexBuffer_Release(oldSrc);
2481 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2486 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2489 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2490 This->stateBlock->streamSource[StreamNumber],
2491 This->stateBlock->streamOffset[StreamNumber],
2492 This->stateBlock->streamStride[StreamNumber]);
2494 if (StreamNumber >= MAX_STREAMS) {
2495 WARN("Stream out of range %d\n", StreamNumber);
2496 return WINED3DERR_INVALIDCALL;
2498 *pStream = This->stateBlock->streamSource[StreamNumber];
2499 *pStride = This->stateBlock->streamStride[StreamNumber];
2501 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2504 if (*pStream != NULL) {
2505 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2510 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2512 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2513 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2515 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2516 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2518 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2519 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2521 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2522 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2523 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2529 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2530 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2532 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2533 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2535 TRACE("(%p) : returning %d\n", This, *Divider);
2541 * Get / Set & Multiply Transform
2543 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2546 /* Most of this routine, comments included copied from ddraw tree initially: */
2547 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2549 /* Handle recording of state blocks */
2550 if (This->isRecordingState) {
2551 TRACE("Recording... not performing anything\n");
2552 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2553 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2558 * If the new matrix is the same as the current one,
2559 * we cut off any further processing. this seems to be a reasonable
2560 * optimization because as was noticed, some apps (warcraft3 for example)
2561 * tend towards setting the same matrix repeatedly for some reason.
2563 * From here on we assume that the new matrix is different, wherever it matters.
2565 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2566 TRACE("The app is setting the same matrix over again\n");
2569 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2573 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2574 where ViewMat = Camera space, WorldMat = world space.
2576 In OpenGL, camera and world space is combined into GL_MODELVIEW
2577 matrix. The Projection matrix stay projection matrix.
2580 /* Capture the times we can just ignore the change for now */
2581 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2582 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2583 /* Handled by the state manager */
2586 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2590 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2592 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2593 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2597 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2598 WINED3DMATRIX *mat = NULL;
2601 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2602 * below means it will be recorded in a state block change, but it
2603 * works regardless where it is recorded.
2604 * If this is found to be wrong, change to StateBlock.
2606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2607 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2609 if (State < HIGHEST_TRANSFORMSTATE)
2611 mat = &This->updateStateBlock->transforms[State];
2613 FIXME("Unhandled transform state!!\n");
2616 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2618 /* Apply change via set transform - will reapply to eg. lights this way */
2619 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2625 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2626 you can reference any indexes you want as long as that number max are enabled at any
2627 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2628 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2629 but when recording, just build a chain pretty much of commands to be replayed. */
2631 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2633 PLIGHTINFOEL *object = NULL;
2634 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2638 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2640 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2644 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2645 return WINED3DERR_INVALIDCALL;
2648 switch(pLight->Type) {
2649 case WINED3DLIGHT_POINT:
2650 case WINED3DLIGHT_SPOT:
2651 case WINED3DLIGHT_PARALLELPOINT:
2652 case WINED3DLIGHT_GLSPOT:
2653 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2656 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2657 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2658 return WINED3DERR_INVALIDCALL;
2662 case WINED3DLIGHT_DIRECTIONAL:
2663 /* Ignores attenuation */
2667 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2668 return WINED3DERR_INVALIDCALL;
2671 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2672 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2673 if(object->OriginalIndex == Index) break;
2678 TRACE("Adding new light\n");
2679 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2681 ERR("Out of memory error when allocating a light\n");
2682 return E_OUTOFMEMORY;
2684 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2685 object->glIndex = -1;
2686 object->OriginalIndex = Index;
2687 object->changed = TRUE;
2690 /* Initialize the object */
2691 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2692 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2693 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2694 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2695 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2696 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2697 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2699 /* Save away the information */
2700 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2702 switch (pLight->Type) {
2703 case WINED3DLIGHT_POINT:
2705 object->lightPosn[0] = pLight->Position.x;
2706 object->lightPosn[1] = pLight->Position.y;
2707 object->lightPosn[2] = pLight->Position.z;
2708 object->lightPosn[3] = 1.0f;
2709 object->cutoff = 180.0f;
2713 case WINED3DLIGHT_DIRECTIONAL:
2715 object->lightPosn[0] = -pLight->Direction.x;
2716 object->lightPosn[1] = -pLight->Direction.y;
2717 object->lightPosn[2] = -pLight->Direction.z;
2718 object->lightPosn[3] = 0.0;
2719 object->exponent = 0.0f;
2720 object->cutoff = 180.0f;
2723 case WINED3DLIGHT_SPOT:
2725 object->lightPosn[0] = pLight->Position.x;
2726 object->lightPosn[1] = pLight->Position.y;
2727 object->lightPosn[2] = pLight->Position.z;
2728 object->lightPosn[3] = 1.0;
2731 object->lightDirn[0] = pLight->Direction.x;
2732 object->lightDirn[1] = pLight->Direction.y;
2733 object->lightDirn[2] = pLight->Direction.z;
2734 object->lightDirn[3] = 1.0;
2737 * opengl-ish and d3d-ish spot lights use too different models for the
2738 * light "intensity" as a function of the angle towards the main light direction,
2739 * so we only can approximate very roughly.
2740 * however spot lights are rather rarely used in games (if ever used at all).
2741 * furthermore if still used, probably nobody pays attention to such details.
2743 if (pLight->Falloff == 0) {
2744 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2745 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2746 * will always be 1.0 for both of them, and we don't have to care for the
2747 * rest of the rather complex calculation
2749 object->exponent = 0;
2751 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2752 if (rho < 0.0001) rho = 0.0001f;
2753 object->exponent = -0.3/log(cos(rho/2));
2755 if (object->exponent > 128.0) {
2756 object->exponent = 128.0;
2758 object->cutoff = pLight->Phi*90/M_PI;
2764 FIXME("Unrecognized light type %d\n", pLight->Type);
2767 /* Update the live definitions if the light is currently assigned a glIndex */
2768 if (object->glIndex != -1 && !This->isRecordingState) {
2769 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2774 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2775 PLIGHTINFOEL *lightInfo = NULL;
2776 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2777 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2779 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2781 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2782 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2783 if(lightInfo->OriginalIndex == Index) break;
2787 if (lightInfo == NULL) {
2788 TRACE("Light information requested but light not defined\n");
2789 return WINED3DERR_INVALIDCALL;
2792 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2797 * Get / Set Light Enable
2798 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2800 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2801 PLIGHTINFOEL *lightInfo = NULL;
2802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2803 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2805 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2807 /* Tests show true = 128...not clear why */
2808 Enable = Enable? 128: 0;
2810 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2811 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2812 if(lightInfo->OriginalIndex == Index) break;
2815 TRACE("Found light: %p\n", lightInfo);
2817 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2818 if (lightInfo == NULL) {
2820 TRACE("Light enabled requested but light not defined, so defining one!\n");
2821 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2823 /* Search for it again! Should be fairly quick as near head of list */
2824 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2825 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2826 if(lightInfo->OriginalIndex == Index) break;
2829 if (lightInfo == NULL) {
2830 FIXME("Adding default lights has failed dismally\n");
2831 return WINED3DERR_INVALIDCALL;
2835 lightInfo->enabledChanged = TRUE;
2837 if(lightInfo->glIndex != -1) {
2838 if(!This->isRecordingState) {
2839 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2842 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2843 lightInfo->glIndex = -1;
2845 TRACE("Light already disabled, nothing to do\n");
2847 lightInfo->enabled = FALSE;
2849 lightInfo->enabled = TRUE;
2850 if (lightInfo->glIndex != -1) {
2852 TRACE("Nothing to do as light was enabled\n");
2855 /* Find a free gl light */
2856 for(i = 0; i < This->maxConcurrentLights; i++) {
2857 if(This->stateBlock->activeLights[i] == NULL) {
2858 This->stateBlock->activeLights[i] = lightInfo;
2859 lightInfo->glIndex = i;
2863 if(lightInfo->glIndex == -1) {
2864 /* Our tests show that Windows returns D3D_OK in this situation, even with
2865 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2866 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2867 * as well for those lights.
2869 * TODO: Test how this affects rendering
2871 FIXME("Too many concurrently active lights\n");
2875 /* i == lightInfo->glIndex */
2876 if(!This->isRecordingState) {
2877 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2885 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2887 PLIGHTINFOEL *lightInfo = NULL;
2888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2890 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2891 TRACE("(%p) : for idx(%d)\n", This, Index);
2893 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2894 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2895 if(lightInfo->OriginalIndex == Index) break;
2899 if (lightInfo == NULL) {
2900 TRACE("Light enabled state requested but light not defined\n");
2901 return WINED3DERR_INVALIDCALL;
2903 /* true is 128 according to SetLightEnable */
2904 *pEnable = lightInfo->enabled ? 128 : 0;
2909 * Get / Set Clip Planes
2911 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2912 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2913 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2915 /* Validate Index */
2916 if (Index >= GL_LIMITS(clipplanes)) {
2917 TRACE("Application has requested clipplane this device doesn't support\n");
2918 return WINED3DERR_INVALIDCALL;
2921 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2923 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2924 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2925 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2926 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2927 TRACE("Application is setting old values over, nothing to do\n");
2931 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2932 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2933 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2934 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2936 /* Handle recording of state blocks */
2937 if (This->isRecordingState) {
2938 TRACE("Recording... not performing anything\n");
2942 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2947 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2948 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2949 TRACE("(%p) : for idx %d\n", This, Index);
2951 /* Validate Index */
2952 if (Index >= GL_LIMITS(clipplanes)) {
2953 TRACE("Application has requested clipplane this device doesn't support\n");
2954 return WINED3DERR_INVALIDCALL;
2957 pPlane[0] = This->stateBlock->clipplane[Index][0];
2958 pPlane[1] = This->stateBlock->clipplane[Index][1];
2959 pPlane[2] = This->stateBlock->clipplane[Index][2];
2960 pPlane[3] = This->stateBlock->clipplane[Index][3];
2965 * Get / Set Clip Plane Status
2966 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2968 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2969 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2970 FIXME("(%p) : stub\n", This);
2971 if (NULL == pClipStatus) {
2972 return WINED3DERR_INVALIDCALL;
2974 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2975 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2979 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2981 FIXME("(%p) : stub\n", This);
2982 if (NULL == pClipStatus) {
2983 return WINED3DERR_INVALIDCALL;
2985 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2986 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2991 * Get / Set Material
2993 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2994 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2996 This->updateStateBlock->changed.material = TRUE;
2997 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2999 /* Handle recording of state blocks */
3000 if (This->isRecordingState) {
3001 TRACE("Recording... not performing anything\n");
3005 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
3009 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3011 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3012 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3013 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3014 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3015 pMaterial->Ambient.b, pMaterial->Ambient.a);
3016 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3017 pMaterial->Specular.b, pMaterial->Specular.a);
3018 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3019 pMaterial->Emissive.b, pMaterial->Emissive.a);
3020 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3028 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
3029 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3030 IWineD3DIndexBuffer *oldIdxs;
3032 TRACE("(%p) : Setting to %p\n", This, pIndexData);
3033 oldIdxs = This->updateStateBlock->pIndexData;
3035 This->updateStateBlock->changed.indices = TRUE;
3036 This->updateStateBlock->pIndexData = pIndexData;
3038 /* Handle recording of state blocks */
3039 if (This->isRecordingState) {
3040 TRACE("Recording... not performing anything\n");
3041 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3042 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3046 if(oldIdxs != pIndexData) {
3047 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
3048 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3049 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3054 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
3055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3057 *ppIndexData = This->stateBlock->pIndexData;
3059 /* up ref count on ppindexdata */
3061 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3062 TRACE("(%p) index data set to %p\n", This, ppIndexData);
3064 TRACE("(%p) No index data set\n", This);
3066 TRACE("Returning %p\n", *ppIndexData);
3071 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3072 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
3073 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3074 TRACE("(%p)->(%d)\n", This, BaseIndex);
3076 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3077 TRACE("Application is setting the old value over, nothing to do\n");
3081 This->updateStateBlock->baseVertexIndex = BaseIndex;
3083 if (This->isRecordingState) {
3084 TRACE("Recording... not performing anything\n");
3087 /* The base vertex index affects the stream sources */
3088 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3092 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
3093 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3094 TRACE("(%p) : base_index %p\n", This, base_index);
3096 *base_index = This->stateBlock->baseVertexIndex;
3098 TRACE("Returning %u\n", *base_index);
3104 * Get / Set Viewports
3106 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3107 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3109 TRACE("(%p)\n", This);
3110 This->updateStateBlock->changed.viewport = TRUE;
3111 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3113 /* Handle recording of state blocks */
3114 if (This->isRecordingState) {
3115 TRACE("Recording... not performing anything\n");
3119 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3120 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3122 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3127 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3129 TRACE("(%p)\n", This);
3130 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3135 * Get / Set Render States
3136 * TODO: Verify against dx9 definitions
3138 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3141 DWORD oldValue = This->stateBlock->renderState[State];
3143 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3145 This->updateStateBlock->changed.renderState[State] = TRUE;
3146 This->updateStateBlock->renderState[State] = Value;
3148 /* Handle recording of state blocks */
3149 if (This->isRecordingState) {
3150 TRACE("Recording... not performing anything\n");
3154 /* Compared here and not before the assignment to allow proper stateblock recording */
3155 if(Value == oldValue) {
3156 TRACE("Application is setting the old value over, nothing to do\n");
3158 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3164 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3166 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3167 *pValue = This->stateBlock->renderState[State];
3172 * Get / Set Sampler States
3173 * TODO: Verify against dx9 definitions
3176 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3180 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
3181 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
3183 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3184 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3187 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3188 ERR("Current Sampler overflows sampleState0 array (sampler %d vs size %d)\n", Sampler,
3189 sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])
3191 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3194 * SetSampler is designed to allow for more than the standard up to 8 textures
3195 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3196 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3198 * http://developer.nvidia.com/object/General_FAQ.html#t6
3200 * There are two new settings for GForce
3202 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3203 * and the texture one:
3204 * GL_MAX_TEXTURE_COORDS_ARB.
3205 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3208 oldValue = This->stateBlock->samplerState[Sampler][Type];
3209 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3210 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3212 /* Handle recording of state blocks */
3213 if (This->isRecordingState) {
3214 TRACE("Recording... not performing anything\n");
3218 if(oldValue == Value) {
3219 TRACE("Application is setting the old value over, nothing to do\n");
3223 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3228 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3231 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
3232 This, Sampler, debug_d3dsamplerstate(Type), Type);
3234 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3235 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3238 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3239 ERR("Current Sampler overflows sampleState0 array (sampler %d vs size %d)\n", Sampler,
3240 sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])
3242 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3244 *Value = This->stateBlock->samplerState[Sampler][Type];
3245 TRACE("(%p) : Returning %#x\n", This, *Value);
3250 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3251 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3253 This->updateStateBlock->changed.scissorRect = TRUE;
3254 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
3255 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
3258 CopyRect(&This->updateStateBlock->scissorRect, pRect);
3260 if(This->isRecordingState) {
3261 TRACE("Recording... not performing anything\n");
3265 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
3270 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3273 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
3274 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3278 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3279 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3280 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3282 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3284 This->updateStateBlock->vertexDecl = pDecl;
3285 This->updateStateBlock->changed.vertexDecl = TRUE;
3287 if (This->isRecordingState) {
3288 TRACE("Recording... not performing anything\n");
3290 } else if(pDecl == oldDecl) {
3291 /* Checked after the assignment to allow proper stateblock recording */
3292 TRACE("Application is setting the old declaration over, nothing to do\n");
3296 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3300 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3303 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3305 *ppDecl = This->stateBlock->vertexDecl;
3306 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3310 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3312 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3314 This->updateStateBlock->vertexShader = pShader;
3315 This->updateStateBlock->changed.vertexShader = TRUE;
3317 if (This->isRecordingState) {
3318 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3319 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3320 TRACE("Recording... not performing anything\n");
3322 } else if(oldShader == pShader) {
3323 /* Checked here to allow proper stateblock recording */
3324 TRACE("App is setting the old shader over, nothing to do\n");
3328 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3329 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3330 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3332 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3337 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3340 if (NULL == ppShader) {
3341 return WINED3DERR_INVALIDCALL;
3343 *ppShader = This->stateBlock->vertexShader;
3344 if( NULL != *ppShader)
3345 IWineD3DVertexShader_AddRef(*ppShader);
3347 TRACE("(%p) : returning %p\n", This, *ppShader);
3351 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3352 IWineD3DDevice *iface,
3354 CONST BOOL *srcData,
3357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3358 int i, cnt = min(count, MAX_CONST_B - start);
3360 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3361 iface, srcData, start, count);
3363 if (srcData == NULL || cnt < 0)
3364 return WINED3DERR_INVALIDCALL;
3366 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3367 for (i = 0; i < cnt; i++)
3368 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3370 for (i = start; i < cnt + start; ++i) {
3371 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3374 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3379 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3380 IWineD3DDevice *iface,
3385 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3386 int cnt = min(count, MAX_CONST_B - start);
3388 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3389 iface, dstData, start, count);
3391 if (dstData == NULL || cnt < 0)
3392 return WINED3DERR_INVALIDCALL;
3394 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3398 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3399 IWineD3DDevice *iface,
3404 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3405 int i, cnt = min(count, MAX_CONST_I - start);
3407 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3408 iface, srcData, start, count);
3410 if (srcData == NULL || cnt < 0)
3411 return WINED3DERR_INVALIDCALL;
3413 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3414 for (i = 0; i < cnt; i++)
3415 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3416 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3418 for (i = start; i < cnt + start; ++i) {
3419 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3422 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3427 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3428 IWineD3DDevice *iface,
3433 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3434 int cnt = min(count, MAX_CONST_I - start);
3436 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3437 iface, dstData, start, count);
3439 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3440 return WINED3DERR_INVALIDCALL;
3442 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3446 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3447 IWineD3DDevice *iface,
3449 CONST float *srcData,
3452 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3455 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3456 iface, srcData, start, count);
3458 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3459 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3460 return WINED3DERR_INVALIDCALL;
3462 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3464 for (i = 0; i < count; i++)
3465 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3466 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3469 for (i = start; i < count + start; ++i) {
3470 if (!This->updateStateBlock->changed.vertexShaderConstantsF[i]) {
3471 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3472 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3473 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3474 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3476 ptr->idx[ptr->count++] = i;
3477 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3481 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3486 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3487 IWineD3DDevice *iface,
3492 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3493 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3495 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3496 iface, dstData, start, count);
3498 if (dstData == NULL || cnt < 0)
3499 return WINED3DERR_INVALIDCALL;
3501 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3505 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3507 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3508 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3512 static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
3513 int i = This->rev_tex_unit_map[unit];
3514 int j = This->texUnitMap[stage];
3516 This->texUnitMap[stage] = unit;
3517 if (i != -1 && i != stage) {
3518 This->texUnitMap[i] = -1;
3521 This->rev_tex_unit_map[unit] = stage;
3522 if (j != -1 && j != unit) {
3523 This->rev_tex_unit_map[j] = -1;
3527 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3530 for (i = 0; i < MAX_TEXTURES; ++i) {
3531 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3532 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3533 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3534 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3535 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3536 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3537 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3538 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3540 if (color_op == WINED3DTOP_DISABLE) {
3541 /* Not used, and disable higher stages */
3542 while (i < MAX_TEXTURES) {
3543 This->fixed_function_usage_map[i] = FALSE;
3549 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3550 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3551 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3552 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3553 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3554 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3555 This->fixed_function_usage_map[i] = TRUE;
3557 This->fixed_function_usage_map[i] = FALSE;
3560 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3561 This->fixed_function_usage_map[i+1] = TRUE;
3566 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
3569 device_update_fixed_function_usage_map(This);
3571 if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3572 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3573 if (!This->fixed_function_usage_map[i]) continue;
3575 if (This->texUnitMap[i] != i) {
3576 device_map_stage(This, i, i);
3577 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3578 markTextureStagesDirty(This, i);
3584 /* Now work out the mapping */
3586 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3587 if (!This->fixed_function_usage_map[i]) continue;
3589 if (This->texUnitMap[i] != tex) {
3590 device_map_stage(This, i, tex);
3591 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3592 markTextureStagesDirty(This, i);
3599 static void device_map_psamplers(IWineD3DDeviceImpl *This) {
3600 DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
3603 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3604 if (sampler_tokens[i] && This->texUnitMap[i] != i) {
3605 device_map_stage(This, i, i);
3606 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3607 if (i < MAX_TEXTURES) {
3608 markTextureStagesDirty(This, i);
3614 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
3615 int current_mapping = This->rev_tex_unit_map[unit];
3617 if (current_mapping == -1) {
3618 /* Not currently used */
3622 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3623 /* Used by a fragment sampler */
3625 if (!pshader_sampler_tokens) {
3626 /* No pixel shader, check fixed function */
3627 return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
3630 /* Pixel shader, check the shader's sampler map */
3631 return !pshader_sampler_tokens[current_mapping];
3634 /* Used by a vertex sampler */
3635 return !vshader_sampler_tokens[current_mapping];
3638 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
3639 DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
3640 DWORD *pshader_sampler_tokens = NULL;
3641 int start = GL_LIMITS(combined_samplers) - 1;
3645 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3647 /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
3648 IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
3649 pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
3652 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3653 int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3654 if (vshader_sampler_tokens[i]) {
3655 if (This->texUnitMap[vsampler_idx] != -1) {
3656 /* Already mapped somewhere */
3660 while (start >= 0) {
3661 if (device_unit_free_for_vs(This, pshader_sampler_tokens, vshader_sampler_tokens, start)) {
3662 device_map_stage(This, vsampler_idx, start);
3663 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3675 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3676 BOOL vs = use_vs(This);
3677 BOOL ps = use_ps(This);
3680 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3681 * that would be really messy and require shader recompilation
3682 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3683 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3686 device_map_psamplers(This);
3688 device_map_fixed_function_samplers(This);
3692 device_map_vsamplers(This, ps);
3696 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3697 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3698 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3699 This->updateStateBlock->pixelShader = pShader;
3700 This->updateStateBlock->changed.pixelShader = TRUE;
3702 /* Handle recording of state blocks */
3703 if (This->isRecordingState) {
3704 TRACE("Recording... not performing anything\n");
3707 if (This->isRecordingState) {
3708 TRACE("Recording... not performing anything\n");
3709 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3710 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3714 if(pShader == oldShader) {
3715 TRACE("App is setting the old pixel shader over, nothing to do\n");
3719 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3720 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3722 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3723 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3728 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3731 if (NULL == ppShader) {
3732 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3733 return WINED3DERR_INVALIDCALL;
3736 *ppShader = This->stateBlock->pixelShader;
3737 if (NULL != *ppShader) {
3738 IWineD3DPixelShader_AddRef(*ppShader);
3740 TRACE("(%p) : returning %p\n", This, *ppShader);
3744 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3745 IWineD3DDevice *iface,
3747 CONST BOOL *srcData,
3750 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3751 int i, cnt = min(count, MAX_CONST_B - start);
3753 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3754 iface, srcData, start, count);
3756 if (srcData == NULL || cnt < 0)
3757 return WINED3DERR_INVALIDCALL;
3759 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3760 for (i = 0; i < cnt; i++)
3761 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3763 for (i = start; i < cnt + start; ++i) {
3764 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3767 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3772 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3773 IWineD3DDevice *iface,
3778 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3779 int cnt = min(count, MAX_CONST_B - start);
3781 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3782 iface, dstData, start, count);
3784 if (dstData == NULL || cnt < 0)
3785 return WINED3DERR_INVALIDCALL;
3787 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3791 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3792 IWineD3DDevice *iface,
3797 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3798 int i, cnt = min(count, MAX_CONST_I - start);
3800 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3801 iface, srcData, start, count);
3803 if (srcData == NULL || cnt < 0)
3804 return WINED3DERR_INVALIDCALL;
3806 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3807 for (i = 0; i < cnt; i++)
3808 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3809 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3811 for (i = start; i < cnt + start; ++i) {
3812 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3815 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3820 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3821 IWineD3DDevice *iface,
3826 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3827 int cnt = min(count, MAX_CONST_I - start);
3829 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3830 iface, dstData, start, count);
3832 if (dstData == NULL || cnt < 0)
3833 return WINED3DERR_INVALIDCALL;
3835 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3839 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3840 IWineD3DDevice *iface,
3842 CONST float *srcData,
3845 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3848 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3849 iface, srcData, start, count);
3851 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3852 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3853 return WINED3DERR_INVALIDCALL;
3855 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3857 for (i = 0; i < count; i++)
3858 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3859 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3862 for (i = start; i < count + start; ++i) {
3863 if (!This->updateStateBlock->changed.pixelShaderConstantsF[i]) {
3864 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3865 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3866 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3867 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3869 ptr->idx[ptr->count++] = i;
3870 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3874 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3879 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3880 IWineD3DDevice *iface,
3885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3886 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3888 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3889 iface, dstData, start, count);
3891 if (dstData == NULL || cnt < 0)
3892 return WINED3DERR_INVALIDCALL;
3894 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3898 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3900 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3901 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3903 DWORD DestFVF = dest->fvf;
3905 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3909 if (lpStrideData->u.s.normal.lpData) {
3910 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3913 if (lpStrideData->u.s.position.lpData == NULL) {
3914 ERR("Source has no position mask\n");
3915 return WINED3DERR_INVALIDCALL;
3918 /* We might access VBOs from this code, so hold the lock */
3921 if (dest->resource.allocatedMemory == NULL) {
3922 /* This may happen if we do direct locking into a vbo. Unlikely,
3923 * but theoretically possible(ddraw processvertices test)
3925 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3926 if(!dest->resource.allocatedMemory) {
3928 ERR("Out of memory\n");
3929 return E_OUTOFMEMORY;
3933 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3934 checkGLcall("glBindBufferARB");
3935 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3937 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3939 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3940 checkGLcall("glUnmapBufferARB");
3944 /* Get a pointer into the destination vbo(create one if none exists) and
3945 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3947 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3952 unsigned char extrabytes = 0;
3953 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3954 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3955 * this may write 4 extra bytes beyond the area that should be written
3957 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3958 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3959 if(!dest_conv_addr) {
3960 ERR("Out of memory\n");
3961 /* Continue without storing converted vertices */
3963 dest_conv = dest_conv_addr;
3967 * a) WINED3DRS_CLIPPING is enabled
3968 * b) WINED3DVOP_CLIP is passed
3970 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3971 static BOOL warned = FALSE;
3973 * The clipping code is not quite correct. Some things need
3974 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3975 * so disable clipping for now.
3976 * (The graphics in Half-Life are broken, and my processvertices
3977 * test crashes with IDirect3DDevice3)
3983 FIXME("Clipping is broken and disabled for now\n");
3985 } else doClip = FALSE;
3986 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3988 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3991 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3992 WINED3DTS_PROJECTION,
3994 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3995 WINED3DTS_WORLDMATRIX(0),
3998 TRACE("View mat:\n");
3999 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);
4000 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);
4001 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);
4002 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);
4004 TRACE("Proj mat:\n");
4005 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);
4006 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);
4007 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);
4008 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);
4010 TRACE("World mat:\n");
4011 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);
4012 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);
4013 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);
4014 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);
4016 /* Get the viewport */
4017 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4018 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4019 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4021 multiply_matrix(&mat,&view_mat,&world_mat);
4022 multiply_matrix(&mat,&proj_mat,&mat);
4024 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4026 for (i = 0; i < dwCount; i+= 1) {
4027 unsigned int tex_index;
4029 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4030 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4031 /* The position first */
4033 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4035 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4037 /* Multiplication with world, view and projection matrix */
4038 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4039 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4040 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4041 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4043 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4045 /* WARNING: The following things are taken from d3d7 and were not yet checked
4046 * against d3d8 or d3d9!
4049 /* Clipping conditions: From
4050 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4052 * A vertex is clipped if it does not match the following requirements
4056 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4058 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4059 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4064 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4065 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4068 /* "Normal" viewport transformation (not clipped)
4069 * 1) The values are divided by rhw
4070 * 2) The y axis is negative, so multiply it with -1
4071 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4072 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4073 * 4) Multiply x with Width/2 and add Width/2
4074 * 5) The same for the height
4075 * 6) Add the viewpoint X and Y to the 2D coordinates and
4076 * The minimum Z value to z
4077 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4079 * Well, basically it's simply a linear transformation into viewport
4091 z *= vp.MaxZ - vp.MinZ;
4093 x += vp.Width / 2 + vp.X;
4094 y += vp.Height / 2 + vp.Y;
4099 /* That vertex got clipped
4100 * Contrary to OpenGL it is not dropped completely, it just
4101 * undergoes a different calculation.
4103 TRACE("Vertex got clipped\n");
4110 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4111 * outside of the main vertex buffer memory. That needs some more
4116 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4119 ( (float *) dest_ptr)[0] = x;
4120 ( (float *) dest_ptr)[1] = y;
4121 ( (float *) dest_ptr)[2] = z;
4122 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4124 dest_ptr += 3 * sizeof(float);
4126 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4127 dest_ptr += sizeof(float);
4132 ( (float *) dest_conv)[0] = x * w;
4133 ( (float *) dest_conv)[1] = y * w;
4134 ( (float *) dest_conv)[2] = z * w;
4135 ( (float *) dest_conv)[3] = w;
4137 dest_conv += 3 * sizeof(float);
4139 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4140 dest_conv += sizeof(float);
4144 if (DestFVF & WINED3DFVF_PSIZE) {
4145 dest_ptr += sizeof(DWORD);
4146 if(dest_conv) dest_conv += sizeof(DWORD);
4148 if (DestFVF & WINED3DFVF_NORMAL) {
4150 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4151 /* AFAIK this should go into the lighting information */
4152 FIXME("Didn't expect the destination to have a normal\n");
4153 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4155 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4159 if (DestFVF & WINED3DFVF_DIFFUSE) {
4161 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4163 static BOOL warned = FALSE;
4166 ERR("No diffuse color in source, but destination has one\n");
4170 *( (DWORD *) dest_ptr) = 0xffffffff;
4171 dest_ptr += sizeof(DWORD);
4174 *( (DWORD *) dest_conv) = 0xffffffff;
4175 dest_conv += sizeof(DWORD);
4179 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4181 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4182 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4183 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4184 dest_conv += sizeof(DWORD);
4189 if (DestFVF & WINED3DFVF_SPECULAR) {
4190 /* What's the color value in the feedback buffer? */
4192 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4194 static BOOL warned = FALSE;
4197 ERR("No specular color in source, but destination has one\n");
4201 *( (DWORD *) dest_ptr) = 0xFF000000;
4202 dest_ptr += sizeof(DWORD);
4205 *( (DWORD *) dest_conv) = 0xFF000000;
4206 dest_conv += sizeof(DWORD);
4210 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4212 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4213 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4214 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4215 dest_conv += sizeof(DWORD);
4220 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4222 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4223 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4225 ERR("No source texture, but destination requests one\n");
4226 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4227 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4230 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4232 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4239 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4240 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
4241 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
4242 dwCount * get_flexible_vertex_size(DestFVF),
4244 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
4245 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
4252 #undef copy_and_next
4254 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
4255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4256 WineDirect3DVertexStridedData strided;
4257 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
4258 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4261 ERR("Output vertex declaration not implemented yet\n");
4264 /* Need any context to write to the vbo. */
4265 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4267 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
4268 * control the streamIsUP flag, thus restore it afterwards.
4270 This->stateBlock->streamIsUP = FALSE;
4271 memset(&strided, 0, sizeof(strided));
4272 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
4273 This->stateBlock->streamIsUP = streamWasUP;
4275 if(vbo || SrcStartIndex) {
4277 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
4278 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
4280 * Also get the start index in, but only loop over all elements if there's something to add at all.
4282 #define FIXSRC(type) \
4283 if(strided.u.s.type.VBO) { \
4284 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
4285 strided.u.s.type.VBO = 0; \
4286 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
4288 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
4292 if(strided.u.s.type.lpData) { \
4293 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
4296 FIXSRC(blendWeights);
4297 FIXSRC(blendMatrixIndices);
4302 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
4303 FIXSRC(texCoords[i]);
4316 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4320 * Get / Set Texture Stage States
4321 * TODO: Verify against dx9 definitions
4323 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4325 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4327 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4329 if (Stage >= MAX_TEXTURES) {
4330 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
4334 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4335 This->updateStateBlock->textureState[Stage][Type] = Value;
4337 if (This->isRecordingState) {
4338 TRACE("Recording... not performing anything\n");
4342 /* Checked after the assignments to allow proper stateblock recording */
4343 if(oldValue == Value) {
4344 TRACE("App is setting the old value over, nothing to do\n");
4348 if(Stage > This->stateBlock->lowest_disabled_stage &&
4349 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4350 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4351 * Changes in other states are important on disabled stages too
4356 if(Type == WINED3DTSS_COLOROP) {
4359 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4360 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4361 * they have to be disabled
4363 * The current stage is dirtified below.
4365 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4366 TRACE("Additionally dirtifying stage %d\n", i);
4367 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4369 This->stateBlock->lowest_disabled_stage = Stage;
4370 TRACE("New lowest disabled: %d\n", Stage);
4371 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4372 /* Previously disabled stage enabled. Stages above it may need enabling
4373 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4374 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4376 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4379 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4380 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4383 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4384 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4386 This->stateBlock->lowest_disabled_stage = i;
4387 TRACE("New lowest disabled: %d\n", i);
4389 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4390 /* TODO: Built a stage -> texture unit mapping for register combiners */
4394 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4399 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4401 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4402 *pValue = This->updateStateBlock->textureState[Stage][Type];
4409 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4411 IWineD3DBaseTexture *oldTexture;
4413 TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
4415 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4416 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4419 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4420 ERR("Current stage overflows textures array (stage %d vs size %d)\n", Stage,
4421 sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])
4423 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4426 oldTexture = This->updateStateBlock->textures[Stage];
4428 if(pTexture != NULL) {
4429 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4431 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4432 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4433 return WINED3DERR_INVALIDCALL;
4435 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4438 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4439 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4441 This->updateStateBlock->changed.textures[Stage] = TRUE;
4442 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4443 This->updateStateBlock->textures[Stage] = pTexture;
4445 /* Handle recording of state blocks */
4446 if (This->isRecordingState) {
4447 TRACE("Recording... not performing anything\n");
4451 if(oldTexture == pTexture) {
4452 TRACE("App is setting the same texture again, nothing to do\n");
4456 /** NOTE: MSDN says that setTexture increases the reference count,
4457 * and that the application must set the texture back to null (or have a leaky application),
4458 * This means we should pass the refcount up to the parent
4459 *******************************/
4460 if (NULL != This->updateStateBlock->textures[Stage]) {
4461 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4462 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4464 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4465 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4466 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4467 * so the COLOROP and ALPHAOP have to be dirtified.
4469 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4470 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4472 if(bindCount == 1) {
4473 new->baseTexture.sampler = Stage;
4475 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4479 if (NULL != oldTexture) {
4480 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4481 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4483 IWineD3DBaseTexture_Release(oldTexture);
4484 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4485 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4486 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4489 if(bindCount && old->baseTexture.sampler == Stage) {
4491 /* Have to do a search for the other sampler(s) where the texture is bound to
4492 * Shouldn't happen as long as apps bind a texture only to one stage
4494 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4495 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4496 if(This->updateStateBlock->textures[i] == oldTexture) {
4497 old->baseTexture.sampler = i;
4504 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4509 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4510 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4512 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4514 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4515 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4518 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4519 ERR("Current stage overflows textures array (stage %d vs size %d)\n", Stage,
4520 sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])
4522 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4525 *ppTexture=This->stateBlock->textures[Stage];
4527 IWineD3DBaseTexture_AddRef(*ppTexture);
4529 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4537 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4538 IWineD3DSurface **ppBackBuffer) {
4539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4540 IWineD3DSwapChain *swapChain;
4543 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4545 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4546 if (hr == WINED3D_OK) {
4547 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4548 IWineD3DSwapChain_Release(swapChain);
4550 *ppBackBuffer = NULL;
4555 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4557 WARN("(%p) : stub, calling idirect3d for now\n", This);
4558 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4561 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4563 IWineD3DSwapChain *swapChain;
4566 if(iSwapChain > 0) {
4567 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4568 if (hr == WINED3D_OK) {
4569 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4570 IWineD3DSwapChain_Release(swapChain);
4572 FIXME("(%p) Error getting display mode\n", This);
4575 /* Don't read the real display mode,
4576 but return the stored mode instead. X11 can't change the color
4577 depth, and some apps are pretty angry if they SetDisplayMode from
4578 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4580 Also don't relay to the swapchain because with ddraw it's possible
4581 that there isn't a swapchain at all */
4582 pMode->Width = This->ddraw_width;
4583 pMode->Height = This->ddraw_height;
4584 pMode->Format = This->ddraw_format;
4585 pMode->RefreshRate = 0;
4592 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4593 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4594 TRACE("(%p)->(%p)\n", This, hWnd);
4596 if(This->ddraw_fullscreen) {
4597 if(This->ddraw_window && This->ddraw_window != hWnd) {
4598 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4600 if(hWnd && This->ddraw_window != hWnd) {
4601 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4605 This->ddraw_window = hWnd;
4609 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4610 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4611 TRACE("(%p)->(%p)\n", This, hWnd);
4613 *hWnd = This->ddraw_window;
4618 * Stateblock related functions
4621 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4622 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4623 IWineD3DStateBlockImpl *object;
4624 HRESULT temp_result;
4627 TRACE("(%p)\n", This);
4629 if (This->isRecordingState) {
4630 return WINED3DERR_INVALIDCALL;
4633 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4634 if (NULL == object ) {
4635 FIXME("(%p)Error allocating memory for stateblock\n", This);
4636 return E_OUTOFMEMORY;
4638 TRACE("(%p) created object %p\n", This, object);
4639 object->wineD3DDevice= This;
4640 /** FIXME: object->parent = parent; **/
4641 object->parent = NULL;
4642 object->blockType = WINED3DSBT_RECORDED;
4644 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4646 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4647 list_init(&object->lightMap[i]);
4650 temp_result = allocate_shader_constants(object);
4651 if (WINED3D_OK != temp_result)
4654 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4655 This->updateStateBlock = object;
4656 This->isRecordingState = TRUE;
4658 TRACE("(%p) recording stateblock %p\n",This , object);
4662 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4663 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4665 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4667 if (!This->isRecordingState) {
4668 FIXME("(%p) not recording! returning error\n", This);
4669 *ppStateBlock = NULL;
4670 return WINED3DERR_INVALIDCALL;
4673 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
4674 if(object->changed.renderState[i]) {
4675 object->contained_render_states[object->num_contained_render_states] = i;
4676 object->num_contained_render_states++;
4679 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
4680 if(object->changed.transform[i]) {
4681 object->contained_transform_states[object->num_contained_transform_states] = i;
4682 object->num_contained_transform_states++;
4685 for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
4686 if(object->changed.vertexShaderConstantsF[i]) {
4687 object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
4688 object->num_contained_vs_consts_f++;
4691 for(i = 0; i < MAX_CONST_I; i++) {
4692 if(object->changed.vertexShaderConstantsI[i]) {
4693 object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
4694 object->num_contained_vs_consts_i++;
4697 for(i = 0; i < MAX_CONST_B; i++) {
4698 if(object->changed.vertexShaderConstantsB[i]) {
4699 object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
4700 object->num_contained_vs_consts_b++;
4703 for(i = 0; i < MAX_CONST_I; i++) {
4704 if(object->changed.pixelShaderConstantsI[i]) {
4705 object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
4706 object->num_contained_ps_consts_i++;
4709 for(i = 0; i < MAX_CONST_B; i++) {
4710 if(object->changed.pixelShaderConstantsB[i]) {
4711 object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
4712 object->num_contained_ps_consts_b++;
4715 for(i = 0; i < MAX_TEXTURES; i++) {
4716 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
4717 if(object->changed.textureState[i][j]) {
4718 object->contained_tss_states[object->num_contained_tss_states].stage = i;
4719 object->contained_tss_states[object->num_contained_tss_states].state = j;
4720 object->num_contained_tss_states++;
4724 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
4725 for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
4726 if(object->changed.samplerState[i][j]) {
4727 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
4728 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
4729 object->num_contained_sampler_states++;
4734 *ppStateBlock = (IWineD3DStateBlock*) object;
4735 This->isRecordingState = FALSE;
4736 This->updateStateBlock = This->stateBlock;
4737 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4738 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4739 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4744 * Scene related functions
4746 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4747 /* At the moment we have no need for any functionality at the beginning
4749 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4750 TRACE("(%p)\n", This);
4753 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4754 return WINED3DERR_INVALIDCALL;
4756 This->inScene = TRUE;
4760 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4762 TRACE("(%p)\n", This);
4764 if(!This->inScene) {
4765 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4766 return WINED3DERR_INVALIDCALL;
4769 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4770 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4773 checkGLcall("glFlush");
4776 This->inScene = FALSE;
4780 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4781 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4782 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4784 IWineD3DSwapChain *swapChain = NULL;
4786 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4788 TRACE("(%p) Presenting the frame\n", This);
4790 for(i = 0 ; i < swapchains ; i ++) {
4792 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4793 TRACE("presentinng chain %d, %p\n", i, swapChain);
4794 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4795 IWineD3DSwapChain_Release(swapChain);
4801 /* Not called from the VTable (internal subroutine) */
4802 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4803 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
4804 float Z, DWORD Stencil) {
4805 GLbitfield glMask = 0;
4807 WINED3DRECT curRect;
4809 WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
4810 UINT drawable_width, drawable_height;
4812 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4813 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4814 * for the cleared parts, and the untouched parts.
4816 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4817 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4818 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4819 * checking all this if the dest surface is in the drawable anyway.
4821 if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
4823 if(vp->X != 0 || vp->Y != 0 ||
4824 vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
4825 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4828 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
4829 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
4830 This->stateBlock->scissorRect.right < target->currentDesc.Width ||
4831 This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
4832 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4835 if(Count > 0 && pRects && (
4836 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
4837 pRects[0].x2 < target->currentDesc.Width ||
4838 pRects[0].y2 < target->currentDesc.Height)) {
4839 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4846 target->get_drawable_size(target, &drawable_width, &drawable_height);
4848 ActivateContext(This, (IWineD3DSurface *) target, CTXUSAGE_CLEAR);
4851 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4852 apply_fbo_state((IWineD3DDevice *) This);
4855 /* Only set the values up once, as they are not changing */
4856 if (Flags & WINED3DCLEAR_STENCIL) {
4857 glClearStencil(Stencil);
4858 checkGLcall("glClearStencil");
4859 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4860 glStencilMask(0xFFFFFFFF);
4863 if (Flags & WINED3DCLEAR_ZBUFFER) {
4864 glDepthMask(GL_TRUE);
4866 checkGLcall("glClearDepth");
4867 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4868 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4871 if (Flags & WINED3DCLEAR_TARGET) {
4872 TRACE("Clearing screen with glClear to color %x\n", Color);
4873 glClearColor(D3DCOLOR_R(Color),
4877 checkGLcall("glClearColor");
4879 /* Clear ALL colors! */
4880 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4881 glMask = glMask | GL_COLOR_BUFFER_BIT;
4884 vp_rect.left = vp->X;
4885 vp_rect.top = vp->Y;
4886 vp_rect.right = vp->X + vp->Width;
4887 vp_rect.bottom = vp->Y + vp->Height;
4888 if (!(Count > 0 && pRects)) {
4889 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4890 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
4892 if(This->render_offscreen) {
4893 glScissor(vp_rect.left, vp_rect.top,
4894 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4896 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
4897 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4899 checkGLcall("glScissor");
4901 checkGLcall("glClear");
4903 /* Now process each rect in turn */
4904 for (i = 0; i < Count; i++) {
4905 /* Note gl uses lower left, width/height */
4906 IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
4907 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4908 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
4910 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
4911 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
4912 curRect.x1, (target->currentDesc.Height - curRect.y2),
4913 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4915 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4916 * The rectangle is not cleared, no error is returned, but further rectanlges are
4917 * still cleared if they are valid
4919 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
4920 TRACE("Rectangle with negative dimensions, ignoring\n");
4924 if(This->render_offscreen) {
4925 glScissor(curRect.x1, curRect.y1,
4926 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4928 glScissor(curRect.x1, drawable_height - curRect.y2,
4929 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4931 checkGLcall("glScissor");
4934 checkGLcall("glClear");
4938 /* Restore the old values (why..?) */
4939 if (Flags & WINED3DCLEAR_STENCIL) {
4940 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4942 if (Flags & WINED3DCLEAR_TARGET) {
4943 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4944 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4945 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4946 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4947 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4949 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4950 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4952 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
4953 /* TODO: Move the fbo logic into ModifyLocation() */
4954 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4955 target->Flags |= SFLAG_INTEXTURE;
4963 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4964 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4965 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4966 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4968 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4969 Count, pRects, Flags, Color, Z, Stencil);
4971 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4972 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4973 /* TODO: What about depth stencil buffers without stencil bits? */
4974 return WINED3DERR_INVALIDCALL;
4977 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
4983 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4984 UINT PrimitiveCount) {
4986 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4988 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4989 debug_d3dprimitivetype(PrimitiveType),
4990 StartVertex, PrimitiveCount);
4992 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4993 if(This->stateBlock->streamIsUP) {
4994 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4995 This->stateBlock->streamIsUP = FALSE;
4998 if(This->stateBlock->loadBaseVertexIndex != 0) {
4999 This->stateBlock->loadBaseVertexIndex = 0;
5000 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5002 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
5003 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5004 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
5008 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5009 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5010 WINED3DPRIMITIVETYPE PrimitiveType,
5011 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
5013 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5015 IWineD3DIndexBuffer *pIB;
5016 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5019 pIB = This->stateBlock->pIndexData;
5021 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
5022 * without an index buffer set. (The first time at least...)
5023 * D3D8 simply dies, but I doubt it can do much harm to return
5024 * D3DERR_INVALIDCALL there as well. */
5025 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
5026 return WINED3DERR_INVALIDCALL;
5029 if(This->stateBlock->streamIsUP) {
5030 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5031 This->stateBlock->streamIsUP = FALSE;
5033 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
5035 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
5036 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5037 minIndex, NumVertices, startIndex, primCount);
5039 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5040 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5046 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
5047 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
5048 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5051 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
5052 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
5057 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5058 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5059 UINT VertexStreamZeroStride) {
5060 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5061 IWineD3DVertexBuffer *vb;
5063 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5064 debug_d3dprimitivetype(PrimitiveType),
5065 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5067 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5068 vb = This->stateBlock->streamSource[0];
5069 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5070 if(vb) IWineD3DVertexBuffer_Release(vb);
5071 This->stateBlock->streamOffset[0] = 0;
5072 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5073 This->stateBlock->streamIsUP = TRUE;
5074 This->stateBlock->loadBaseVertexIndex = 0;
5076 /* TODO: Only mark dirty if drawing from a different UP address */
5077 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5079 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5080 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
5082 /* MSDN specifies stream zero settings must be set to NULL */
5083 This->stateBlock->streamStride[0] = 0;
5084 This->stateBlock->streamSource[0] = NULL;
5086 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
5087 * the new stream sources or use UP drawing again
5092 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5093 UINT MinVertexIndex, UINT NumVertices,
5094 UINT PrimitiveCount, CONST void* pIndexData,
5095 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5096 UINT VertexStreamZeroStride) {
5098 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5099 IWineD3DVertexBuffer *vb;
5100 IWineD3DIndexBuffer *ib;
5102 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5103 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5104 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5105 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5107 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5113 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5114 vb = This->stateBlock->streamSource[0];
5115 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5116 if(vb) IWineD3DVertexBuffer_Release(vb);
5117 This->stateBlock->streamIsUP = TRUE;
5118 This->stateBlock->streamOffset[0] = 0;
5119 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5121 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
5122 This->stateBlock->baseVertexIndex = 0;
5123 This->stateBlock->loadBaseVertexIndex = 0;
5124 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
5125 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5126 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5128 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
5130 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5131 This->stateBlock->streamSource[0] = NULL;
5132 This->stateBlock->streamStride[0] = 0;
5133 ib = This->stateBlock->pIndexData;
5135 IWineD3DIndexBuffer_Release(ib);
5136 This->stateBlock->pIndexData = NULL;
5138 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
5139 * SetStreamSource to specify a vertex buffer
5145 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5148 /* Mark the state dirty until we have nicer tracking
5149 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5152 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5153 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5154 This->stateBlock->baseVertexIndex = 0;
5155 This->up_strided = DrawPrimStrideData;
5156 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
5157 This->up_strided = NULL;
5161 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
5162 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5163 DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
5165 /* Mark the state dirty until we have nicer tracking
5166 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5169 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5170 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5171 This->stateBlock->streamIsUP = TRUE;
5172 This->stateBlock->baseVertexIndex = 0;
5173 This->up_strided = DrawPrimStrideData;
5174 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* startvertexidx */, 0 /* numindices */, 0 /* startidx */, idxSize, pIndexData, 0 /* minindex */);
5175 This->up_strided = NULL;
5179 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
5180 /* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
5181 * not callable by the app directly no parameter validation checks are needed here.
5183 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5184 WINED3DLOCKED_BOX src;
5185 WINED3DLOCKED_BOX dst;
5187 TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
5189 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
5190 * dirtification to improve loading performance.
5192 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
5193 if(FAILED(hr)) return hr;
5194 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
5196 IWineD3DVolume_UnlockBox(pSourceVolume);
5200 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
5202 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
5204 IWineD3DVolume_UnlockBox(pSourceVolume);
5206 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
5211 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5212 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5213 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5214 HRESULT hr = WINED3D_OK;
5215 WINED3DRESOURCETYPE sourceType;
5216 WINED3DRESOURCETYPE destinationType;
5219 /* TODO: think about moving the code into IWineD3DBaseTexture */
5221 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5223 /* verify that the source and destination textures aren't NULL */
5224 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5225 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5226 This, pSourceTexture, pDestinationTexture);
5227 hr = WINED3DERR_INVALIDCALL;
5230 if (pSourceTexture == pDestinationTexture) {
5231 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5232 This, pSourceTexture, pDestinationTexture);
5233 hr = WINED3DERR_INVALIDCALL;
5235 /* Verify that the source and destination textures are the same type */
5236 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5237 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5239 if (sourceType != destinationType) {
5240 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5242 hr = WINED3DERR_INVALIDCALL;
5245 /* check that both textures have the identical numbers of levels */
5246 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5247 WARN("(%p) : source (%p) and destination (%p) textures must have identical numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5248 hr = WINED3DERR_INVALIDCALL;
5251 if (WINED3D_OK == hr) {
5253 /* Make sure that the destination texture is loaded */
5254 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5256 /* Update every surface level of the texture */
5257 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5259 switch (sourceType) {
5260 case WINED3DRTYPE_TEXTURE:
5262 IWineD3DSurface *srcSurface;
5263 IWineD3DSurface *destSurface;
5265 for (i = 0 ; i < levels ; ++i) {
5266 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5267 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5268 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5269 IWineD3DSurface_Release(srcSurface);
5270 IWineD3DSurface_Release(destSurface);
5271 if (WINED3D_OK != hr) {
5272 WARN("(%p) : Call to update surface failed\n", This);
5278 case WINED3DRTYPE_CUBETEXTURE:
5280 IWineD3DSurface *srcSurface;
5281 IWineD3DSurface *destSurface;
5282 WINED3DCUBEMAP_FACES faceType;
5284 for (i = 0 ; i < levels ; ++i) {
5285 /* Update each cube face */
5286 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5287 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5288 if (WINED3D_OK != hr) {
5289 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5291 TRACE("Got srcSurface %p\n", srcSurface);
5293 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5294 if (WINED3D_OK != hr) {
5295 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5297 TRACE("Got desrSurface %p\n", destSurface);
5299 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5300 IWineD3DSurface_Release(srcSurface);
5301 IWineD3DSurface_Release(destSurface);
5302 if (WINED3D_OK != hr) {
5303 WARN("(%p) : Call to update surface failed\n", This);
5311 case WINED3DRTYPE_VOLUMETEXTURE:
5313 IWineD3DVolume *srcVolume = NULL;
5314 IWineD3DVolume *destVolume = NULL;
5316 for (i = 0 ; i < levels ; ++i) {
5317 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5318 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5319 hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
5320 IWineD3DVolume_Release(srcVolume);
5321 IWineD3DVolume_Release(destVolume);
5322 if (WINED3D_OK != hr) {
5323 WARN("(%p) : Call to update volume failed\n", This);
5331 FIXME("(%p) : Unsupported source and destination type\n", This);
5332 hr = WINED3DERR_INVALIDCALL;
5339 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5340 IWineD3DSwapChain *swapChain;
5342 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5343 if(hr == WINED3D_OK) {
5344 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5345 IWineD3DSwapChain_Release(swapChain);
5350 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5352 /* return a sensible default */
5354 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5355 FIXME("(%p) : stub\n", This);
5359 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5360 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5362 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5363 if (PaletteNumber >= MAX_PALETTES) {
5364 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5365 return WINED3DERR_INVALIDCALL;
5367 for (j = 0; j < 256; ++j) {
5368 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5369 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5370 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5371 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5373 TRACE("(%p) : returning\n", This);
5377 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5378 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5380 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5381 if (PaletteNumber >= MAX_PALETTES) {
5382 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5383 return WINED3DERR_INVALIDCALL;
5385 for (j = 0; j < 256; ++j) {
5386 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5387 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5388 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5389 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5391 TRACE("(%p) : returning\n", This);
5395 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5396 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5397 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5398 if (PaletteNumber >= MAX_PALETTES) {
5399 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5400 return WINED3DERR_INVALIDCALL;
5402 /*TODO: stateblocks */
5403 This->currentPalette = PaletteNumber;
5404 TRACE("(%p) : returning\n", This);
5408 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5410 if (PaletteNumber == NULL) {
5411 WARN("(%p) : returning Invalid Call\n", This);
5412 return WINED3DERR_INVALIDCALL;
5414 /*TODO: stateblocks */
5415 *PaletteNumber = This->currentPalette;
5416 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5420 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5422 static BOOL showFixmes = TRUE;
5424 FIXME("(%p) : stub\n", This);
5428 This->softwareVertexProcessing = bSoftware;
5433 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5435 static BOOL showFixmes = TRUE;
5437 FIXME("(%p) : stub\n", This);
5440 return This->softwareVertexProcessing;
5444 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5445 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5446 IWineD3DSwapChain *swapChain;
5449 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5451 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5452 if(hr == WINED3D_OK){
5453 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5454 IWineD3DSwapChain_Release(swapChain);
5456 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5462 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5463 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5464 static BOOL showfixmes = TRUE;
5465 if(nSegments != 0.0f) {
5467 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5474 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5476 static BOOL showfixmes = TRUE;
5478 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5484 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5486 /** TODO: remove casts to IWineD3DSurfaceImpl
5487 * NOTE: move code to surface to accomplish this
5488 ****************************************/
5489 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5490 int srcWidth, srcHeight;
5491 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5492 WINED3DFORMAT destFormat, srcFormat;
5494 int srcLeft, destLeft, destTop;
5495 WINED3DPOOL srcPool, destPool;
5497 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5498 glDescriptor *glDescription = NULL;
5501 CONVERT_TYPES convert = NO_CONVERSION;
5503 WINED3DSURFACE_DESC winedesc;
5505 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5506 memset(&winedesc, 0, sizeof(winedesc));
5507 winedesc.Width = &srcSurfaceWidth;
5508 winedesc.Height = &srcSurfaceHeight;
5509 winedesc.Pool = &srcPool;
5510 winedesc.Format = &srcFormat;
5512 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5514 winedesc.Width = &destSurfaceWidth;
5515 winedesc.Height = &destSurfaceHeight;
5516 winedesc.Pool = &destPool;
5517 winedesc.Format = &destFormat;
5518 winedesc.Size = &destSize;
5520 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5522 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5523 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5524 return WINED3DERR_INVALIDCALL;
5527 /* This call loads the opengl surface directly, instead of copying the surface to the
5528 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5529 * copy in sysmem and use regular surface loading.
5531 d3dfmt_get_conv((IWineD3DSurfaceImpl *) pDestinationSurface, FALSE, TRUE,
5532 &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5533 if(convert != NO_CONVERSION) {
5534 return IWineD3DSurface_BltFast(pDestinationSurface,
5535 pDestPoint ? pDestPoint->x : 0,
5536 pDestPoint ? pDestPoint->y : 0,
5537 pSourceSurface, (RECT *) pSourceRect, 0);
5540 if (destFormat == WINED3DFMT_UNKNOWN) {
5541 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5542 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5544 /* Get the update surface description */
5545 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5548 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5552 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5553 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5554 checkGLcall("glActiveTextureARB");
5557 /* Make sure the surface is loaded and up to date */
5558 IWineD3DSurface_PreLoad(pDestinationSurface);
5560 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5562 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5563 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5564 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5565 srcLeft = pSourceRect ? pSourceRect->left : 0;
5566 destLeft = pDestPoint ? pDestPoint->x : 0;
5567 destTop = pDestPoint ? pDestPoint->y : 0;
5570 /* This function doesn't support compressed textures
5571 the pitch is just bytesPerPixel * width */
5572 if(srcWidth != srcSurfaceWidth || srcLeft ){
5573 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5574 offset += srcLeft * pSrcSurface->bytesPerPixel;
5575 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5577 /* TODO DXT formats */
5579 if(pSourceRect != NULL && pSourceRect->top != 0){
5580 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5582 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5584 ,glDescription->level
5589 ,glDescription->glFormat
5590 ,glDescription->glType
5591 ,IWineD3DSurface_GetData(pSourceSurface)
5595 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5597 /* need to lock the surface to get the data */
5598 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5601 /* TODO: Cube and volume support */
5603 /* not a whole row so we have to do it a line at a time */
5606 /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
5607 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5609 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5611 glTexSubImage2D(glDescription->target
5612 ,glDescription->level
5617 ,glDescription->glFormat
5618 ,glDescription->glType
5619 ,data /* could be quicker using */
5624 } else { /* Full width, so just write out the whole texture */
5626 if (WINED3DFMT_DXT1 == destFormat ||
5627 WINED3DFMT_DXT2 == destFormat ||
5628 WINED3DFMT_DXT3 == destFormat ||
5629 WINED3DFMT_DXT4 == destFormat ||
5630 WINED3DFMT_DXT5 == destFormat) {
5631 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5632 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5633 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5634 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5635 } if (destFormat != srcFormat) {
5636 FIXME("Updating mixed format compressed texture is not curretly support\n");
5638 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5639 glDescription->level,
5640 glDescription->glFormatInternal,
5645 IWineD3DSurface_GetData(pSourceSurface));
5648 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5653 glTexSubImage2D(glDescription->target
5654 ,glDescription->level
5659 ,glDescription->glFormat
5660 ,glDescription->glType
5661 ,IWineD3DSurface_GetData(pSourceSurface)
5665 checkGLcall("glTexSubImage2D");
5669 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5670 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5675 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5676 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5677 struct WineD3DRectPatch *patch;
5681 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5683 if(!(Handle || pRectPatchInfo)) {
5684 /* TODO: Write a test for the return value, thus the FIXME */
5685 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5686 return WINED3DERR_INVALIDCALL;
5690 i = PATCHMAP_HASHFUNC(Handle);
5692 LIST_FOR_EACH(e, &This->patches[i]) {
5693 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5694 if(patch->Handle == Handle) {
5701 TRACE("Patch does not exist. Creating a new one\n");
5702 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5703 patch->Handle = Handle;
5704 list_add_head(&This->patches[i], &patch->entry);
5706 TRACE("Found existing patch %p\n", patch);
5709 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5710 * attributes we have to tesselate, read back, and draw. This needs a patch
5711 * management structure instance. Create one.
5713 * A possible improvement is to check if a vertex shader is used, and if not directly
5716 FIXME("Drawing an uncached patch. This is slow\n");
5717 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5720 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5721 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5722 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5724 TRACE("Tesselation density or patch info changed, retesselating\n");
5726 if(pRectPatchInfo) {
5727 memcpy(&patch->RectPatchInfo, pRectPatchInfo, sizeof(*pRectPatchInfo));
5729 patch->numSegs[0] = pNumSegs[0];
5730 patch->numSegs[1] = pNumSegs[1];
5731 patch->numSegs[2] = pNumSegs[2];
5732 patch->numSegs[3] = pNumSegs[3];
5734 hr = tesselate_rectpatch(This, patch);
5736 WARN("Patch tesselation failed\n");
5738 /* Do not release the handle to store the params of the patch */
5740 HeapFree(GetProcessHeap(), 0, patch);
5746 This->currentPatch = patch;
5747 IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
5748 This->currentPatch = NULL;
5750 /* Destroy uncached patches */
5752 HeapFree(GetProcessHeap(), 0, patch->mem);
5753 HeapFree(GetProcessHeap(), 0, patch);
5758 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5759 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5760 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5761 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5762 FIXME("(%p) : Stub\n", This);
5766 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5767 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5769 struct WineD3DRectPatch *patch;
5771 TRACE("(%p) Handle(%d)\n", This, Handle);
5773 i = PATCHMAP_HASHFUNC(Handle);
5774 LIST_FOR_EACH(e, &This->patches[i]) {
5775 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5776 if(patch->Handle == Handle) {
5777 TRACE("Deleting patch %p\n", patch);
5778 list_remove(&patch->entry);
5779 HeapFree(GetProcessHeap(), 0, patch->mem);
5780 HeapFree(GetProcessHeap(), 0, patch);
5785 /* TODO: Write a test for the return value */
5786 FIXME("Attempt to destroy nonexistent patch\n");
5787 return WINED3DERR_INVALIDCALL;
5790 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5792 IWineD3DSwapChain *swapchain;
5794 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5795 if (SUCCEEDED(hr)) {
5796 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5803 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5804 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5807 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5808 checkGLcall("glGenFramebuffersEXT()");
5810 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5811 checkGLcall("glBindFramebuffer()");
5814 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5815 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5816 IWineD3DBaseTextureImpl *texture_impl;
5817 GLenum texttarget, target;
5820 texttarget = surface_impl->glDescription.target;
5821 if(texttarget == GL_TEXTURE_2D) {
5822 target = GL_TEXTURE_2D;
5823 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5824 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
5825 target = GL_TEXTURE_RECTANGLE_ARB;
5826 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5828 target = GL_TEXTURE_CUBE_MAP_ARB;
5829 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5832 IWineD3DSurface_PreLoad(surface);
5834 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5835 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5836 glBindTexture(target, old_binding);
5838 /* Update base texture states array */
5839 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5840 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5841 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5842 if (texture_impl->baseTexture.bindCount) {
5843 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5846 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5849 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget,
5850 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
5852 checkGLcall("attach_surface_fbo");
5855 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5856 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5857 IWineD3DSwapChain *swapchain;
5859 swapchain = get_swapchain(surface);
5863 TRACE("Surface %p is onscreen\n", surface);
5865 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5866 buffer = surface_get_gl_buffer(surface, swapchain);
5867 glDrawBuffer(buffer);
5868 checkGLcall("glDrawBuffer()");
5870 TRACE("Surface %p is offscreen\n", surface);
5871 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5872 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5876 glEnable(GL_SCISSOR_TEST);
5878 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5880 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5881 rect->x2 - rect->x1, rect->y2 - rect->y1);
5883 checkGLcall("glScissor");
5885 glDisable(GL_SCISSOR_TEST);
5887 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5889 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5890 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5892 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5893 glClear(GL_COLOR_BUFFER_BIT);
5894 checkGLcall("glClear");
5896 if (This->render_offscreen) {
5897 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5899 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5900 checkGLcall("glBindFramebuffer()");
5903 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5904 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5905 glDrawBuffer(GL_BACK);
5906 checkGLcall("glDrawBuffer()");
5910 static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
5911 unsigned int r, g, b, a;
5914 if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
5915 destfmt == WINED3DFMT_R8G8B8)
5918 TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
5920 a = (color & 0xff000000) >> 24;
5921 r = (color & 0x00ff0000) >> 16;
5922 g = (color & 0x0000ff00) >> 8;
5923 b = (color & 0x000000ff) >> 0;
5927 case WINED3DFMT_R5G6B5:
5928 if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
5935 TRACE("Returning %08x\n", ret);
5938 case WINED3DFMT_X1R5G5B5:
5939 case WINED3DFMT_A1R5G5B5:
5948 TRACE("Returning %08x\n", ret);
5952 TRACE("Returning %08x\n", a);
5955 case WINED3DFMT_X4R4G4B4:
5956 case WINED3DFMT_A4R4G4B4:
5965 TRACE("Returning %08x\n", ret);
5968 case WINED3DFMT_R3G3B2:
5975 TRACE("Returning %08x\n", ret);
5978 case WINED3DFMT_X8B8G8R8:
5979 case WINED3DFMT_A8B8G8R8:
5984 TRACE("Returning %08x\n", ret);
5987 case WINED3DFMT_A2R10G10B10:
5989 r = (r * 1024) / 256;
5990 g = (g * 1024) / 256;
5991 b = (b * 1024) / 256;
5996 TRACE("Returning %08x\n", ret);
5999 case WINED3DFMT_A2B10G10R10:
6001 r = (r * 1024) / 256;
6002 g = (g * 1024) / 256;
6003 b = (b * 1024) / 256;
6008 TRACE("Returning %08x\n", ret);
6012 FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
6017 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
6018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6019 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
6021 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
6023 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6024 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6025 return WINED3DERR_INVALIDCALL;
6028 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6029 color_fill_fbo(iface, pSurface, pRect, color);
6032 /* Just forward this to the DirectDraw blitting engine */
6033 memset(&BltFx, 0, sizeof(BltFx));
6034 BltFx.dwSize = sizeof(BltFx);
6035 BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format);
6036 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
6040 /* rendertarget and depth stencil functions */
6041 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6042 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6044 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6045 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
6046 return WINED3DERR_INVALIDCALL;
6049 *ppRenderTarget = This->render_targets[RenderTargetIndex];
6050 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6051 /* Note inc ref on returned surface */
6052 if(*ppRenderTarget != NULL)
6053 IWineD3DSurface_AddRef(*ppRenderTarget);
6057 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6059 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6060 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6061 IWineD3DSwapChainImpl *Swapchain;
6064 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6066 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6067 if(hr != WINED3D_OK) {
6068 ERR("Can't get the swapchain\n");
6072 /* Make sure to release the swapchain */
6073 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6075 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6076 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6077 return WINED3DERR_INVALIDCALL;
6079 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6080 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6081 return WINED3DERR_INVALIDCALL;
6084 if(Swapchain->frontBuffer != Front) {
6085 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6087 if(Swapchain->frontBuffer)
6088 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6089 Swapchain->frontBuffer = Front;
6091 if(Swapchain->frontBuffer) {
6092 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6096 if(Back && !Swapchain->backBuffer) {
6097 /* We need memory for the back buffer array - only one back buffer this way */
6098 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6099 if(!Swapchain->backBuffer) {
6100 ERR("Out of memory\n");
6101 return E_OUTOFMEMORY;
6105 if(Swapchain->backBuffer[0] != Back) {
6106 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6108 /* What to do about the context here in the case of multithreading? Not sure.
6109 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
6112 if(!Swapchain->backBuffer[0]) {
6113 /* GL was told to draw to the front buffer at creation,
6116 glDrawBuffer(GL_BACK);
6117 checkGLcall("glDrawBuffer(GL_BACK)");
6118 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6119 Swapchain->presentParms.BackBufferCount = 1;
6121 /* That makes problems - disable for now */
6122 /* glDrawBuffer(GL_FRONT); */
6123 checkGLcall("glDrawBuffer(GL_FRONT)");
6124 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6125 Swapchain->presentParms.BackBufferCount = 0;
6129 if(Swapchain->backBuffer[0])
6130 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6131 Swapchain->backBuffer[0] = Back;
6133 if(Swapchain->backBuffer[0]) {
6134 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6136 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6137 Swapchain->backBuffer = NULL;
6145 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6147 *ppZStencilSurface = This->stencilBufferTarget;
6148 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6150 if(*ppZStencilSurface != NULL) {
6151 /* Note inc ref on returned surface */
6152 IWineD3DSurface_AddRef(*ppZStencilSurface);
6155 return WINED3DERR_NOTFOUND;
6159 /* TODO: Handle stencil attachments */
6160 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
6161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6162 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
6164 TRACE("Set depth stencil to %p\n", depth_stencil);
6166 if (depth_stencil_impl) {
6167 if (depth_stencil_impl->current_renderbuffer) {
6168 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
6169 checkGLcall("glFramebufferRenderbufferEXT()");
6171 IWineD3DBaseTextureImpl *texture_impl;
6172 GLenum texttarget, target;
6173 GLint old_binding = 0;
6175 texttarget = depth_stencil_impl->glDescription.target;
6176 if(texttarget == GL_TEXTURE_2D) {
6177 target = GL_TEXTURE_2D;
6178 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
6179 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
6180 target = GL_TEXTURE_RECTANGLE_ARB;
6181 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
6183 target = GL_TEXTURE_CUBE_MAP_ARB;
6184 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
6187 IWineD3DSurface_PreLoad(depth_stencil);
6189 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6190 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6191 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
6192 glBindTexture(target, old_binding);
6194 /* Update base texture states array */
6195 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
6196 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
6197 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
6198 if (texture_impl->baseTexture.bindCount) {
6199 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
6202 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
6205 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget,
6206 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
6207 checkGLcall("glFramebufferTexture2DEXT()");
6210 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
6211 checkGLcall("glFramebufferTexture2DEXT()");
6215 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
6216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6217 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
6219 TRACE("Set render target %u to %p\n", idx, render_target);
6222 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
6223 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
6225 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
6226 checkGLcall("glFramebufferTexture2DEXT()");
6228 This->draw_buffers[idx] = GL_NONE;
6232 static void check_fbo_status(IWineD3DDevice *iface) {
6233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6236 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
6237 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
6238 TRACE("FBO complete\n");
6240 IWineD3DSurfaceImpl *attachment;
6242 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
6244 /* Dump the FBO attachments */
6245 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6246 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
6248 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
6249 attachment->pow2Width, attachment->pow2Height);
6252 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
6254 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
6255 attachment->pow2Width, attachment->pow2Height);
6260 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
6261 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6262 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
6263 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
6265 if (!ds_impl) return FALSE;
6267 if (ds_impl->current_renderbuffer) {
6268 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
6269 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
6272 return (rt_impl->pow2Width != ds_impl->pow2Width ||
6273 rt_impl->pow2Height != ds_impl->pow2Height);
6276 void apply_fbo_state(IWineD3DDevice *iface) {
6277 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6280 if (This->render_offscreen) {
6281 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6283 /* Apply render targets */
6284 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6285 IWineD3DSurface *render_target = This->render_targets[i];
6286 if (This->fbo_color_attachments[i] != render_target) {
6287 set_render_target_fbo(iface, i, render_target);
6288 This->fbo_color_attachments[i] = render_target;
6292 /* Apply depth targets */
6293 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
6294 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
6295 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
6297 if (This->stencilBufferTarget) {
6298 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
6300 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
6301 This->fbo_depth_attachment = This->stencilBufferTarget;
6304 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
6305 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
6306 checkGLcall("glDrawBuffers()");
6308 glDrawBuffer(This->draw_buffers[0]);
6309 checkGLcall("glDrawBuffer()");
6312 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6315 check_fbo_status(iface);
6318 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
6319 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
6320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6321 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
6322 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
6325 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
6326 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
6327 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
6328 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
6331 case WINED3DTEXF_LINEAR:
6332 gl_filter = GL_LINEAR;
6336 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
6337 case WINED3DTEXF_NONE:
6338 case WINED3DTEXF_POINT:
6339 gl_filter = GL_NEAREST;
6343 /* Attach src surface to src fbo */
6344 src_swapchain = get_swapchain(src_surface);
6345 if (src_swapchain) {
6348 TRACE("Source surface %p is onscreen\n", src_surface);
6349 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
6350 /* Make sure the drawable is up to date. In the offscreen case
6351 * attach_surface_fbo() implicitly takes care of this. */
6352 IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
6355 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
6356 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
6357 glReadBuffer(buffer);
6358 checkGLcall("glReadBuffer()");
6360 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
6361 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
6363 TRACE("Source surface %p is offscreen\n", src_surface);
6365 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
6366 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
6367 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
6368 checkGLcall("glReadBuffer()");
6372 /* Attach dst surface to dst fbo */
6373 dst_swapchain = get_swapchain(dst_surface);
6374 if (dst_swapchain) {
6377 TRACE("Destination surface %p is onscreen\n", dst_surface);
6378 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
6379 /* Make sure the drawable is up to date. In the offscreen case
6380 * attach_surface_fbo() implicitly takes care of this. */
6381 IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
6384 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
6385 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
6386 glDrawBuffer(buffer);
6387 checkGLcall("glDrawBuffer()");
6389 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
6390 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
6392 TRACE("Destination surface %p is offscreen\n", dst_surface);
6394 /* No src or dst swapchain? Make sure some context is active(multithreading) */
6395 if(!src_swapchain) {
6396 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6400 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
6401 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
6402 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
6403 checkGLcall("glDrawBuffer()");
6405 glDisable(GL_SCISSOR_TEST);
6406 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
6409 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6410 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
6411 checkGLcall("glBlitFramebuffer()");
6413 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6414 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
6415 checkGLcall("glBlitFramebuffer()");
6418 IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
6420 if (This->render_offscreen) {
6421 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6423 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6424 checkGLcall("glBindFramebuffer()");
6427 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
6428 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
6429 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
6430 glDrawBuffer(GL_BACK);
6431 checkGLcall("glDrawBuffer()");
6436 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6438 WINED3DVIEWPORT viewport;
6440 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
6442 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6443 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
6444 This, RenderTargetIndex, GL_LIMITS(buffers));
6445 return WINED3DERR_INVALIDCALL;
6448 /* MSDN says that null disables the render target
6449 but a device must always be associated with a render target
6450 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6452 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6455 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6456 FIXME("Trying to set render target 0 to NULL\n");
6457 return WINED3DERR_INVALIDCALL;
6459 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6460 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6461 return WINED3DERR_INVALIDCALL;
6464 /* If we are trying to set what we already have, don't bother */
6465 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
6466 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6469 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
6470 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
6471 This->render_targets[RenderTargetIndex] = pRenderTarget;
6473 /* Render target 0 is special */
6474 if(RenderTargetIndex == 0) {
6475 /* Finally, reset the viewport as the MSDN states. */
6476 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
6477 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
6480 viewport.MaxZ = 1.0f;
6481 viewport.MinZ = 0.0f;
6482 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6483 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
6484 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
6486 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
6488 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
6490 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
6491 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
6493 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
6498 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6499 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6500 HRESULT hr = WINED3D_OK;
6501 IWineD3DSurface *tmp;
6503 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
6505 if (pNewZStencil == This->stencilBufferTarget) {
6506 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6508 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
6509 * depending on the renter target implementation being used.
6510 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6511 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6512 * stencil buffer and incur an extra memory overhead
6513 ******************************************************/
6515 tmp = This->stencilBufferTarget;
6516 This->stencilBufferTarget = pNewZStencil;
6517 This->depth_copy_state = WINED3D_DCS_NO_COPY;
6518 /* should we be calling the parent or the wined3d surface? */
6519 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6520 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6523 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
6524 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
6525 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
6526 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
6527 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
6534 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6535 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6536 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6537 /* TODO: the use of Impl is deprecated. */
6538 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6539 WINED3DLOCKED_RECT lockedRect;
6541 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6543 /* some basic validation checks */
6544 if(This->cursorTexture) {
6545 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6547 glDeleteTextures(1, &This->cursorTexture);
6549 This->cursorTexture = 0;
6552 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
6553 This->haveHardwareCursor = TRUE;
6555 This->haveHardwareCursor = FALSE;
6558 WINED3DLOCKED_RECT rect;
6560 /* MSDN: Cursor must be A8R8G8B8 */
6561 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6562 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6563 return WINED3DERR_INVALIDCALL;
6566 /* MSDN: Cursor must be smaller than the display mode */
6567 if(pSur->currentDesc.Width > This->ddraw_width ||
6568 pSur->currentDesc.Height > This->ddraw_height) {
6569 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6570 return WINED3DERR_INVALIDCALL;
6573 if (!This->haveHardwareCursor) {
6574 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6576 /* Do not store the surface's pointer because the application may
6577 * release it after setting the cursor image. Windows doesn't
6578 * addref the set surface, so we can't do this either without
6579 * creating circular refcount dependencies. Copy out the gl texture
6582 This->cursorWidth = pSur->currentDesc.Width;
6583 This->cursorHeight = pSur->currentDesc.Height;
6584 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
6586 const GlPixelFormatDesc *glDesc;
6587 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
6588 char *mem, *bits = (char *)rect.pBits;
6589 GLint intfmt = glDesc->glInternal;
6590 GLint format = glDesc->glFormat;
6591 GLint type = glDesc->glType;
6592 INT height = This->cursorHeight;
6593 INT width = This->cursorWidth;
6594 INT bpp = tableEntry->bpp;
6597 /* Reformat the texture memory (pitch and width can be
6599 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6600 for(i = 0; i < height; i++)
6601 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6602 IWineD3DSurface_UnlockRect(pCursorBitmap);
6605 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6606 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6607 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6610 /* Make sure that a proper texture unit is selected */
6611 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
6612 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6613 checkGLcall("glActiveTextureARB");
6615 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
6616 /* Create a new cursor texture */
6617 glGenTextures(1, &This->cursorTexture);
6618 checkGLcall("glGenTextures");
6619 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6620 checkGLcall("glBindTexture");
6621 /* Copy the bitmap memory into the cursor texture */
6622 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6623 HeapFree(GetProcessHeap(), 0, mem);
6624 checkGLcall("glTexImage2D");
6626 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6627 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6628 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6635 FIXME("A cursor texture was not returned.\n");
6636 This->cursorTexture = 0;
6641 /* Draw a hardware cursor */
6642 ICONINFO cursorInfo;
6644 /* Create and clear maskBits because it is not needed for
6645 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6647 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6648 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6649 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6650 WINED3DLOCK_NO_DIRTY_UPDATE |
6651 WINED3DLOCK_READONLY
6653 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6654 pSur->currentDesc.Height);
6656 cursorInfo.fIcon = FALSE;
6657 cursorInfo.xHotspot = XHotSpot;
6658 cursorInfo.yHotspot = YHotSpot;
6659 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
6660 pSur->currentDesc.Height, 1,
6662 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
6663 pSur->currentDesc.Height, 1,
6664 32, lockedRect.pBits);
6665 IWineD3DSurface_UnlockRect(pCursorBitmap);
6666 /* Create our cursor and clean up. */
6667 cursor = CreateIconIndirect(&cursorInfo);
6669 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6670 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6671 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6672 This->hardwareCursor = cursor;
6673 HeapFree(GetProcessHeap(), 0, maskBits);
6677 This->xHotSpot = XHotSpot;
6678 This->yHotSpot = YHotSpot;
6682 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6684 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6686 This->xScreenSpace = XScreenSpace;
6687 This->yScreenSpace = YScreenSpace;
6693 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6694 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6695 BOOL oldVisible = This->bCursorVisible;
6698 TRACE("(%p) : visible(%d)\n", This, bShow);
6701 * When ShowCursor is first called it should make the cursor appear at the OS's last
6702 * known cursor position. Because of this, some applications just repetitively call
6703 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6706 This->xScreenSpace = pt.x;
6707 This->yScreenSpace = pt.y;
6709 if (This->haveHardwareCursor) {
6710 This->bCursorVisible = bShow;
6712 SetCursor(This->hardwareCursor);
6718 if (This->cursorTexture)
6719 This->bCursorVisible = bShow;
6725 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6726 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6727 IWineD3DResourceImpl *resource;
6728 TRACE("(%p) : state (%u)\n", This, This->state);
6730 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6731 switch (This->state) {
6734 case WINED3DERR_DEVICELOST:
6736 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6737 if (resource->resource.pool == WINED3DPOOL_DEFAULT)
6738 return WINED3DERR_DEVICENOTRESET;
6740 return WINED3DERR_DEVICELOST;
6742 case WINED3DERR_DRIVERINTERNALERROR:
6743 return WINED3DERR_DRIVERINTERNALERROR;
6747 return WINED3DERR_DRIVERINTERNALERROR;
6751 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6752 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6753 /** FIXME: Resource tracking needs to be done,
6754 * The closes we can do to this is set the priorities of all managed textures low
6755 * and then reset them.
6756 ***********************************************************/
6757 FIXME("(%p) : stub\n", This);
6761 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6762 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
6764 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6765 if(surface->Flags & SFLAG_DIBSECTION) {
6766 /* Release the DC */
6767 SelectObject(surface->hDC, surface->dib.holdbitmap);
6768 DeleteDC(surface->hDC);
6769 /* Release the DIB section */
6770 DeleteObject(surface->dib.DIBsection);
6771 surface->dib.bitmap_data = NULL;
6772 surface->resource.allocatedMemory = NULL;
6773 surface->Flags &= ~SFLAG_DIBSECTION;
6775 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6776 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6777 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
6778 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6779 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6781 surface->pow2Width = surface->pow2Height = 1;
6782 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6783 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6785 if(surface->glDescription.textureName) {
6786 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6788 glDeleteTextures(1, &surface->glDescription.textureName);
6790 surface->glDescription.textureName = 0;
6791 surface->Flags &= ~SFLAG_CLIENT;
6793 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6794 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6795 surface->Flags |= SFLAG_NONPOW2;
6797 surface->Flags &= ~SFLAG_NONPOW2;
6799 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6800 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6803 static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
6804 TRACE("Unloading resource %p\n", resource);
6805 IWineD3DResource_UnLoad(resource);
6806 IWineD3DResource_Release(resource);
6810 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6811 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6812 IWineD3DSwapChainImpl *swapchain;
6814 BOOL DisplayModeChanged = FALSE;
6815 WINED3DDISPLAYMODE mode;
6816 IWineD3DBaseShaderImpl *shader;
6817 TRACE("(%p)\n", This);
6819 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6821 ERR("Failed to get the first implicit swapchain\n");
6825 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6826 * on an existing gl context, so there's no real need for recreation.
6828 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6830 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6832 TRACE("New params:\n");
6833 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6834 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6835 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6836 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6837 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6838 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6839 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6840 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6841 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6842 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6843 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6844 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6845 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6847 /* No special treatment of these parameters. Just store them */
6848 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6849 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6850 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6851 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6853 /* What to do about these? */
6854 if(pPresentationParameters->BackBufferCount != 0 &&
6855 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6856 ERR("Cannot change the back buffer count yet\n");
6858 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6859 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6860 ERR("Cannot change the back buffer format yet\n");
6862 if(pPresentationParameters->hDeviceWindow != NULL &&
6863 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6864 ERR("Cannot change the device window yet\n");
6866 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6867 ERR("What do do about a changed auto depth stencil parameter?\n");
6870 IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
6871 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6872 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
6875 if(pPresentationParameters->Windowed) {
6876 mode.Width = swapchain->orig_width;
6877 mode.Height = swapchain->orig_height;
6878 mode.RefreshRate = 0;
6879 mode.Format = swapchain->presentParms.BackBufferFormat;
6881 mode.Width = pPresentationParameters->BackBufferWidth;
6882 mode.Height = pPresentationParameters->BackBufferHeight;
6883 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6884 mode.Format = swapchain->presentParms.BackBufferFormat;
6887 /* Should Width == 800 && Height == 0 set 800x600? */
6888 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6889 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6890 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6897 vp.Width = pPresentationParameters->BackBufferWidth;
6898 vp.Height = pPresentationParameters->BackBufferHeight;
6902 if(!pPresentationParameters->Windowed) {
6903 DisplayModeChanged = TRUE;
6905 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6906 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6908 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6909 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6910 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6913 /* Now set the new viewport */
6914 IWineD3DDevice_SetViewport(iface, &vp);
6917 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6918 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6919 DisplayModeChanged) {
6921 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6922 if(!pPresentationParameters->Windowed) {
6923 IWineD3DDevice_SetFullscreen(iface, TRUE);
6926 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6928 /* Switching out of fullscreen mode? First set the original res, then change the window */
6929 if(pPresentationParameters->Windowed) {
6930 IWineD3DDevice_SetFullscreen(iface, FALSE);
6932 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6935 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6939 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6940 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6941 /** FIXME: always true at the moment **/
6942 if(!bEnableDialogs) {
6943 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6949 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6951 TRACE("(%p) : pParameters %p\n", This, pParameters);
6953 *pParameters = This->createParms;
6957 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6958 IWineD3DSwapChain *swapchain;
6959 HRESULT hrc = WINED3D_OK;
6961 TRACE("Relaying to swapchain\n");
6963 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6964 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6965 IWineD3DSwapChain_Release(swapchain);
6970 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6971 IWineD3DSwapChain *swapchain;
6972 HRESULT hrc = WINED3D_OK;
6974 TRACE("Relaying to swapchain\n");
6976 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6977 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6978 IWineD3DSwapChain_Release(swapchain);
6984 /** ********************************************************
6985 * Notification functions
6986 ** ********************************************************/
6987 /** This function must be called in the release of a resource when ref == 0,
6988 * the contents of resource must still be correct,
6989 * any handles to other resource held by the caller must be closed
6990 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6991 *****************************************************/
6992 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6995 TRACE("(%p) : Adding Resource %p\n", This, resource);
6996 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6999 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7000 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7002 TRACE("(%p) : Removing resource %p\n", This, resource);
7004 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
7008 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7009 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7012 TRACE("(%p) : resource %p\n", This, resource);
7013 switch(IWineD3DResource_GetType(resource)){
7014 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7015 case WINED3DRTYPE_SURFACE: {
7018 /* Cleanup any FBO attachments if d3d is enabled */
7019 if(This->d3d_initialized) {
7020 if((IWineD3DSurface *)resource == This->lastActiveRenderTarget) {
7021 IWineD3DSwapChainImpl *swapchain = This->swapchains ? (IWineD3DSwapChainImpl *) This->swapchains[0] : NULL;
7023 TRACE("Last active render target destroyed\n");
7024 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
7025 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
7026 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
7027 * and the lastActiveRenderTarget member shouldn't matter
7030 if(swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource) {
7031 TRACE("Activating primary back buffer\n");
7032 ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
7033 } else if(!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource) {
7034 /* Single buffering environment */
7035 TRACE("Activating primary front buffer\n");
7036 ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
7038 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
7039 /* Implicit render target destroyed, that means the device is being destroyed
7040 * whatever we set here, it shouldn't matter
7042 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
7045 /* May happen during ddraw uninitialization */
7046 TRACE("Render target set, but swapchain does not exist!\n");
7047 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
7051 for (i = 0; i < GL_LIMITS(buffers); ++i) {
7052 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
7053 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7054 set_render_target_fbo(iface, i, NULL);
7055 This->fbo_color_attachments[i] = NULL;
7058 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
7059 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7060 set_depth_stencil_fbo(iface, NULL);
7061 This->fbo_depth_attachment = NULL;
7067 case WINED3DRTYPE_TEXTURE:
7068 case WINED3DRTYPE_CUBETEXTURE:
7069 case WINED3DRTYPE_VOLUMETEXTURE:
7070 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
7071 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7072 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7073 This->stateBlock->textures[counter] = NULL;
7075 if (This->updateStateBlock != This->stateBlock ){
7076 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7077 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7078 This->updateStateBlock->textures[counter] = NULL;
7083 case WINED3DRTYPE_VOLUME:
7084 /* TODO: nothing really? */
7086 case WINED3DRTYPE_VERTEXBUFFER:
7087 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7090 TRACE("Cleaning up stream pointers\n");
7092 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7093 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7094 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7096 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7097 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7098 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7099 This->updateStateBlock->streamSource[streamNumber] = 0;
7100 /* Set changed flag? */
7103 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7104 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7105 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7106 This->stateBlock->streamSource[streamNumber] = 0;
7109 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7110 else { /* This shouldn't happen */
7111 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7118 case WINED3DRTYPE_INDEXBUFFER:
7119 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7120 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7121 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7122 This->updateStateBlock->pIndexData = NULL;
7125 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7126 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7127 This->stateBlock->pIndexData = NULL;
7133 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7138 /* Remove the resource from the resourceStore */
7139 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7141 TRACE("Resource released\n");
7145 static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
7146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7147 IWineD3DResourceImpl *resource, *cursor;
7149 TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
7151 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
7152 TRACE("enumerating resource %p\n", resource);
7153 IWineD3DResource_AddRef((IWineD3DResource *) resource);
7154 ret = pCallback((IWineD3DResource *) resource, pData);
7155 if(ret == S_FALSE) {
7156 TRACE("Canceling enumeration\n");
7163 /**********************************************************
7164 * IWineD3DDevice VTbl follows
7165 **********************************************************/
7167 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7169 /*** IUnknown methods ***/
7170 IWineD3DDeviceImpl_QueryInterface,
7171 IWineD3DDeviceImpl_AddRef,
7172 IWineD3DDeviceImpl_Release,
7173 /*** IWineD3DDevice methods ***/
7174 IWineD3DDeviceImpl_GetParent,
7175 /*** Creation methods**/
7176 IWineD3DDeviceImpl_CreateVertexBuffer,
7177 IWineD3DDeviceImpl_CreateIndexBuffer,
7178 IWineD3DDeviceImpl_CreateStateBlock,
7179 IWineD3DDeviceImpl_CreateSurface,
7180 IWineD3DDeviceImpl_CreateTexture,
7181 IWineD3DDeviceImpl_CreateVolumeTexture,
7182 IWineD3DDeviceImpl_CreateVolume,
7183 IWineD3DDeviceImpl_CreateCubeTexture,
7184 IWineD3DDeviceImpl_CreateQuery,
7185 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7186 IWineD3DDeviceImpl_CreateVertexDeclaration,
7187 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
7188 IWineD3DDeviceImpl_CreateVertexShader,
7189 IWineD3DDeviceImpl_CreatePixelShader,
7190 IWineD3DDeviceImpl_CreatePalette,
7191 /*** Odd functions **/
7192 IWineD3DDeviceImpl_Init3D,
7193 IWineD3DDeviceImpl_Uninit3D,
7194 IWineD3DDeviceImpl_SetFullscreen,
7195 IWineD3DDeviceImpl_SetMultithreaded,
7196 IWineD3DDeviceImpl_EvictManagedResources,
7197 IWineD3DDeviceImpl_GetAvailableTextureMem,
7198 IWineD3DDeviceImpl_GetBackBuffer,
7199 IWineD3DDeviceImpl_GetCreationParameters,
7200 IWineD3DDeviceImpl_GetDeviceCaps,
7201 IWineD3DDeviceImpl_GetDirect3D,
7202 IWineD3DDeviceImpl_GetDisplayMode,
7203 IWineD3DDeviceImpl_SetDisplayMode,
7204 IWineD3DDeviceImpl_GetHWND,
7205 IWineD3DDeviceImpl_SetHWND,
7206 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7207 IWineD3DDeviceImpl_GetRasterStatus,
7208 IWineD3DDeviceImpl_GetSwapChain,
7209 IWineD3DDeviceImpl_Reset,
7210 IWineD3DDeviceImpl_SetDialogBoxMode,
7211 IWineD3DDeviceImpl_SetCursorProperties,
7212 IWineD3DDeviceImpl_SetCursorPosition,
7213 IWineD3DDeviceImpl_ShowCursor,
7214 IWineD3DDeviceImpl_TestCooperativeLevel,
7215 /*** Getters and setters **/
7216 IWineD3DDeviceImpl_SetClipPlane,
7217 IWineD3DDeviceImpl_GetClipPlane,
7218 IWineD3DDeviceImpl_SetClipStatus,
7219 IWineD3DDeviceImpl_GetClipStatus,
7220 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7221 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7222 IWineD3DDeviceImpl_SetDepthStencilSurface,
7223 IWineD3DDeviceImpl_GetDepthStencilSurface,
7224 IWineD3DDeviceImpl_SetFVF,
7225 IWineD3DDeviceImpl_GetFVF,
7226 IWineD3DDeviceImpl_SetGammaRamp,
7227 IWineD3DDeviceImpl_GetGammaRamp,
7228 IWineD3DDeviceImpl_SetIndices,
7229 IWineD3DDeviceImpl_GetIndices,
7230 IWineD3DDeviceImpl_SetBaseVertexIndex,
7231 IWineD3DDeviceImpl_GetBaseVertexIndex,
7232 IWineD3DDeviceImpl_SetLight,
7233 IWineD3DDeviceImpl_GetLight,
7234 IWineD3DDeviceImpl_SetLightEnable,
7235 IWineD3DDeviceImpl_GetLightEnable,
7236 IWineD3DDeviceImpl_SetMaterial,
7237 IWineD3DDeviceImpl_GetMaterial,
7238 IWineD3DDeviceImpl_SetNPatchMode,
7239 IWineD3DDeviceImpl_GetNPatchMode,
7240 IWineD3DDeviceImpl_SetPaletteEntries,
7241 IWineD3DDeviceImpl_GetPaletteEntries,
7242 IWineD3DDeviceImpl_SetPixelShader,
7243 IWineD3DDeviceImpl_GetPixelShader,
7244 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7245 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7246 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7247 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7248 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7249 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7250 IWineD3DDeviceImpl_SetRenderState,
7251 IWineD3DDeviceImpl_GetRenderState,
7252 IWineD3DDeviceImpl_SetRenderTarget,
7253 IWineD3DDeviceImpl_GetRenderTarget,
7254 IWineD3DDeviceImpl_SetFrontBackBuffers,
7255 IWineD3DDeviceImpl_SetSamplerState,
7256 IWineD3DDeviceImpl_GetSamplerState,
7257 IWineD3DDeviceImpl_SetScissorRect,
7258 IWineD3DDeviceImpl_GetScissorRect,
7259 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7260 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7261 IWineD3DDeviceImpl_SetStreamSource,
7262 IWineD3DDeviceImpl_GetStreamSource,
7263 IWineD3DDeviceImpl_SetStreamSourceFreq,
7264 IWineD3DDeviceImpl_GetStreamSourceFreq,
7265 IWineD3DDeviceImpl_SetTexture,
7266 IWineD3DDeviceImpl_GetTexture,
7267 IWineD3DDeviceImpl_SetTextureStageState,
7268 IWineD3DDeviceImpl_GetTextureStageState,
7269 IWineD3DDeviceImpl_SetTransform,
7270 IWineD3DDeviceImpl_GetTransform,
7271 IWineD3DDeviceImpl_SetVertexDeclaration,
7272 IWineD3DDeviceImpl_GetVertexDeclaration,
7273 IWineD3DDeviceImpl_SetVertexShader,
7274 IWineD3DDeviceImpl_GetVertexShader,
7275 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7276 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7277 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7278 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7279 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7280 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7281 IWineD3DDeviceImpl_SetViewport,
7282 IWineD3DDeviceImpl_GetViewport,
7283 IWineD3DDeviceImpl_MultiplyTransform,
7284 IWineD3DDeviceImpl_ValidateDevice,
7285 IWineD3DDeviceImpl_ProcessVertices,
7286 /*** State block ***/
7287 IWineD3DDeviceImpl_BeginStateBlock,
7288 IWineD3DDeviceImpl_EndStateBlock,
7289 /*** Scene management ***/
7290 IWineD3DDeviceImpl_BeginScene,
7291 IWineD3DDeviceImpl_EndScene,
7292 IWineD3DDeviceImpl_Present,
7293 IWineD3DDeviceImpl_Clear,
7295 IWineD3DDeviceImpl_DrawPrimitive,
7296 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7297 IWineD3DDeviceImpl_DrawPrimitiveUP,
7298 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7299 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7300 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7301 IWineD3DDeviceImpl_DrawRectPatch,
7302 IWineD3DDeviceImpl_DrawTriPatch,
7303 IWineD3DDeviceImpl_DeletePatch,
7304 IWineD3DDeviceImpl_ColorFill,
7305 IWineD3DDeviceImpl_UpdateTexture,
7306 IWineD3DDeviceImpl_UpdateSurface,
7307 IWineD3DDeviceImpl_GetFrontBufferData,
7308 /*** object tracking ***/
7309 IWineD3DDeviceImpl_ResourceReleased,
7310 IWineD3DDeviceImpl_EnumResources
7314 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7315 WINED3DRS_ALPHABLENDENABLE ,
7316 WINED3DRS_ALPHAFUNC ,
7317 WINED3DRS_ALPHAREF ,
7318 WINED3DRS_ALPHATESTENABLE ,
7320 WINED3DRS_COLORWRITEENABLE ,
7321 WINED3DRS_DESTBLEND ,
7322 WINED3DRS_DITHERENABLE ,
7323 WINED3DRS_FILLMODE ,
7324 WINED3DRS_FOGDENSITY ,
7326 WINED3DRS_FOGSTART ,
7327 WINED3DRS_LASTPIXEL ,
7328 WINED3DRS_SHADEMODE ,
7329 WINED3DRS_SRCBLEND ,
7330 WINED3DRS_STENCILENABLE ,
7331 WINED3DRS_STENCILFAIL ,
7332 WINED3DRS_STENCILFUNC ,
7333 WINED3DRS_STENCILMASK ,
7334 WINED3DRS_STENCILPASS ,
7335 WINED3DRS_STENCILREF ,
7336 WINED3DRS_STENCILWRITEMASK ,
7337 WINED3DRS_STENCILZFAIL ,
7338 WINED3DRS_TEXTUREFACTOR ,
7349 WINED3DRS_ZWRITEENABLE
7352 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7353 WINED3DTSS_ADDRESSW ,
7354 WINED3DTSS_ALPHAARG0 ,
7355 WINED3DTSS_ALPHAARG1 ,
7356 WINED3DTSS_ALPHAARG2 ,
7357 WINED3DTSS_ALPHAOP ,
7358 WINED3DTSS_BUMPENVLOFFSET ,
7359 WINED3DTSS_BUMPENVLSCALE ,
7360 WINED3DTSS_BUMPENVMAT00 ,
7361 WINED3DTSS_BUMPENVMAT01 ,
7362 WINED3DTSS_BUMPENVMAT10 ,
7363 WINED3DTSS_BUMPENVMAT11 ,
7364 WINED3DTSS_COLORARG0 ,
7365 WINED3DTSS_COLORARG1 ,
7366 WINED3DTSS_COLORARG2 ,
7367 WINED3DTSS_COLOROP ,
7368 WINED3DTSS_RESULTARG ,
7369 WINED3DTSS_TEXCOORDINDEX ,
7370 WINED3DTSS_TEXTURETRANSFORMFLAGS
7373 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7374 WINED3DSAMP_ADDRESSU ,
7375 WINED3DSAMP_ADDRESSV ,
7376 WINED3DSAMP_ADDRESSW ,
7377 WINED3DSAMP_BORDERCOLOR ,
7378 WINED3DSAMP_MAGFILTER ,
7379 WINED3DSAMP_MINFILTER ,
7380 WINED3DSAMP_MIPFILTER ,
7381 WINED3DSAMP_MIPMAPLODBIAS ,
7382 WINED3DSAMP_MAXMIPLEVEL ,
7383 WINED3DSAMP_MAXANISOTROPY ,
7384 WINED3DSAMP_SRGBTEXTURE ,
7385 WINED3DSAMP_ELEMENTINDEX
7388 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7390 WINED3DRS_AMBIENTMATERIALSOURCE ,
7391 WINED3DRS_CLIPPING ,
7392 WINED3DRS_CLIPPLANEENABLE ,
7393 WINED3DRS_COLORVERTEX ,
7394 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7395 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7396 WINED3DRS_FOGDENSITY ,
7398 WINED3DRS_FOGSTART ,
7399 WINED3DRS_FOGTABLEMODE ,
7400 WINED3DRS_FOGVERTEXMODE ,
7401 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7402 WINED3DRS_LIGHTING ,
7403 WINED3DRS_LOCALVIEWER ,
7404 WINED3DRS_MULTISAMPLEANTIALIAS ,
7405 WINED3DRS_MULTISAMPLEMASK ,
7406 WINED3DRS_NORMALIZENORMALS ,
7407 WINED3DRS_PATCHEDGESTYLE ,
7408 WINED3DRS_POINTSCALE_A ,
7409 WINED3DRS_POINTSCALE_B ,
7410 WINED3DRS_POINTSCALE_C ,
7411 WINED3DRS_POINTSCALEENABLE ,
7412 WINED3DRS_POINTSIZE ,
7413 WINED3DRS_POINTSIZE_MAX ,
7414 WINED3DRS_POINTSIZE_MIN ,
7415 WINED3DRS_POINTSPRITEENABLE ,
7416 WINED3DRS_RANGEFOGENABLE ,
7417 WINED3DRS_SPECULARMATERIALSOURCE ,
7418 WINED3DRS_TWEENFACTOR ,
7419 WINED3DRS_VERTEXBLEND ,
7420 WINED3DRS_CULLMODE ,
7424 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7425 WINED3DTSS_TEXCOORDINDEX ,
7426 WINED3DTSS_TEXTURETRANSFORMFLAGS
7429 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7430 WINED3DSAMP_DMAPOFFSET
7433 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7434 DWORD rep = StateTable[state].representative;
7438 WineD3DContext *context;
7441 for(i = 0; i < This->numContexts; i++) {
7442 context = This->contexts[i];
7443 if(isStateDirty(context, rep)) continue;
7445 context->dirtyArray[context->numDirtyEntries++] = rep;
7448 context->isStateDirty[idx] |= (1 << shift);
7452 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7453 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7454 /* The drawable size of a pbuffer render target is the current pbuffer size
7456 *width = dev->pbufferWidth;
7457 *height = dev->pbufferHeight;
7460 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7461 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size
7463 *width = This->pow2Width;
7464 *height = This->pow2Height;
7467 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7468 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7469 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
7470 * current context's drawable, which is the size of the back buffer of the swapchain
7471 * the active context belongs to. The back buffer of the swapchain is stored as the
7472 * surface the context belongs to.
7474 *width = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Width;
7475 *height = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Height;