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 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->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 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
74 /* allocate one pbuffer per surface */
75 BOOL pbuffer_per_surface = FALSE;
77 /* static function declarations */
78 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
80 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
83 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
85 #define D3DCREATEOBJECTINSTANCE(object, type) { \
86 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
87 D3DMEMCHECK(object, pp##type); \
88 object->lpVtbl = &IWineD3D##type##_Vtbl; \
89 object->wineD3DDevice = This; \
90 object->parent = parent; \
92 *pp##type = (IWineD3D##type *) object; \
95 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
96 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
97 D3DMEMCHECK(object, pp##type); \
98 object->lpVtbl = &IWineD3D##type##_Vtbl; \
99 object->parent = parent; \
101 object->baseShader.device = (IWineD3DDevice*) This; \
102 *pp##type = (IWineD3D##type *) object; \
105 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
106 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
107 D3DMEMCHECK(object, pp##type); \
108 object->lpVtbl = &IWineD3D##type##_Vtbl; \
109 object->resource.wineD3DDevice = This; \
110 object->resource.parent = parent; \
111 object->resource.resourceType = d3dtype; \
112 object->resource.ref = 1; \
113 object->resource.pool = Pool; \
114 object->resource.format = Format; \
115 object->resource.usage = Usage; \
116 object->resource.size = _size; \
117 /* Check that we have enough video ram left */ \
118 if (Pool == WINED3DPOOL_DEFAULT) { \
119 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
120 WARN("Out of 'bogus' video memory\n"); \
121 HeapFree(GetProcessHeap(), 0, object); \
123 return WINED3DERR_OUTOFVIDEOMEMORY; \
125 globalChangeGlRam(_size); \
127 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
128 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
129 FIXME("Out of memory!\n"); \
130 HeapFree(GetProcessHeap(), 0, object); \
132 return WINED3DERR_OUTOFVIDEOMEMORY; \
134 *pp##type = (IWineD3D##type *) object; \
135 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
136 TRACE("(%p) : Created resource %p\n", This, object); \
139 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
140 _basetexture.levels = Levels; \
141 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
142 _basetexture.LOD = 0; \
143 _basetexture.dirty = TRUE; \
146 /**********************************************************
147 * Global variable / Constants follow
148 **********************************************************/
149 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
151 /**********************************************************
152 * Utility functions follow
153 **********************************************************/
154 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
155 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
158 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
162 glMatrixMode(GL_MODELVIEW);
164 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
167 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
168 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
169 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
170 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
171 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
172 checkGLcall("glLightfv");
175 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
176 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
177 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
178 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
179 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
180 checkGLcall("glLightfv");
183 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
184 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
185 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
186 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
187 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
188 checkGLcall("glLightfv");
190 /* Attenuation - Are these right? guessing... */
191 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
192 checkGLcall("glLightf");
193 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
194 checkGLcall("glLightf");
196 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
197 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
199 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
202 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
203 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
204 checkGLcall("glLightf");
206 switch (lightInfo->OriginalParms.Type) {
207 case WINED3DLIGHT_POINT:
209 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
210 checkGLcall("glLightfv");
211 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
212 checkGLcall("glLightf");
216 case WINED3DLIGHT_SPOT:
218 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
219 checkGLcall("glLightfv");
221 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
222 checkGLcall("glLightfv");
223 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
224 checkGLcall("glLightf");
225 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
226 checkGLcall("glLightf");
230 case WINED3DLIGHT_DIRECTIONAL:
232 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
233 checkGLcall("glLightfv");
234 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
235 checkGLcall("glLightf");
236 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
237 checkGLcall("glLightf");
241 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
244 /* Restore the modelview matrix */
248 /**********************************************************
249 * GLSL helper functions follow
250 **********************************************************/
252 /** Detach the GLSL pixel or vertex shader object from the shader program */
253 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
257 if (shaderObj != 0 && programId != 0) {
258 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
259 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
260 checkGLcall("glDetachObjectARB");
264 /** Delete a GLSL shader program */
265 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
270 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
271 GL_EXTCALL(glDeleteObjectARB(obj));
272 checkGLcall("glDeleteObjectARB");
276 /** Delete the list of linked programs this shader is associated with.
277 * Also at this point, check to see if there are any objects left attached
278 * to each GLSL program. If not, delete the GLSL program object.
279 * This will be run when a device is released. */
280 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
282 struct list *ptr = NULL;
283 struct glsl_shader_prog_link *curLink = NULL;
284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
288 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
289 (one pixel shader and one vertex shader at most) */
291 ptr = list_head( &This->glsl_shader_progs );
293 /* First, get the current item,
294 * save the link to the next pointer,
295 * detach and delete shader objects,
296 * then de-allocate the list item's memory */
297 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
298 ptr = list_next( &This->glsl_shader_progs, ptr );
300 /* See if this object is still attached to the program - it may have been detached already */
301 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
302 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
303 for (i = 0; i < numAttached; i++) {
304 detach_glsl_shader(iface, objList[i], curLink->programId);
307 delete_glsl_shader_program(iface, curLink->programId);
309 /* Free the uniform locations */
310 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
311 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
313 /* Free the memory for this list item */
314 HeapFree(GetProcessHeap(), 0, curLink);
318 /**********************************************************
319 * IUnknown parts follows
320 **********************************************************/
322 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
326 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
327 if (IsEqualGUID(riid, &IID_IUnknown)
328 || IsEqualGUID(riid, &IID_IWineD3DBase)
329 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
330 IUnknown_AddRef(iface);
335 return E_NOINTERFACE;
338 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
339 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
340 ULONG refCount = InterlockedIncrement(&This->ref);
342 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
346 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
348 ULONG refCount = InterlockedDecrement(&This->ref);
350 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
354 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
357 HeapFree(GetProcessHeap(), 0, This->render_targets);
359 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
361 /* TODO: Clean up all the surfaces and textures! */
362 /* NOTE: You must release the parent if the object was created via a callback
363 ** ***************************/
365 /* Delete any GLSL shader programs that may exist */
366 if (This->vs_selected_mode == SHADER_GLSL ||
367 This->ps_selected_mode == SHADER_GLSL)
368 delete_glsl_shader_list(iface);
370 /* Release the update stateblock */
371 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
372 if(This->updateStateBlock != This->stateBlock)
373 FIXME("(%p) Something's still holding the Update stateblock\n",This);
375 This->updateStateBlock = NULL;
376 { /* because were not doing proper internal refcounts releasing the primary state block
377 causes recursion with the extra checks in ResourceReleased, to avoid this we have
378 to set this->stateBlock = NULL; first */
379 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
380 This->stateBlock = NULL;
382 /* Release the stateblock */
383 if(IWineD3DStateBlock_Release(stateBlock) > 0){
384 FIXME("(%p) Something's still holding the Update stateblock\n",This);
388 if (This->resources != NULL ) {
389 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
390 dumpResources(This->resources);
394 IWineD3D_Release(This->wineD3D);
395 This->wineD3D = NULL;
396 HeapFree(GetProcessHeap(), 0, This);
397 TRACE("Freed device %p\n", This);
403 /**********************************************************
404 * IWineD3DDevice implementation follows
405 **********************************************************/
406 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
408 *pParent = This->parent;
409 IUnknown_AddRef(This->parent);
413 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
414 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
415 GLenum error, glUsage;
416 DWORD vboUsage = object->resource.usage;
417 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
418 WARN("Creating a vbo failed once, not trying again\n");
422 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
425 /* Make sure that the gl error is cleared. Do not use checkGLcall
426 * here because checkGLcall just prints a fixme and continues. However,
427 * if an error during VBO creation occurs we can fall back to non-vbo operation
428 * with full functionality(but performance loss)
430 while(glGetError() != GL_NO_ERROR);
432 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
433 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
434 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
435 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
436 * to check if the rhw and color values are in the correct format.
439 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
440 error = glGetError();
441 if(object->vbo == 0 || error != GL_NO_ERROR) {
442 WARN("Failed to create a VBO with error %d\n", error);
446 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
447 error = glGetError();
448 if(error != GL_NO_ERROR) {
449 WARN("Failed to bind the VBO, error %d\n", error);
453 /* Transformed vertices are horribly inflexible. If the app specifies an
454 * vertex buffer with transformed vertices in default pool without DYNAMIC
455 * usage assume DYNAMIC usage and print a warning. The app will have to update
456 * the vertices regularily for them to be useful
458 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
459 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
460 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
461 vboUsage |= WINED3DUSAGE_DYNAMIC;
464 /* Don't use static, because dx apps tend to update the buffer
465 * quite often even if they specify 0 usage
467 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
468 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
469 TRACE("Gl usage = GL_STREAM_DRAW\n");
470 glUsage = GL_STREAM_DRAW_ARB;
472 case D3DUSAGE_WRITEONLY:
473 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
474 glUsage = GL_DYNAMIC_DRAW_ARB;
476 case D3DUSAGE_DYNAMIC:
477 TRACE("Gl usage = GL_STREAM_COPY\n");
478 glUsage = GL_STREAM_COPY_ARB;
481 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
482 glUsage = GL_DYNAMIC_COPY_ARB;
486 /* Reserve memory for the buffer. The amount of data won't change
487 * so we are safe with calling glBufferData once with a NULL ptr and
488 * calling glBufferSubData on updates
490 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
491 error = glGetError();
492 if(error != GL_NO_ERROR) {
493 WARN("glBufferDataARB failed with error %d\n", error);
501 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
502 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
503 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
505 object->Flags |= VBFLAG_VBOCREATEFAIL;
510 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
511 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
513 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
514 IWineD3DVertexBufferImpl *object;
515 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
516 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
518 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
520 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
521 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
523 if(Size == 0) return WINED3DERR_INVALIDCALL;
525 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
526 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
530 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
531 * drawStridedFast (half-life 2).
533 * Basically converting the vertices in the buffer is quite expensive, and observations
534 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
535 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
537 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
538 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
539 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
540 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
542 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
543 * more. In this call we can convert dx7 buffers too.
545 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
546 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
547 (dxVersion > 7 || !conv) ) {
550 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
551 if(dxVersion == 7 && object->vbo) {
552 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
553 object->resource.allocatedMemory = NULL;
560 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
561 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
562 HANDLE *sharedHandle, IUnknown *parent) {
563 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
564 IWineD3DIndexBufferImpl *object;
565 TRACE("(%p) Creating index buffer\n", This);
567 /* Allocate the storage for the device */
568 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
571 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
572 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
575 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
576 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
577 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
582 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
585 IWineD3DStateBlockImpl *object;
589 D3DCREATEOBJECTINSTANCE(object, StateBlock)
590 object->blockType = Type;
592 /* Special case - Used during initialization to produce a placeholder stateblock
593 so other functions called can update a state block */
594 if (Type == WINED3DSBT_INIT) {
595 /* Don't bother increasing the reference count otherwise a device will never
596 be freed due to circular dependencies */
600 temp_result = allocate_shader_constants(object);
601 if (WINED3D_OK != temp_result)
604 /* Otherwise, might as well set the whole state block to the appropriate values */
605 if (This->stateBlock != NULL)
606 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
608 memset(object->streamFreq, 1, sizeof(object->streamFreq));
610 /* Reset the ref and type after kludging it */
611 object->wineD3DDevice = This;
613 object->blockType = Type;
615 TRACE("Updating changed flags appropriate for type %d\n", Type);
617 if (Type == WINED3DSBT_ALL) {
619 TRACE("ALL => Pretend everything has changed\n");
620 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
622 } else if (Type == WINED3DSBT_PIXELSTATE) {
624 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
625 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
627 object->changed.pixelShader = TRUE;
629 /* Pixel Shader Constants */
630 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
631 object->changed.pixelShaderConstantsF[i] = TRUE;
632 for (i = 0; i < MAX_CONST_B; ++i)
633 object->changed.pixelShaderConstantsB[i] = TRUE;
634 for (i = 0; i < MAX_CONST_I; ++i)
635 object->changed.pixelShaderConstantsI[i] = TRUE;
637 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
638 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
640 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
641 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
642 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
645 for (j = 0 ; j < 16; j++) {
646 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
648 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
652 } else if (Type == WINED3DSBT_VERTEXSTATE) {
654 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
655 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
657 object->changed.vertexShader = TRUE;
659 /* Vertex Shader Constants */
660 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
661 object->changed.vertexShaderConstantsF[i] = TRUE;
662 for (i = 0; i < MAX_CONST_B; ++i)
663 object->changed.vertexShaderConstantsB[i] = TRUE;
664 for (i = 0; i < MAX_CONST_I; ++i)
665 object->changed.vertexShaderConstantsI[i] = TRUE;
667 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
668 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
670 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
671 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
672 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
675 for (j = 0 ; j < 16; j++){
676 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
677 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
681 /* Duplicate light chain */
683 PLIGHTINFOEL *src = NULL;
684 PLIGHTINFOEL *dst = NULL;
685 PLIGHTINFOEL *newEl = NULL;
686 src = This->stateBlock->lights;
687 object->lights = NULL;
691 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
692 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
693 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
695 newEl->changed = TRUE;
696 newEl->enabledChanged = TRUE;
698 object->lights = newEl;
709 FIXME("Unrecognized state block type %d\n", Type);
712 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
717 /* ************************************
719 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
722 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
724 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.
726 ******************************** */
728 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) {
729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
730 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
731 unsigned int pow2Width, pow2Height;
732 unsigned int Size = 1;
733 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
734 TRACE("(%p) Create surface\n",This);
736 /** FIXME: Check ranges on the inputs are valid
739 * [in] Quality level. The valid range is between zero and one less than the level
740 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
741 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
742 * values of paired render targets, depth stencil surfaces, and the MultiSample type
744 *******************************/
749 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
751 * If this flag is set, the contents of the depth stencil buffer will be
752 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
753 * with a different depth surface.
755 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
756 ***************************/
758 if(MultisampleQuality < 0) {
759 FIXME("Invalid multisample level %d\n", MultisampleQuality);
760 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
763 if(MultisampleQuality > 0) {
764 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
765 MultisampleQuality=0;
768 /** FIXME: Check that the format is supported
770 *******************************/
772 /* Non-power2 support */
773 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
777 /* Find the nearest pow2 match */
778 pow2Width = pow2Height = 1;
779 while (pow2Width < Width) pow2Width <<= 1;
780 while (pow2Height < Height) pow2Height <<= 1;
783 if (pow2Width > Width || pow2Height > Height) {
784 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
785 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
786 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
787 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
788 This, Width, Height);
789 return WINED3DERR_NOTAVAILABLE;
793 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
794 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
796 *********************************/
797 if (WINED3DFMT_UNKNOWN == Format) {
799 } else if (Format == WINED3DFMT_DXT1) {
800 /* DXT1 is half byte per pixel */
801 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
803 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
804 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
805 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
807 /* The pitch is a multiple of 4 bytes */
808 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
812 /** Create and initialise the surface resource **/
813 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
814 /* "Standalone" surface */
815 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
817 object->currentDesc.Width = Width;
818 object->currentDesc.Height = Height;
819 object->currentDesc.MultiSampleType = MultiSample;
820 object->currentDesc.MultiSampleQuality = MultisampleQuality;
822 /* Setup some glformat defaults */
823 object->glDescription.glFormat = tableEntry->glFormat;
824 object->glDescription.glFormatInternal = tableEntry->glInternal;
825 object->glDescription.glType = tableEntry->glType;
827 object->glDescription.textureName = 0;
828 object->glDescription.level = Level;
829 object->glDescription.target = GL_TEXTURE_2D;
832 object->pow2Width = pow2Width;
833 object->pow2Height = pow2Height;
836 object->Flags = 0; /* We start without flags set */
837 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
838 object->Flags |= Discard ? SFLAG_DISCARD : 0;
839 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
840 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
843 if (WINED3DFMT_UNKNOWN != Format) {
844 object->bytesPerPixel = tableEntry->bpp;
845 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
846 object->pow2Size *= pow2Height;
848 object->bytesPerPixel = 0;
849 object->pow2Size = 0;
852 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
854 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
856 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
857 * this function is too deep to need to care about things like this.
858 * Levels need to be checked too, and possibly Type since they all affect what can be done.
859 * ****************************************/
861 case WINED3DPOOL_SCRATCH:
863 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
864 "which are mutually exclusive, setting lockable to TRUE\n");
867 case WINED3DPOOL_SYSTEMMEM:
868 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
869 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
870 case WINED3DPOOL_MANAGED:
871 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
872 "Usage of DYNAMIC which are mutually exclusive, not doing "
873 "anything just telling you.\n");
875 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
876 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
877 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
878 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
881 FIXME("(%p) Unknown pool %d\n", This, Pool);
885 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
886 FIXME("Trying to create a render target that isn't in the default pool\n");
889 /* mark the texture as dirty so that it gets loaded first time around*/
890 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
891 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
892 This, Width, Height, Format, debug_d3dformat(Format),
893 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
895 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
896 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
897 This->ddraw_primary = (IWineD3DSurface *) object;
899 /* Look at the implementation and set the correct Vtable */
902 /* Nothing to do, it's set already */
906 object->lpVtbl = &IWineGDISurface_Vtbl;
910 /* To be sure to catch this */
911 ERR("Unknown requested surface implementation %d!\n", Impl);
912 IWineD3DSurface_Release((IWineD3DSurface *) object);
913 return WINED3DERR_INVALIDCALL;
916 /* Call the private setup routine */
917 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
921 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
922 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
923 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
924 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
926 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
927 IWineD3DTextureImpl *object;
932 unsigned int pow2Width;
933 unsigned int pow2Height;
936 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
937 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
938 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
940 /* TODO: It should only be possible to create textures for formats
941 that are reported as supported */
942 if (WINED3DFMT_UNKNOWN >= Format) {
943 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
944 return WINED3DERR_INVALIDCALL;
947 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
948 D3DINITIALIZEBASETEXTURE(object->baseTexture);
949 object->width = Width;
950 object->height = Height;
952 /** Non-power2 support **/
953 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
957 /* Find the nearest pow2 match */
958 pow2Width = pow2Height = 1;
959 while (pow2Width < Width) pow2Width <<= 1;
960 while (pow2Height < Height) pow2Height <<= 1;
963 /** FIXME: add support for real non-power-two if it's provided by the video card **/
964 /* Precalculated scaling for 'faked' non power of two texture coords */
965 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
966 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
967 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
969 /* Calculate levels for mip mapping */
971 TRACE("calculating levels %d\n", object->baseTexture.levels);
972 object->baseTexture.levels++;
975 while (tmpW > 1 || tmpH > 1) {
976 tmpW = max(1, tmpW >> 1);
977 tmpH = max(1, tmpH >> 1);
978 object->baseTexture.levels++;
980 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
983 /* Generate all the surfaces */
986 for (i = 0; i < object->baseTexture.levels; i++)
988 /* use the callback to create the texture surface */
989 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
990 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
991 FIXME("Failed to create surface %p\n", object);
993 object->surfaces[i] = NULL;
994 IWineD3DTexture_Release((IWineD3DTexture *)object);
1000 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1001 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1002 /* calculate the next mipmap level */
1003 tmpW = max(1, tmpW >> 1);
1004 tmpH = max(1, tmpH >> 1);
1007 TRACE("(%p) : Created texture %p\n", This, object);
1011 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1012 UINT Width, UINT Height, UINT Depth,
1013 UINT Levels, DWORD Usage,
1014 WINED3DFORMAT Format, WINED3DPOOL Pool,
1015 IWineD3DVolumeTexture **ppVolumeTexture,
1016 HANDLE *pSharedHandle, IUnknown *parent,
1017 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1020 IWineD3DVolumeTextureImpl *object;
1026 /* TODO: It should only be possible to create textures for formats
1027 that are reported as supported */
1028 if (WINED3DFMT_UNKNOWN >= Format) {
1029 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1030 return WINED3DERR_INVALIDCALL;
1033 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1034 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1036 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1037 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1039 object->width = Width;
1040 object->height = Height;
1041 object->depth = Depth;
1043 /* Calculate levels for mip mapping */
1045 object->baseTexture.levels++;
1049 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1050 tmpW = max(1, tmpW >> 1);
1051 tmpH = max(1, tmpH >> 1);
1052 tmpD = max(1, tmpD >> 1);
1053 object->baseTexture.levels++;
1055 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1058 /* Generate all the surfaces */
1063 for (i = 0; i < object->baseTexture.levels; i++)
1065 /* Create the volume */
1066 D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
1067 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1069 /* Set its container to this object */
1070 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1072 /* calcualte the next mipmap level */
1073 tmpW = max(1, tmpW >> 1);
1074 tmpH = max(1, tmpH >> 1);
1075 tmpD = max(1, tmpD >> 1);
1078 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1079 TRACE("(%p) : Created volume texture %p\n", This, object);
1083 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1084 UINT Width, UINT Height, UINT Depth,
1086 WINED3DFORMAT Format, WINED3DPOOL Pool,
1087 IWineD3DVolume** ppVolume,
1088 HANDLE* pSharedHandle, IUnknown *parent) {
1090 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1091 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1092 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1094 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1096 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1097 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1099 object->currentDesc.Width = Width;
1100 object->currentDesc.Height = Height;
1101 object->currentDesc.Depth = Depth;
1102 object->bytesPerPixel = formatDesc->bpp;
1104 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1105 object->lockable = TRUE;
1106 object->locked = FALSE;
1107 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1108 object->dirty = TRUE;
1110 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1113 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1114 UINT Levels, DWORD Usage,
1115 WINED3DFORMAT Format, WINED3DPOOL Pool,
1116 IWineD3DCubeTexture **ppCubeTexture,
1117 HANDLE *pSharedHandle, IUnknown *parent,
1118 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1121 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1125 unsigned int pow2EdgeLength = EdgeLength;
1127 /* TODO: It should only be possible to create textures for formats
1128 that are reported as supported */
1129 if (WINED3DFMT_UNKNOWN >= Format) {
1130 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1131 return WINED3DERR_INVALIDCALL;
1134 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1135 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1137 TRACE("(%p) Create Cube Texture\n", This);
1139 /** Non-power2 support **/
1141 /* Find the nearest pow2 match */
1143 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1145 object->edgeLength = EdgeLength;
1146 /* TODO: support for native non-power 2 */
1147 /* Precalculated scaling for 'faked' non power of two texture coords */
1148 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1150 /* Calculate levels for mip mapping */
1152 object->baseTexture.levels++;
1155 tmpW = max(1, tmpW >> 1);
1156 object->baseTexture.levels++;
1158 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1161 /* Generate all the surfaces */
1163 for (i = 0; i < object->baseTexture.levels; i++) {
1165 /* Create the 6 faces */
1166 for (j = 0; j < 6; j++) {
1168 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1169 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1171 if(hr!= WINED3D_OK) {
1175 for (l = 0; l < j; l++) {
1176 IWineD3DSurface_Release(object->surfaces[j][i]);
1178 for (k = 0; k < i; k++) {
1179 for (l = 0; l < 6; l++) {
1180 IWineD3DSurface_Release(object->surfaces[l][j]);
1184 FIXME("(%p) Failed to create surface\n",object);
1185 HeapFree(GetProcessHeap(),0,object);
1186 *ppCubeTexture = NULL;
1189 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1190 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1192 tmpW = max(1, tmpW >> 1);
1195 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1196 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1200 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1201 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1202 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1204 if (NULL == ppQuery) {
1205 /* Just a check to see if we support this type of query */
1206 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1208 case WINED3DQUERYTYPE_OCCLUSION:
1209 TRACE("(%p) occlusion query\n", This);
1210 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1213 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1215 case WINED3DQUERYTYPE_VCACHE:
1216 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1217 case WINED3DQUERYTYPE_VERTEXSTATS:
1218 case WINED3DQUERYTYPE_EVENT:
1219 case WINED3DQUERYTYPE_TIMESTAMP:
1220 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1221 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1222 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1223 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1224 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1225 case WINED3DQUERYTYPE_PIXELTIMINGS:
1226 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1227 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1229 FIXME("(%p) Unhandled query type %d\n", This, Type);
1234 D3DCREATEOBJECTINSTANCE(object, Query)
1235 object->type = Type;
1236 /* allocated the 'extended' data based on the type of query requested */
1238 case WINED3DQUERYTYPE_OCCLUSION:
1239 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1240 TRACE("(%p) Allocating data for an occlusion query\n", This);
1241 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1242 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1245 case WINED3DQUERYTYPE_VCACHE:
1246 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1247 case WINED3DQUERYTYPE_VERTEXSTATS:
1248 case WINED3DQUERYTYPE_EVENT:
1249 case WINED3DQUERYTYPE_TIMESTAMP:
1250 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1251 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1252 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1253 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1254 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1255 case WINED3DQUERYTYPE_PIXELTIMINGS:
1256 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1257 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1259 object->extendedData = 0;
1260 FIXME("(%p) Unhandled query type %d\n",This , Type);
1262 TRACE("(%p) : Created Query %p\n", This, object);
1266 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1267 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1269 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1270 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1274 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1276 XVisualInfo template;
1277 GLXContext oldContext;
1278 Drawable oldDrawable;
1279 HRESULT hr = WINED3D_OK;
1281 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1283 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1284 * does a device hold a reference to a swap chain giving them a lifetime of the device
1285 * or does the swap chain notify the device of its destruction.
1286 *******************************/
1288 /* Check the params */
1289 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1290 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1291 return WINED3DERR_INVALIDCALL;
1292 } else if (*pPresentationParameters->BackBufferCount > 1) {
1293 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");
1296 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1298 /*********************
1299 * Lookup the window Handle and the relating X window handle
1300 ********************/
1302 /* Setup hwnd we are using, plus which display this equates to */
1303 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1304 if (!object->win_handle) {
1305 object->win_handle = This->createParms.hFocusWindow;
1308 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1309 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1310 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1311 return WINED3DERR_NOTAVAILABLE;
1313 hDc = GetDC(object->win_handle);
1314 object->display = get_display(hDc);
1315 ReleaseDC(object->win_handle, hDc);
1316 TRACE("Using a display of %p %p\n", object->display, hDc);
1318 if (NULL == object->display || NULL == hDc) {
1319 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1320 return WINED3DERR_NOTAVAILABLE;
1323 if (object->win == 0) {
1324 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1325 return WINED3DERR_NOTAVAILABLE;
1328 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1329 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1332 * Create an opengl context for the display visual
1333 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1334 * use different properties after that point in time. FIXME: How to handle when requested format
1335 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1336 * it chooses is identical to the one already being used!
1337 **********************************/
1339 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1342 /* Create a new context for this swapchain */
1343 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1344 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1345 (or the best possible if none is requested) */
1346 TRACE("Found x visual ID : %ld\n", template.visualid);
1348 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1349 if (NULL == object->visInfo) {
1350 ERR("cannot really get XVisual\n");
1352 return WINED3DERR_NOTAVAILABLE;
1355 /* Write out some debug info about the visual/s */
1356 TRACE("Using x visual ID : %ld\n", template.visualid);
1357 TRACE(" visual info: %p\n", object->visInfo);
1358 TRACE(" num items : %d\n", num);
1359 for (n = 0;n < num; n++) {
1360 TRACE("=====item=====: %d\n", n + 1);
1361 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1362 TRACE(" screen : %d\n", object->visInfo[n].screen);
1363 TRACE(" depth : %u\n", object->visInfo[n].depth);
1364 TRACE(" class : %d\n", object->visInfo[n].class);
1365 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1366 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1367 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1368 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1369 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1370 /* log some extra glx info */
1371 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1372 TRACE(" gl_aux_buffers : %d\n", value);
1373 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1374 TRACE(" gl_buffer_size : %d\n", value);
1375 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1376 TRACE(" gl_red_size : %d\n", value);
1377 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1378 TRACE(" gl_green_size : %d\n", value);
1379 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1380 TRACE(" gl_blue_size : %d\n", value);
1381 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1382 TRACE(" gl_alpha_size : %d\n", value);
1383 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1384 TRACE(" gl_depth_size : %d\n", value);
1385 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1386 TRACE(" gl_stencil_size : %d\n", value);
1388 /* Now choose a similar visual ID*/
1390 #ifdef USE_CONTEXT_MANAGER
1392 /** TODO: use a context mamager **/
1396 IWineD3DSwapChain *implSwapChain;
1397 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1398 /* The first time around we create the context that is shared with all other swapchains and render targets */
1399 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1400 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1403 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1404 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1405 /* and create a new context with the implicit swapchains context as the shared context */
1406 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1407 IWineD3DSwapChain_Release(implSwapChain);
1412 XFree(object->visInfo);
1413 object->visInfo = NULL;
1417 if (!object->glCtx) {
1418 ERR("Failed to create GLX context\n");
1419 return WINED3DERR_NOTAVAILABLE;
1421 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1422 object->win_handle, object->glCtx, object->win, object->visInfo);
1425 /*********************
1426 * Windowed / Fullscreen
1427 *******************/
1430 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1431 * so we should really check to see if there is a fullscreen swapchain already
1432 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1433 **************************************/
1435 if (!*(pPresentationParameters->Windowed)) {
1442 /* Get info on the current display setup */
1444 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1447 /* Change the display settings */
1448 memset(&devmode, 0, sizeof(DEVMODEW));
1449 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1450 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1451 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1452 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1453 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1454 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1456 /* Make popup window */
1457 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1458 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1459 *(pPresentationParameters->BackBufferWidth),
1460 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1462 /* For GetDisplayMode */
1463 This->ddraw_width = devmode.dmPelsWidth;
1464 This->ddraw_height = devmode.dmPelsHeight;
1465 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1467 /* And finally clip mouse to our screen */
1468 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1469 ClipCursor(&clip_rc);
1473 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1474 * then the corresponding dimension of the client area of the hDeviceWindow
1475 * (or the focus window, if hDeviceWindow is NULL) is taken.
1476 **********************/
1478 if (*(pPresentationParameters->Windowed) &&
1479 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1480 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1483 GetClientRect(object->win_handle, &Rect);
1485 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1486 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1487 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1489 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1490 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1491 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1495 /*********************
1496 * finish off parameter initialization
1497 *******************/
1499 /* Put the correct figures in the presentation parameters */
1500 TRACE("Copying across presentation parameters\n");
1501 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1502 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1503 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1504 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1505 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1506 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1507 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1508 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1509 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1510 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1511 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1512 object->presentParms.Flags = *(pPresentationParameters->Flags);
1513 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1514 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1517 /*********************
1518 * Create the back, front and stencil buffers
1519 *******************/
1521 TRACE("calling rendertarget CB\n");
1522 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1524 object->presentParms.BackBufferWidth,
1525 object->presentParms.BackBufferHeight,
1526 object->presentParms.BackBufferFormat,
1527 object->presentParms.MultiSampleType,
1528 object->presentParms.MultiSampleQuality,
1529 TRUE /* Lockable */,
1530 &object->frontBuffer,
1531 NULL /* pShared (always null)*/);
1532 if (object->frontBuffer != NULL)
1533 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1535 if(object->presentParms.BackBufferCount > 0) {
1538 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1539 if(!object->backBuffer) {
1540 ERR("Out of memory\n");
1542 if (object->frontBuffer) {
1543 IUnknown *bufferParent;
1544 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1545 IUnknown_Release(bufferParent); /* once for the get parent */
1546 if (IUnknown_Release(bufferParent) > 0) {
1547 FIXME("(%p) Something's still holding the front buffer\n",This);
1550 HeapFree(GetProcessHeap(), 0, object);
1551 return E_OUTOFMEMORY;
1554 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1555 TRACE("calling rendertarget CB\n");
1556 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1558 object->presentParms.BackBufferWidth,
1559 object->presentParms.BackBufferHeight,
1560 object->presentParms.BackBufferFormat,
1561 object->presentParms.MultiSampleType,
1562 object->presentParms.MultiSampleQuality,
1563 TRUE /* Lockable */,
1564 &object->backBuffer[i],
1565 NULL /* pShared (always null)*/);
1566 if(hr == WINED3D_OK && object->backBuffer[i]) {
1567 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1573 object->backBuffer = NULL;
1576 if (object->backBuffer != NULL) {
1578 glDrawBuffer(GL_BACK);
1579 checkGLcall("glDrawBuffer(GL_BACK)");
1582 /* Single buffering - draw to front buffer */
1584 glDrawBuffer(GL_FRONT);
1585 checkGLcall("glDrawBuffer(GL_FRONT)");
1589 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1590 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1591 TRACE("Creating depth stencil buffer\n");
1592 if (This->depthStencilBuffer == NULL ) {
1593 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1595 object->presentParms.BackBufferWidth,
1596 object->presentParms.BackBufferHeight,
1597 object->presentParms.AutoDepthStencilFormat,
1598 object->presentParms.MultiSampleType,
1599 object->presentParms.MultiSampleQuality,
1600 FALSE /* FIXME: Discard */,
1601 &This->depthStencilBuffer,
1602 NULL /* pShared (always null)*/ );
1603 if (This->depthStencilBuffer != NULL)
1604 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1607 /** TODO: A check on width, height and multisample types
1608 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1609 ****************************/
1610 object->wantsDepthStencilBuffer = TRUE;
1612 object->wantsDepthStencilBuffer = FALSE;
1615 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1618 /*********************
1619 * init the default renderTarget management
1620 *******************/
1621 object->drawable = object->win;
1622 object->render_ctx = object->glCtx;
1624 if (hr == WINED3D_OK) {
1625 /*********************
1626 * Setup some defaults and clear down the buffers
1627 *******************/
1629 /** save current context and drawable **/
1630 oldContext = glXGetCurrentContext();
1631 oldDrawable = glXGetCurrentDrawable();
1633 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1634 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1635 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1637 checkGLcall("glXMakeCurrent");
1639 TRACE("Setting up the screen\n");
1640 /* Clear the screen */
1641 glClearColor(1.0, 0.0, 0.0, 0.0);
1642 checkGLcall("glClearColor");
1645 glClearStencil(0xffff);
1647 checkGLcall("glClear");
1649 glColor3f(1.0, 1.0, 1.0);
1650 checkGLcall("glColor3f");
1652 glEnable(GL_LIGHTING);
1653 checkGLcall("glEnable");
1655 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1656 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1658 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1659 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1661 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1662 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1664 /* switch back to the original context (if there was one)*/
1665 if (This->swapchains) {
1666 /** TODO: restore the context and drawable **/
1667 glXMakeCurrent(object->display, oldDrawable, oldContext);
1670 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1671 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1672 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1673 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1674 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1678 TRACE("Set swapchain to %p\n", object);
1679 } else { /* something went wrong so clean up */
1680 IUnknown* bufferParent;
1681 if (object->frontBuffer) {
1683 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1684 IUnknown_Release(bufferParent); /* once for the get parent */
1685 if (IUnknown_Release(bufferParent) > 0) {
1686 FIXME("(%p) Something's still holding the front buffer\n",This);
1689 if (object->backBuffer) {
1691 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1692 if(object->backBuffer[i]) {
1693 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1694 IUnknown_Release(bufferParent); /* once for the get parent */
1695 if (IUnknown_Release(bufferParent) > 0) {
1696 FIXME("(%p) Something's still holding the back buffer\n",This);
1700 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1701 object->backBuffer = NULL;
1703 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1704 /* Clean up the context */
1705 /* check that we are the current context first (we shouldn't be though!) */
1706 if (object->glCtx != 0) {
1707 if(glXGetCurrentContext() == object->glCtx) {
1708 glXMakeCurrent(object->display, None, NULL);
1710 glXDestroyContext(object->display, object->glCtx);
1712 HeapFree(GetProcessHeap(), 0, object);
1719 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1720 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1722 TRACE("(%p)\n", This);
1724 return This->NumberOfSwapChains;
1727 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1729 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1731 if(iSwapChain < This->NumberOfSwapChains) {
1732 *pSwapChain = This->swapchains[iSwapChain];
1733 IWineD3DSwapChain_AddRef(*pSwapChain);
1734 TRACE("(%p) returning %p\n", This, *pSwapChain);
1737 TRACE("Swapchain out of range\n");
1739 return WINED3DERR_INVALIDCALL;
1744 * Vertex Declaration
1746 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748 IWineD3DVertexDeclarationImpl *object = NULL;
1749 HRESULT hr = WINED3D_OK;
1750 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1751 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1754 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1759 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1760 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1762 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1763 HRESULT hr = WINED3D_OK;
1764 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1765 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1767 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1769 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1770 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1771 if (pDeclaration != NULL) {
1772 IWineD3DVertexDeclaration *vertexDeclaration;
1773 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1774 if (WINED3D_OK == hr) {
1775 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1776 object->vertexDeclaration = vertexDeclaration;
1778 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1779 IWineD3DVertexShader_Release(*ppVertexShader);
1780 return WINED3DERR_INVALIDCALL;
1784 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1786 if (WINED3D_OK != hr) {
1787 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1788 IWineD3DVertexShader_Release(*ppVertexShader);
1789 return WINED3DERR_INVALIDCALL;
1792 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1793 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1804 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1805 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1806 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1807 HRESULT hr = WINED3D_OK;
1809 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1810 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1811 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1812 if (WINED3D_OK == hr) {
1813 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1815 WARN("(%p) : Failed to create pixel shader\n", This);
1821 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1822 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1823 IWineD3DPaletteImpl *object;
1825 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1827 /* Create the new object */
1828 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1830 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1831 return E_OUTOFMEMORY;
1834 object->lpVtbl = &IWineD3DPalette_Vtbl;
1836 object->Flags = Flags;
1837 object->parent = Parent;
1838 object->wineD3DDevice = This;
1839 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1841 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1844 HeapFree( GetProcessHeap(), 0, object);
1845 return E_OUTOFMEMORY;
1848 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1850 IWineD3DPalette_Release((IWineD3DPalette *) object);
1854 *Palette = (IWineD3DPalette *) object;
1859 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1860 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1861 IWineD3DSwapChainImpl *swapchain;
1864 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1865 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1867 /* TODO: Test if OpenGL is compiled in and loaded */
1869 /* Initialize the texture unit mapping to a 1:1 mapping */
1870 for(state = 0; state < MAX_SAMPLERS; state++) {
1871 This->texUnitMap[state] = state;
1873 This->oneToOneTexUnitMap = TRUE;
1875 /* Setup the implicit swapchain */
1876 TRACE("Creating implicit swapchain\n");
1877 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
1878 WARN("Failed to create implicit swapchain\n");
1879 return WINED3DERR_INVALIDCALL;
1882 This->NumberOfSwapChains = 1;
1883 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1884 if(!This->swapchains) {
1885 ERR("Out of memory!\n");
1886 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1887 return E_OUTOFMEMORY;
1889 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1891 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1892 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1893 This->render_targets[0] = swapchain->backBuffer[0];
1896 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1897 This->render_targets[0] = swapchain->frontBuffer;
1899 IWineD3DSurface_AddRef(This->render_targets[0]);
1900 /* Depth Stencil support */
1901 This->stencilBufferTarget = This->depthStencilBuffer;
1902 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1903 set_depth_stencil_fbo(iface, This->depthStencilBuffer);
1905 if (NULL != This->stencilBufferTarget) {
1906 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1909 /* Set up some starting GL setup */
1912 * Initialize openGL extension related variables
1913 * with Default values
1916 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
1917 /* Setup all the devices defaults */
1918 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1920 IWineD3DImpl_CheckGraphicsMemory();
1924 /* Initialize our list of GLSL programs */
1925 list_init(&This->glsl_shader_progs);
1927 { /* Set a default viewport */
1931 vp.Width = *(pPresentationParameters->BackBufferWidth);
1932 vp.Height = *(pPresentationParameters->BackBufferHeight);
1935 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1938 /* Initialize the current view state */
1939 This->view_ident = 1;
1940 This->last_was_rhw = 0;
1941 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1942 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1944 /* Clear the screen */
1945 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
1947 /* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
1948 * This might create a problem in 2 situations:
1949 * ->The D3D default value is 0, but the opengl default value is something else
1950 * ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
1952 for(state = 0; state <= STATE_HIGHEST; state++) {
1953 IWineD3DDeviceImpl_MarkStateDirty(This, state);
1956 This->d3d_initialized = TRUE;
1960 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1961 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1964 TRACE("(%p)\n", This);
1966 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1968 /* Delete the mouse cursor texture */
1969 if(This->cursorTexture) {
1971 glDeleteTextures(1, &This->cursorTexture);
1973 This->cursorTexture = 0;
1976 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
1977 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1980 /* Release the buffers (with sanity checks)*/
1981 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1982 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1983 if(This->depthStencilBuffer != This->stencilBufferTarget)
1984 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1986 This->stencilBufferTarget = NULL;
1988 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1989 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1990 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1992 TRACE("Setting rendertarget to NULL\n");
1993 This->render_targets[0] = NULL;
1995 if (This->depthStencilBuffer) {
1996 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1997 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1999 This->depthStencilBuffer = NULL;
2002 for(i=0; i < This->NumberOfSwapChains; i++) {
2003 TRACE("Releasing the implicit swapchain %d\n", i);
2004 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2005 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2009 HeapFree(GetProcessHeap(), 0, This->swapchains);
2010 This->swapchains = NULL;
2011 This->NumberOfSwapChains = 0;
2013 This->d3d_initialized = FALSE;
2017 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2019 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2021 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2022 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2023 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2026 This->ddraw_fullscreen = fullscreen;
2029 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2030 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2034 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2036 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2038 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2039 /* Ignore some modes if a description was passed */
2040 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2041 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2042 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2044 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2046 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2053 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2057 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2060 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2062 /* Resize the screen even without a window:
2063 * The app could have unset it with SetCooperativeLevel, but not called
2064 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2065 * but we don't have any hwnd
2068 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2069 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2070 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2071 devmode.dmPelsWidth = pMode->Width;
2072 devmode.dmPelsHeight = pMode->Height;
2074 devmode.dmDisplayFrequency = pMode->RefreshRate;
2075 if (pMode->RefreshRate != 0) {
2076 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2079 /* Only change the mode if necessary */
2080 if( (This->ddraw_width == pMode->Width) &&
2081 (This->ddraw_height == pMode->Height) &&
2082 (This->ddraw_format == pMode->Format) &&
2083 (pMode->RefreshRate == 0) ) {
2087 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2088 if (ret != DISP_CHANGE_SUCCESSFUL) {
2089 if(devmode.dmDisplayFrequency != 0) {
2090 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2091 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2092 devmode.dmDisplayFrequency = 0;
2093 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2095 if(ret != DISP_CHANGE_SUCCESSFUL) {
2096 return DDERR_INVALIDMODE;
2100 /* Store the new values */
2101 This->ddraw_width = pMode->Width;
2102 This->ddraw_height = pMode->Height;
2103 This->ddraw_format = pMode->Format;
2105 /* Only do this with a window of course */
2106 if(This->ddraw_window)
2107 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2109 /* And finally clip mouse to our screen */
2110 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2111 ClipCursor(&clip_rc);
2116 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2117 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2118 *ppD3D= This->wineD3D;
2119 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2120 IWineD3D_AddRef(*ppD3D);
2124 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2125 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2126 * into the video ram as possible and seeing how many fit
2127 * you can also get the correct initial value from nvidia and ATI's driver via X
2128 * texture memory is video memory + AGP memory
2129 *******************/
2130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2131 static BOOL showfixmes = TRUE;
2133 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2134 (wined3d_settings.emulated_textureram/(1024*1024)),
2135 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2138 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2139 (wined3d_settings.emulated_textureram/(1024*1024)),
2140 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2141 /* return simulated texture memory left */
2142 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2150 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2151 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2153 /* Update the current state block */
2154 This->updateStateBlock->changed.fvf = TRUE;
2155 This->updateStateBlock->set.fvf = TRUE;
2157 if(This->updateStateBlock->fvf == fvf) {
2158 TRACE("Application is setting the old fvf over, nothing to do\n");
2162 This->updateStateBlock->fvf = fvf;
2163 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2164 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2169 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2171 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2172 *pfvf = This->stateBlock->fvf;
2177 * Get / Set Stream Source
2179 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2180 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2181 IWineD3DVertexBuffer *oldSrc;
2183 /**TODO: instance and index data, see
2184 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2186 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2189 /* D3d9 only, but shouldn't hurt d3d8 */
2192 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2194 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2195 FIXME("stream index data not supported\n");
2197 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2198 FIXME("stream instance data not supported\n");
2202 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2204 if (StreamNumber >= MAX_STREAMS) {
2205 WARN("Stream out of range %d\n", StreamNumber);
2206 return WINED3DERR_INVALIDCALL;
2209 oldSrc = This->stateBlock->streamSource[StreamNumber];
2210 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2212 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2213 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2215 if(oldSrc == pStreamData &&
2216 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2217 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes &&
2218 This->updateStateBlock->streamFlags[StreamNumber] == streamFlags) {
2219 TRACE("Application is setting the old values over, nothing to do\n");
2223 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2225 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2226 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2228 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2230 /* Handle recording of state blocks */
2231 if (This->isRecordingState) {
2232 TRACE("Recording... not performing anything\n");
2236 /* Same stream object: no action */
2237 if (oldSrc == pStreamData)
2240 /* Need to do a getParent and pass the reffs up */
2241 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2242 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2243 so for now, just count internally */
2244 if (pStreamData != NULL) {
2245 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2246 InterlockedIncrement(&vbImpl->bindCount);
2248 if (oldSrc != NULL) {
2249 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2252 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2257 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2261 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2262 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2265 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2267 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2268 FIXME("stream index data not supported\n");
2270 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2271 FIXME("stream instance data not supported\n");
2275 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2277 if (StreamNumber >= MAX_STREAMS) {
2278 WARN("Stream out of range %d\n", StreamNumber);
2279 return WINED3DERR_INVALIDCALL;
2281 *pStream = This->stateBlock->streamSource[StreamNumber];
2282 *pStride = This->stateBlock->streamStride[StreamNumber];
2284 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2287 if (*pStream != NULL) {
2288 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2293 /*Should be quite easy, just an extension of vertexdata
2295 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2297 The divider is a bit odd though
2299 VertexOffset = StartVertex / Divider * StreamStride +
2300 VertexIndex / Divider * StreamStride + StreamOffset
2303 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2306 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2307 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2309 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2310 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2311 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2313 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2314 FIXME("Stream indexing not fully supported\n");
2320 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2321 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2323 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2324 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2326 TRACE("(%p) : returning %d\n", This, *Divider);
2332 * Get / Set & Multiply Transform
2334 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2337 /* Most of this routine, comments included copied from ddraw tree initially: */
2338 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2340 /* Handle recording of state blocks */
2341 if (This->isRecordingState) {
2342 TRACE("Recording... not performing anything\n");
2343 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2344 This->updateStateBlock->set.transform[d3dts] = TRUE;
2345 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2350 * If the new matrix is the same as the current one,
2351 * we cut off any further processing. this seems to be a reasonable
2352 * optimization because as was noticed, some apps (warcraft3 for example)
2353 * tend towards setting the same matrix repeatedly for some reason.
2355 * From here on we assume that the new matrix is different, wherever it matters.
2357 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2358 TRACE("The app is setting the same matrix over again\n");
2361 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2365 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2366 where ViewMat = Camera space, WorldMat = world space.
2368 In OpenGL, camera and world space is combined into GL_MODELVIEW
2369 matrix. The Projection matrix stay projection matrix.
2372 /* Capture the times we can just ignore the change for now */
2373 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2374 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2375 /* Handled by the state manager */
2378 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2382 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2383 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2384 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2385 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2389 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2390 WINED3DMATRIX *mat = NULL;
2393 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2394 * below means it will be recorded in a state block change, but it
2395 * works regardless where it is recorded.
2396 * If this is found to be wrong, change to StateBlock.
2398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2399 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2401 if (State < HIGHEST_TRANSFORMSTATE)
2403 mat = &This->updateStateBlock->transforms[State];
2405 FIXME("Unhandled transform state!!\n");
2408 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2410 /* Apply change via set transform - will reapply to eg. lights this way */
2411 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2417 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2418 you can reference any indexes you want as long as that number max are enabled at any
2419 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2420 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2421 but when recording, just build a chain pretty much of commands to be replayed. */
2423 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2425 PLIGHTINFOEL *object, *temp;
2427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2428 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2430 /* If recording state block, just add to end of lights chain */
2431 if (This->isRecordingState) {
2432 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2433 if (NULL == object) {
2434 return WINED3DERR_OUTOFVIDEOMEMORY;
2436 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2437 object->OriginalIndex = Index;
2438 object->glIndex = -1;
2439 object->changed = TRUE;
2441 /* Add to the END of the chain of lights changes to be replayed */
2442 if (This->updateStateBlock->lights == NULL) {
2443 This->updateStateBlock->lights = object;
2445 temp = This->updateStateBlock->lights;
2446 while (temp->next != NULL) temp=temp->next;
2447 temp->next = object;
2449 TRACE("Recording... not performing anything more\n");
2453 /* Ok, not recording any longer so do real work */
2454 object = This->stateBlock->lights;
2455 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2457 /* If we didn't find it in the list of lights, time to add it */
2458 if (object == NULL) {
2459 PLIGHTINFOEL *insertAt,*prevPos;
2461 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2462 if (NULL == object) {
2463 return WINED3DERR_OUTOFVIDEOMEMORY;
2465 object->OriginalIndex = Index;
2466 object->glIndex = -1;
2468 /* Add it to the front of list with the idea that lights will be changed as needed
2469 BUT after any lights currently assigned GL indexes */
2470 insertAt = This->stateBlock->lights;
2472 while (insertAt != NULL && insertAt->glIndex != -1) {
2474 insertAt = insertAt->next;
2477 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2478 This->stateBlock->lights = object;
2479 } else if (insertAt == NULL) { /* End of list */
2480 prevPos->next = object;
2481 object->prev = prevPos;
2482 } else { /* Middle of chain */
2483 if (prevPos == NULL) {
2484 This->stateBlock->lights = object;
2486 prevPos->next = object;
2488 object->prev = prevPos;
2489 object->next = insertAt;
2490 insertAt->prev = object;
2494 /* Initialize the object */
2495 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,
2496 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2497 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2498 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2499 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2500 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2501 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2503 /* Save away the information */
2504 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2506 switch (pLight->Type) {
2507 case WINED3DLIGHT_POINT:
2509 object->lightPosn[0] = pLight->Position.x;
2510 object->lightPosn[1] = pLight->Position.y;
2511 object->lightPosn[2] = pLight->Position.z;
2512 object->lightPosn[3] = 1.0f;
2513 object->cutoff = 180.0f;
2517 case WINED3DLIGHT_DIRECTIONAL:
2519 object->lightPosn[0] = -pLight->Direction.x;
2520 object->lightPosn[1] = -pLight->Direction.y;
2521 object->lightPosn[2] = -pLight->Direction.z;
2522 object->lightPosn[3] = 0.0;
2523 object->exponent = 0.0f;
2524 object->cutoff = 180.0f;
2527 case WINED3DLIGHT_SPOT:
2529 object->lightPosn[0] = pLight->Position.x;
2530 object->lightPosn[1] = pLight->Position.y;
2531 object->lightPosn[2] = pLight->Position.z;
2532 object->lightPosn[3] = 1.0;
2535 object->lightDirn[0] = pLight->Direction.x;
2536 object->lightDirn[1] = pLight->Direction.y;
2537 object->lightDirn[2] = pLight->Direction.z;
2538 object->lightDirn[3] = 1.0;
2541 * opengl-ish and d3d-ish spot lights use too different models for the
2542 * light "intensity" as a function of the angle towards the main light direction,
2543 * so we only can approximate very roughly.
2544 * however spot lights are rather rarely used in games (if ever used at all).
2545 * furthermore if still used, probably nobody pays attention to such details.
2547 if (pLight->Falloff == 0) {
2550 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2552 if (rho < 0.0001) rho = 0.0001f;
2553 object->exponent = -0.3/log(cos(rho/2));
2554 if (object->exponent > 128.0) {
2555 object->exponent = 128.0;
2557 object->cutoff = pLight->Phi*90/M_PI;
2563 FIXME("Unrecognized light type %d\n", pLight->Type);
2566 /* Update the live definitions if the light is currently assigned a glIndex */
2567 if (object->glIndex != -1) {
2568 setup_light(iface, object->glIndex, object);
2573 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2574 PLIGHTINFOEL *lightInfo = NULL;
2575 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2576 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2578 /* Locate the light in the live lights */
2579 lightInfo = This->stateBlock->lights;
2580 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2582 if (lightInfo == NULL) {
2583 TRACE("Light information requested but light not defined\n");
2584 return WINED3DERR_INVALIDCALL;
2587 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2592 * Get / Set Light Enable
2593 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2595 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2596 PLIGHTINFOEL *lightInfo = NULL;
2597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2598 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2600 /* Tests show true = 128...not clear why */
2602 Enable = Enable? 128: 0;
2604 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2605 if (This->isRecordingState) {
2606 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2607 if (NULL == lightInfo) {
2608 return WINED3DERR_OUTOFVIDEOMEMORY;
2610 lightInfo->OriginalIndex = Index;
2611 lightInfo->glIndex = -1;
2612 lightInfo->enabledChanged = TRUE;
2613 lightInfo->lightEnabled = Enable;
2615 /* Add to the END of the chain of lights changes to be replayed */
2616 if (This->updateStateBlock->lights == NULL) {
2617 This->updateStateBlock->lights = lightInfo;
2619 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2620 while (temp->next != NULL) temp=temp->next;
2621 temp->next = lightInfo;
2623 TRACE("Recording... not performing anything more\n");
2627 /* Not recording... So, locate the light in the live lights */
2628 lightInfo = This->stateBlock->lights;
2629 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2631 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2632 if (lightInfo == NULL) {
2634 TRACE("Light enabled requested but light not defined, so defining one!\n");
2635 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2637 /* Search for it again! Should be fairly quick as near head of list */
2638 lightInfo = This->stateBlock->lights;
2639 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2640 if (lightInfo == NULL) {
2641 FIXME("Adding default lights has failed dismally\n");
2642 return WINED3DERR_INVALIDCALL;
2646 /* OK, we now have a light... */
2649 /* If we are disabling it, check it was enabled, and
2650 still only do something if it has assigned a glIndex (which it should have!) */
2651 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2652 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2654 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2655 checkGLcall("glDisable GL_LIGHT0+Index");
2658 TRACE("Nothing to do as light was not enabled\n");
2660 lightInfo->lightEnabled = Enable;
2663 /* We are enabling it. If it is enabled, it's really simple */
2664 if (lightInfo->lightEnabled) {
2666 TRACE("Nothing to do as light was enabled\n");
2668 /* If it already has a glIndex, it's still simple */
2669 } else if (lightInfo->glIndex != -1) {
2670 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2671 lightInfo->lightEnabled = Enable;
2673 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2674 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2677 /* Otherwise got to find space - lights are ordered gl indexes first */
2679 PLIGHTINFOEL *bsf = NULL;
2680 PLIGHTINFOEL *pos = This->stateBlock->lights;
2681 PLIGHTINFOEL *prev = NULL;
2685 /* Try to minimize changes as much as possible */
2686 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2688 /* Try to remember which index can be replaced if necessary */
2689 if (bsf==NULL && !pos->lightEnabled) {
2690 /* Found a light we can replace, save as best replacement */
2694 /* Step to next space */
2700 /* If we have too many active lights, fail the call */
2701 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2702 FIXME("Program requests too many concurrent lights\n");
2703 return WINED3DERR_INVALIDCALL;
2705 /* If we have allocated all lights, but not all are enabled,
2706 reuse one which is not enabled */
2707 } else if (Index == This->maxConcurrentLights) {
2708 /* use bsf - Simply swap the new light and the BSF one */
2709 PLIGHTINFOEL *bsfNext = bsf->next;
2710 PLIGHTINFOEL *bsfPrev = bsf->prev;
2713 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2714 if (bsf->prev != NULL) {
2715 bsf->prev->next = lightInfo;
2717 This->stateBlock->lights = lightInfo;
2720 /* If not side by side, lots of chains to update */
2721 if (bsf->next != lightInfo) {
2722 lightInfo->prev->next = bsf;
2723 bsf->next->prev = lightInfo;
2724 bsf->next = lightInfo->next;
2725 bsf->prev = lightInfo->prev;
2726 lightInfo->next = bsfNext;
2727 lightInfo->prev = bsfPrev;
2731 bsf->prev = lightInfo;
2732 bsf->next = lightInfo->next;
2733 lightInfo->next = bsf;
2734 lightInfo->prev = bsfPrev;
2739 glIndex = bsf->glIndex;
2741 lightInfo->glIndex = glIndex;
2742 lightInfo->lightEnabled = Enable;
2744 /* Finally set up the light in gl itself */
2745 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
2747 setup_light(iface, glIndex, lightInfo);
2748 glEnable(GL_LIGHT0 + glIndex);
2749 checkGLcall("glEnable GL_LIGHT0 new setup");
2752 /* If we reached the end of the allocated lights, with space in the
2753 gl lights, setup a new light */
2754 } else if (pos->glIndex == -1) {
2756 /* We reached the end of the allocated gl lights, so already
2757 know the index of the next one! */
2759 lightInfo->glIndex = glIndex;
2760 lightInfo->lightEnabled = Enable;
2762 /* In an ideal world, it's already in the right place */
2763 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2764 /* No need to move it */
2766 /* Remove this light from the list */
2767 lightInfo->prev->next = lightInfo->next;
2768 if (lightInfo->next != NULL) {
2769 lightInfo->next->prev = lightInfo->prev;
2772 /* Add in at appropriate place (inbetween prev and pos) */
2773 lightInfo->prev = prev;
2774 lightInfo->next = pos;
2776 This->stateBlock->lights = lightInfo;
2778 prev->next = lightInfo;
2781 pos->prev = lightInfo;
2785 /* Finally set up the light in gl itself */
2786 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
2788 setup_light(iface, glIndex, lightInfo);
2789 glEnable(GL_LIGHT0 + glIndex);
2790 checkGLcall("glEnable GL_LIGHT0 new setup");
2799 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2801 PLIGHTINFOEL *lightInfo = NULL;
2802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2803 TRACE("(%p) : for idx(%d)\n", This, Index);
2805 /* Locate the light in the live lights */
2806 lightInfo = This->stateBlock->lights;
2807 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2809 if (lightInfo == NULL) {
2810 TRACE("Light enabled state requested but light not defined\n");
2811 return WINED3DERR_INVALIDCALL;
2813 *pEnable = lightInfo->lightEnabled;
2818 * Get / Set Clip Planes
2820 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2821 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2822 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2824 /* Validate Index */
2825 if (Index >= GL_LIMITS(clipplanes)) {
2826 TRACE("Application has requested clipplane this device doesn't support\n");
2827 return WINED3DERR_INVALIDCALL;
2830 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2831 This->updateStateBlock->set.clipplane[Index] = TRUE;
2832 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2833 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2834 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2835 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2837 /* Handle recording of state blocks */
2838 if (This->isRecordingState) {
2839 TRACE("Recording... not performing anything\n");
2847 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2848 glMatrixMode(GL_MODELVIEW);
2850 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2852 TRACE("Clipplane [%f,%f,%f,%f]\n",
2853 This->updateStateBlock->clipplane[Index][0],
2854 This->updateStateBlock->clipplane[Index][1],
2855 This->updateStateBlock->clipplane[Index][2],
2856 This->updateStateBlock->clipplane[Index][3]);
2857 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2858 checkGLcall("glClipPlane");
2866 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2867 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2868 TRACE("(%p) : for idx %d\n", This, Index);
2870 /* Validate Index */
2871 if (Index >= GL_LIMITS(clipplanes)) {
2872 TRACE("Application has requested clipplane this device doesn't support\n");
2873 return WINED3DERR_INVALIDCALL;
2876 pPlane[0] = This->stateBlock->clipplane[Index][0];
2877 pPlane[1] = This->stateBlock->clipplane[Index][1];
2878 pPlane[2] = This->stateBlock->clipplane[Index][2];
2879 pPlane[3] = This->stateBlock->clipplane[Index][3];
2884 * Get / Set Clip Plane Status
2885 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2887 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2889 FIXME("(%p) : stub\n", This);
2890 if (NULL == pClipStatus) {
2891 return WINED3DERR_INVALIDCALL;
2893 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2894 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2898 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2899 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2900 FIXME("(%p) : stub\n", This);
2901 if (NULL == pClipStatus) {
2902 return WINED3DERR_INVALIDCALL;
2904 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2905 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2910 * Get / Set Material
2912 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2913 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2915 This->updateStateBlock->changed.material = TRUE;
2916 This->updateStateBlock->set.material = TRUE;
2917 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2919 /* Handle recording of state blocks */
2920 if (This->isRecordingState) {
2921 TRACE("Recording... not performing anything\n");
2926 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2927 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2928 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2929 pMaterial->Ambient.b, pMaterial->Ambient.a);
2930 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2931 pMaterial->Specular.b, pMaterial->Specular.a);
2932 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2933 pMaterial->Emissive.b, pMaterial->Emissive.a);
2934 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2936 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2937 checkGLcall("glMaterialfv(GL_AMBIENT)");
2938 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2939 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2941 /* Only change material color if specular is enabled, otherwise it is set to black */
2942 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2943 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2944 checkGLcall("glMaterialfv(GL_SPECULAR");
2946 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2947 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2948 checkGLcall("glMaterialfv(GL_SPECULAR");
2950 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2951 checkGLcall("glMaterialfv(GL_EMISSION)");
2952 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2953 checkGLcall("glMaterialf(GL_SHININESS");
2959 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2960 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2961 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2962 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2963 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2964 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2965 pMaterial->Ambient.b, pMaterial->Ambient.a);
2966 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2967 pMaterial->Specular.b, pMaterial->Specular.a);
2968 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2969 pMaterial->Emissive.b, pMaterial->Emissive.a);
2970 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2978 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2979 UINT BaseVertexIndex) {
2980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2981 IWineD3DIndexBuffer *oldIdxs;
2982 UINT oldBaseIndex = This->updateStateBlock->baseVertexIndex;
2984 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2985 oldIdxs = This->updateStateBlock->pIndexData;
2987 This->updateStateBlock->changed.indices = TRUE;
2988 This->updateStateBlock->set.indices = TRUE;
2989 This->updateStateBlock->pIndexData = pIndexData;
2990 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2992 /* Handle recording of state blocks */
2993 if (This->isRecordingState) {
2994 TRACE("Recording... not performing anything\n");
2998 /* So far only the base vertex index is tracked */
2999 if(BaseVertexIndex != oldBaseIndex) {
3000 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3005 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3006 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3008 *ppIndexData = This->stateBlock->pIndexData;
3010 /* up ref count on ppindexdata */
3012 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3013 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3014 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3016 TRACE("(%p) No index data set\n", This);
3018 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3023 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3024 static HRESULT WINAPI IWineD3DDeviceImpl_SetBasevertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
3025 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3026 TRACE("(%p)->(%d)\n", This, BaseIndex);
3028 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3029 TRACE("Application is setting the old value over, nothing to do\n");
3033 This->updateStateBlock->baseVertexIndex = BaseIndex;
3035 if (This->isRecordingState) {
3036 TRACE("Recording... not performing anything\n");
3039 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3044 * Get / Set Viewports
3046 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3047 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3049 TRACE("(%p)\n", This);
3050 This->updateStateBlock->changed.viewport = TRUE;
3051 This->updateStateBlock->set.viewport = TRUE;
3052 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3054 /* Handle recording of state blocks */
3055 if (This->isRecordingState) {
3056 TRACE("Recording... not performing anything\n");
3060 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3061 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3063 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3068 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3069 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3070 TRACE("(%p)\n", This);
3071 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3076 * Get / Set Render States
3077 * TODO: Verify against dx9 definitions
3079 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3081 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3082 DWORD oldValue = This->stateBlock->renderState[State];
3084 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3086 This->updateStateBlock->changed.renderState[State] = TRUE;
3087 This->updateStateBlock->set.renderState[State] = TRUE;
3088 This->updateStateBlock->renderState[State] = Value;
3090 /* Handle recording of state blocks */
3091 if (This->isRecordingState) {
3092 TRACE("Recording... not performing anything\n");
3096 /* Compared here and not before the assignment to allow proper stateblock recording */
3097 if(Value == oldValue) {
3098 TRACE("Application is setting the old value over, nothing to do\n");
3100 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3106 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3107 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3108 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3109 *pValue = This->stateBlock->renderState[State];
3114 * Get / Set Sampler States
3115 * TODO: Verify against dx9 definitions
3118 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3120 DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
3123 * SetSampler is designed to allow for more than the standard up to 8 textures
3124 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3125 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3127 * http://developer.nvidia.com/object/General_FAQ.html#t6
3129 * There are two new settings for GForce
3131 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3132 * and the texture one:
3133 * GL_MAX_TEXTURE_COORDS_ARB.
3134 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3136 /** NOTE: States are applied in IWineD3DBaseTextre ApplyStateChanges the sampler state handler**/
3137 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3138 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
3139 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
3140 return WINED3DERR_INVALIDCALL;
3143 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
3144 debug_d3dsamplerstate(Type), Type, Value);
3145 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3146 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3147 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3149 /* Handle recording of state blocks */
3150 if (This->isRecordingState) {
3151 TRACE("Recording... not performing anything\n");
3155 if(oldValue == Value) {
3156 TRACE("Application is setting the old value over, nothing to do\n");
3160 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3165 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3166 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3167 /** TODO: check that sampler is in range **/
3168 *Value = This->stateBlock->samplerState[Sampler][Type];
3169 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
3174 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3175 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3179 This->updateStateBlock->set.scissorRect = TRUE;
3180 This->updateStateBlock->changed.scissorRect = TRUE;
3181 memcpy(&This->updateStateBlock->scissorRect, pRect, sizeof(*pRect));
3183 if(This->isRecordingState) {
3184 TRACE("Recording... not performing anything\n");
3188 GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
3189 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3190 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3192 winHeight = windowRect.bottom - windowRect.top;
3193 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
3194 pRect->right - pRect->left, pRect->bottom - pRect->top);
3196 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3197 checkGLcall("glScissor");
3203 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3206 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
3207 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3211 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3212 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3213 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3215 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3217 This->updateStateBlock->vertexDecl = pDecl;
3218 This->updateStateBlock->changed.vertexDecl = TRUE;
3219 This->updateStateBlock->set.vertexDecl = TRUE;
3221 if (This->isRecordingState) {
3222 TRACE("Recording... not performing anything\n");
3224 } else if(pDecl == oldDecl) {
3225 /* Checked after the assignment to allow proper stateblock recording */
3226 TRACE("Application is setting the old declaration over, nothing to do\n");
3230 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3234 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3235 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3237 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3239 *ppDecl = This->stateBlock->vertexDecl;
3240 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3244 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3246 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3248 This->updateStateBlock->vertexShader = pShader;
3249 This->updateStateBlock->changed.vertexShader = TRUE;
3250 This->updateStateBlock->set.vertexShader = TRUE;
3252 if (This->isRecordingState) {
3253 TRACE("Recording... not performing anything\n");
3255 } else if(oldShader == pShader) {
3256 /* Checked here to allow proper stateblock recording */
3257 TRACE("App is setting the old shader over, nothing to do\n");
3261 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3263 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3268 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3271 if (NULL == ppShader) {
3272 return WINED3DERR_INVALIDCALL;
3274 *ppShader = This->stateBlock->vertexShader;
3275 if( NULL != *ppShader)
3276 IWineD3DVertexShader_AddRef(*ppShader);
3278 TRACE("(%p) : returning %p\n", This, *ppShader);
3282 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3283 IWineD3DDevice *iface,
3285 CONST BOOL *srcData,
3288 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3289 int i, cnt = min(count, MAX_CONST_B - start);
3291 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3292 iface, srcData, start, count);
3294 if (srcData == NULL || cnt < 0)
3295 return WINED3DERR_INVALIDCALL;
3297 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3298 for (i = 0; i < cnt; i++)
3299 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3301 for (i = start; i < cnt + start; ++i) {
3302 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3303 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3306 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3311 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3312 IWineD3DDevice *iface,
3317 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3318 int cnt = min(count, MAX_CONST_B - start);
3320 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3321 iface, dstData, start, count);
3323 if (dstData == NULL || cnt < 0)
3324 return WINED3DERR_INVALIDCALL;
3326 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3330 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3331 IWineD3DDevice *iface,
3336 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3337 int i, cnt = min(count, MAX_CONST_I - start);
3339 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3340 iface, srcData, start, count);
3342 if (srcData == NULL || cnt < 0)
3343 return WINED3DERR_INVALIDCALL;
3345 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3346 for (i = 0; i < cnt; i++)
3347 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3348 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3350 for (i = start; i < cnt + start; ++i) {
3351 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3352 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3355 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3360 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3361 IWineD3DDevice *iface,
3366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3367 int cnt = min(count, MAX_CONST_I - start);
3369 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3370 iface, dstData, start, count);
3372 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3373 return WINED3DERR_INVALIDCALL;
3375 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3379 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3380 IWineD3DDevice *iface,
3382 CONST float *srcData,
3385 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3386 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3388 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3389 iface, srcData, start, count);
3391 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
3392 return WINED3DERR_INVALIDCALL;
3394 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3395 for (i = 0; i < cnt; i++)
3396 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3397 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3399 for (i = start; i < cnt + start; ++i) {
3400 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3401 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3403 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3404 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3406 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3409 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3414 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3415 IWineD3DDevice *iface,
3420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3421 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3423 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3424 iface, dstData, start, count);
3426 if (dstData == NULL || cnt < 0)
3427 return WINED3DERR_INVALIDCALL;
3429 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3433 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3435 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3436 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3440 static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3442 /* This code can assume that GL_NV_register_combiners are supported, otherwise
3443 * it is never called.
3446 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3447 * that would be really messy and require shader recompilation
3448 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3449 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3450 * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
3451 * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
3453 if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3454 if(This->oneToOneTexUnitMap) {
3455 TRACE("Not touching 1:1 map\n");
3458 TRACE("Restoring 1:1 texture unit mapping\n");
3459 /* Restore a 1:1 mapping */
3460 for(i = 0; i < MAX_SAMPLERS; i++) {
3461 if(This->texUnitMap[i] != i) {
3462 This->texUnitMap[i] = i;
3463 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3464 markTextureStagesDirty(This, i);
3467 This->oneToOneTexUnitMap = TRUE;
3470 /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
3471 * First, see if we can succeed at all
3474 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3475 if(This->stateBlock->textures[i] == NULL) tex++;
3478 if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
3479 FIXME("Too many bound textures to support the combiner settings\n");
3483 /* Now work out the mapping */
3485 This->oneToOneTexUnitMap = FALSE;
3486 WARN("Non 1:1 mapping UNTESTED!\n");
3487 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3488 /* Skip NULL textures */
3489 if (!This->stateBlock->textures[i]) {
3490 /* Map to -1, so the check below doesn't fail if a non-NULL
3491 * texture is set on this stage */
3492 TRACE("Mapping texture stage %d to -1\n", i);
3493 This->texUnitMap[i] = -1;
3498 TRACE("Mapping texture stage %d to unit %d\n", i, tex);
3499 if(This->texUnitMap[i] != tex) {
3500 This->texUnitMap[i] = tex;
3501 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3502 markTextureStagesDirty(This, i);
3510 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3512 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3513 This->updateStateBlock->pixelShader = pShader;
3514 This->updateStateBlock->changed.pixelShader = TRUE;
3515 This->updateStateBlock->set.pixelShader = TRUE;
3517 /* Handle recording of state blocks */
3518 if (This->isRecordingState) {
3519 TRACE("Recording... not performing anything\n");
3522 if (This->isRecordingState) {
3523 TRACE("Recording... not performing anything\n");
3527 if(pShader == oldShader) {
3528 TRACE("App is setting the old pixel shader over, nothing to do\n");
3532 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3533 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3535 /* Rebuild the texture unit mapping if nvrc's are supported */
3536 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3537 IWineD3DDeviceImpl_FindTexUnitMap(This);
3543 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3546 if (NULL == ppShader) {
3547 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3548 return WINED3DERR_INVALIDCALL;
3551 *ppShader = This->stateBlock->pixelShader;
3552 if (NULL != *ppShader) {
3553 IWineD3DPixelShader_AddRef(*ppShader);
3555 TRACE("(%p) : returning %p\n", This, *ppShader);
3559 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3560 IWineD3DDevice *iface,
3562 CONST BOOL *srcData,
3565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3566 int i, cnt = min(count, MAX_CONST_B - start);
3568 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3569 iface, srcData, start, count);
3571 if (srcData == NULL || cnt < 0)
3572 return WINED3DERR_INVALIDCALL;
3574 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3575 for (i = 0; i < cnt; i++)
3576 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3578 for (i = start; i < cnt + start; ++i) {
3579 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3580 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3583 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3588 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3589 IWineD3DDevice *iface,
3594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3595 int cnt = min(count, MAX_CONST_B - start);
3597 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3598 iface, dstData, start, count);
3600 if (dstData == NULL || cnt < 0)
3601 return WINED3DERR_INVALIDCALL;
3603 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3607 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3608 IWineD3DDevice *iface,
3613 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3614 int i, cnt = min(count, MAX_CONST_I - start);
3616 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3617 iface, srcData, start, count);
3619 if (srcData == NULL || cnt < 0)
3620 return WINED3DERR_INVALIDCALL;
3622 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3623 for (i = 0; i < cnt; i++)
3624 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3625 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3627 for (i = start; i < cnt + start; ++i) {
3628 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3629 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3632 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3637 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3638 IWineD3DDevice *iface,
3643 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3644 int cnt = min(count, MAX_CONST_I - start);
3646 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3647 iface, dstData, start, count);
3649 if (dstData == NULL || cnt < 0)
3650 return WINED3DERR_INVALIDCALL;
3652 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3656 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3657 IWineD3DDevice *iface,
3659 CONST float *srcData,
3662 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3663 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3665 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3666 iface, srcData, start, count);
3668 if (srcData == NULL || cnt < 0)
3669 return WINED3DERR_INVALIDCALL;
3671 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3672 for (i = 0; i < cnt; i++)
3673 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3674 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3676 for (i = start; i < cnt + start; ++i) {
3677 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3678 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3680 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3681 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3683 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3686 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3691 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3692 IWineD3DDevice *iface,
3697 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3698 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3700 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3701 iface, dstData, start, count);
3703 if (dstData == NULL || cnt < 0)
3704 return WINED3DERR_INVALIDCALL;
3706 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3710 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3712 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3713 char *dest_ptr, *dest_conv = NULL;
3715 DWORD DestFVF = dest->fvf;
3717 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3721 if (SrcFVF & WINED3DFVF_NORMAL) {
3722 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3725 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
3726 ERR("Source has no position mask\n");
3727 return WINED3DERR_INVALIDCALL;
3730 /* We might access VBOs from this code, so hold the lock */
3733 if (dest->resource.allocatedMemory == NULL) {
3734 /* This may happen if we do direct locking into a vbo. Unlikely,
3735 * but theoretically possible(ddraw processvertices test)
3737 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3738 if(!dest->resource.allocatedMemory) {
3740 ERR("Out of memory\n");
3741 return E_OUTOFMEMORY;
3745 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3746 checkGLcall("glBindBufferARB");
3747 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3749 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3751 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3752 checkGLcall("glUnmapBufferARB");
3756 /* Get a pointer into the destination vbo(create one if none exists) and
3757 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3759 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3764 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3765 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
3767 ERR("glMapBuffer failed\n");
3768 /* Continue without storing converted vertices */
3773 * a) WINED3DRS_CLIPPING is enabled
3774 * b) WINED3DVOP_CLIP is passed
3776 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3777 static BOOL warned = FALSE;
3779 * The clipping code is not quite correct. Some things need
3780 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3781 * so disable clipping for now.
3782 * (The graphics in Half-Life are broken, and my processvertices
3783 * test crashes with IDirect3DDevice3)
3789 FIXME("Clipping is broken and disabled for now\n");
3791 } else doClip = FALSE;
3792 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3794 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3797 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3800 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3801 WINED3DTS_PROJECTION,
3803 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3804 WINED3DTS_WORLDMATRIX(0),
3807 TRACE("View mat:\n");
3808 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);
3809 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);
3810 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);
3811 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);
3813 TRACE("Proj mat:\n");
3814 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);
3815 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);
3816 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);
3817 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);
3819 TRACE("World mat:\n");
3820 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);
3821 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);
3822 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);
3823 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);
3825 /* Get the viewport */
3826 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3827 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3828 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3830 multiply_matrix(&mat,&view_mat,&world_mat);
3831 multiply_matrix(&mat,&proj_mat,&mat);
3833 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3835 for (i = 0; i < dwCount; i+= 1) {
3836 unsigned int tex_index;
3838 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3839 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3840 /* The position first */
3842 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3844 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3846 /* Multiplication with world, view and projection matrix */
3847 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);
3848 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);
3849 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);
3850 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);
3852 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3854 /* WARNING: The following things are taken from d3d7 and were not yet checked
3855 * against d3d8 or d3d9!
3858 /* Clipping conditions: From
3859 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3861 * A vertex is clipped if it does not match the following requirements
3865 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3867 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3868 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3873 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3874 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3877 /* "Normal" viewport transformation (not clipped)
3878 * 1) The values are divided by rhw
3879 * 2) The y axis is negative, so multiply it with -1
3880 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3881 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3882 * 4) Multiply x with Width/2 and add Width/2
3883 * 5) The same for the height
3884 * 6) Add the viewpoint X and Y to the 2D coordinates and
3885 * The minimum Z value to z
3886 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3888 * Well, basically it's simply a linear transformation into viewport
3900 z *= vp.MaxZ - vp.MinZ;
3902 x += vp.Width / 2 + vp.X;
3903 y += vp.Height / 2 + vp.Y;
3908 /* That vertex got clipped
3909 * Contrary to OpenGL it is not dropped completely, it just
3910 * undergoes a different calculation.
3912 TRACE("Vertex got clipped\n");
3919 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3920 * outside of the main vertex buffer memory. That needs some more
3925 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3928 ( (float *) dest_ptr)[0] = x;
3929 ( (float *) dest_ptr)[1] = y;
3930 ( (float *) dest_ptr)[2] = z;
3931 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3933 dest_ptr += 3 * sizeof(float);
3935 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3936 dest_ptr += sizeof(float);
3941 ( (float *) dest_conv)[0] = x * w;
3942 ( (float *) dest_conv)[1] = y * w;
3943 ( (float *) dest_conv)[2] = z * w;
3944 ( (float *) dest_conv)[3] = w;
3946 dest_conv += 3 * sizeof(float);
3948 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3949 dest_conv += sizeof(float);
3953 if (DestFVF & WINED3DFVF_PSIZE) {
3954 dest_ptr += sizeof(DWORD);
3955 if(dest_conv) dest_conv += sizeof(DWORD);
3957 if (DestFVF & WINED3DFVF_NORMAL) {
3959 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3960 /* AFAIK this should go into the lighting information */
3961 FIXME("Didn't expect the destination to have a normal\n");
3962 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3964 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3968 if (DestFVF & WINED3DFVF_DIFFUSE) {
3970 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
3972 static BOOL warned = FALSE;
3975 ERR("No diffuse color in source, but destination has one\n");
3979 *( (DWORD *) dest_ptr) = 0xffffffff;
3980 dest_ptr += sizeof(DWORD);
3983 *( (DWORD *) dest_conv) = 0xffffffff;
3984 dest_conv += sizeof(DWORD);
3988 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3990 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3991 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3992 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3993 dest_conv += sizeof(DWORD);
3998 if (DestFVF & WINED3DFVF_SPECULAR) {
3999 /* What's the color value in the feedback buffer? */
4001 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4003 static BOOL warned = FALSE;
4006 ERR("No specular color in source, but destination has one\n");
4010 *( (DWORD *) dest_ptr) = 0xFF000000;
4011 dest_ptr += sizeof(DWORD);
4014 *( (DWORD *) dest_conv) = 0xFF000000;
4015 dest_conv += sizeof(DWORD);
4019 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4021 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4022 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4023 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4024 dest_conv += sizeof(DWORD);
4029 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4031 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4032 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4034 ERR("No source texture, but destination requests one\n");
4035 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4036 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4039 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4041 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4048 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4049 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
4056 #undef copy_and_next
4058 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4059 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4060 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4061 WineDirect3DVertexStridedData strided;
4062 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4065 WARN("NULL source vertex buffer\n");
4066 return WINED3DERR_INVALIDCALL;
4068 /* We don't need the source vbo because this buffer is only used as
4069 * a source for ProcessVertices. Avoid wasting resources by converting the
4070 * buffer and loading the VBO
4073 TRACE("Releasing the source vbo, it won't be needed\n");
4075 if(!SrcImpl->resource.allocatedMemory) {
4076 /* Rescue the data from the buffer */
4078 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
4079 if(!SrcImpl->resource.allocatedMemory) {
4080 ERR("Out of memory\n");
4081 return E_OUTOFMEMORY;
4085 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
4086 checkGLcall("glBindBufferARB");
4088 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4090 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
4093 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4094 checkGLcall("glUnmapBufferARB");
4099 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
4100 checkGLcall("glBindBufferARB");
4101 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
4102 checkGLcall("glDeleteBuffersARB");
4108 memset(&strided, 0, sizeof(strided));
4109 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
4111 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4115 * Get / Set Texture Stage States
4116 * TODO: Verify against dx9 definitions
4118 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4120 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4122 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4124 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4126 /* Reject invalid texture units */
4127 if (Stage >= GL_LIMITS(texture_stages)) {
4128 TRACE("Attempt to access invalid texture rejected\n");
4129 return WINED3DERR_INVALIDCALL;
4132 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4133 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4134 This->updateStateBlock->textureState[Stage][Type] = Value;
4136 if (This->isRecordingState) {
4137 TRACE("Recording... not performing anything\n");
4141 /* Checked after the assignments to allow proper stateblock recording */
4142 if(oldValue == Value) {
4143 TRACE("App is setting the old value over, nothing to do\n");
4147 if(Stage > This->stateBlock->lowest_disabled_stage &&
4148 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4149 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4150 * Changes in other states are important on disabled stages too
4155 if(Type == WINED3DTSS_COLOROP) {
4158 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4159 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4160 * they have to be disabled
4162 * The current stage is dirtified below.
4164 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4165 TRACE("Additionally dirtifying stage %d\n", i);
4166 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4168 This->stateBlock->lowest_disabled_stage = Stage;
4169 TRACE("New lowest disabled: %d\n", Stage);
4170 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4171 /* Previously disabled stage enabled. Stages above it may need enabling
4172 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4173 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4175 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4178 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4179 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4182 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4183 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4185 This->stateBlock->lowest_disabled_stage = i;
4186 TRACE("New lowest disabled: %d\n", i);
4188 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4189 /* TODO: Built a stage -> texture unit mapping for register combiners */
4193 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4195 /* Rebuild the stage -> gl texture unit mapping if register combiners are supported
4196 * If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
4197 * will call FindTexUnitMap too.
4199 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4200 IWineD3DDeviceImpl_FindTexUnitMap(This);
4205 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4207 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4208 *pValue = This->updateStateBlock->textureState[Stage][Type];
4215 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4218 IWineD3DBaseTexture *oldTexture;
4220 oldTexture = This->updateStateBlock->textures[Stage];
4221 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4223 #if 0 /* TODO: check so vertex textures */
4224 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4225 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4230 /* Reject invalid texture units */
4231 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
4232 WARN("Attempt to access invalid texture rejected\n");
4233 return WINED3DERR_INVALIDCALL;
4236 if(pTexture != NULL) {
4237 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4239 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4240 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4241 return WINED3DERR_INVALIDCALL;
4243 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4246 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4247 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4249 This->updateStateBlock->set.textures[Stage] = TRUE;
4250 This->updateStateBlock->changed.textures[Stage] = TRUE;
4251 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4252 This->updateStateBlock->textures[Stage] = pTexture;
4254 /* Handle recording of state blocks */
4255 if (This->isRecordingState) {
4256 TRACE("Recording... not performing anything\n");
4260 if(oldTexture == pTexture) {
4261 TRACE("App is setting the same texture again, nothing to do\n");
4265 /** NOTE: MSDN says that setTexture increases the reference count,
4266 * and the the application nust set the texture back to null (or have a leaky application),
4267 * This means we should pass the refcount up to the parent
4268 *******************************/
4269 if (NULL != This->updateStateBlock->textures[Stage]) {
4270 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4271 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4273 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4274 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4275 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4276 * so the COLOROP and ALPHAOP have to be dirtified.
4278 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4279 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4281 if(bindCount == 1) {
4282 new->baseTexture.sampler = Stage;
4284 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4288 if (NULL != oldTexture) {
4289 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4290 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4292 IWineD3DBaseTexture_Release(oldTexture);
4293 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4294 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4295 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4298 if(bindCount && old->baseTexture.sampler == Stage) {
4300 /* Have to do a search for the other sampler(s) where the texture is bound to
4301 * Shouldn't happen as long as apps bind a texture only to one stage
4303 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4304 for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
4305 if(This->updateStateBlock->textures[i] == oldTexture) {
4306 old->baseTexture.sampler = i;
4313 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4315 /* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
4316 * pixel shader is used
4318 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4319 IWineD3DDeviceImpl_FindTexUnitMap(This);
4325 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4326 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4327 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4329 /* Reject invalid texture units */
4330 if (Stage >= GL_LIMITS(sampler_stages)) {
4331 TRACE("Attempt to access invalid texture rejected\n");
4332 return WINED3DERR_INVALIDCALL;
4334 *ppTexture=This->stateBlock->textures[Stage];
4336 IWineD3DBaseTexture_AddRef(*ppTexture);
4344 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4345 IWineD3DSurface **ppBackBuffer) {
4346 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4347 IWineD3DSwapChain *swapChain;
4350 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4352 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4353 if (hr == WINED3D_OK) {
4354 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4355 IWineD3DSwapChain_Release(swapChain);
4357 *ppBackBuffer = NULL;
4362 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4363 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4364 WARN("(%p) : stub, calling idirect3d for now\n", This);
4365 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4368 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4370 IWineD3DSwapChain *swapChain;
4373 if(iSwapChain > 0) {
4374 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4375 if (hr == WINED3D_OK) {
4376 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4377 IWineD3DSwapChain_Release(swapChain);
4379 FIXME("(%p) Error getting display mode\n", This);
4382 /* Don't read the real display mode,
4383 but return the stored mode instead. X11 can't change the color
4384 depth, and some apps are pretty angry if they SetDisplayMode from
4385 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4387 Also don't relay to the swapchain because with ddraw it's possible
4388 that there isn't a swapchain at all */
4389 pMode->Width = This->ddraw_width;
4390 pMode->Height = This->ddraw_height;
4391 pMode->Format = This->ddraw_format;
4392 pMode->RefreshRate = 0;
4399 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4401 TRACE("(%p)->(%p)\n", This, hWnd);
4403 This->ddraw_window = hWnd;
4407 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4409 TRACE("(%p)->(%p)\n", This, hWnd);
4411 *hWnd = This->ddraw_window;
4416 * Stateblock related functions
4419 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4421 IWineD3DStateBlockImpl *object;
4422 HRESULT temp_result;
4424 TRACE("(%p)\n", This);
4426 if (This->isRecordingState) {
4427 return WINED3DERR_INVALIDCALL;
4430 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4431 if (NULL == object ) {
4432 FIXME("(%p)Error allocating memory for stateblock\n", This);
4433 return E_OUTOFMEMORY;
4435 TRACE("(%p) created object %p\n", This, object);
4436 object->wineD3DDevice= This;
4437 /** FIXME: object->parent = parent; **/
4438 object->parent = NULL;
4439 object->blockType = WINED3DSBT_ALL;
4441 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4443 temp_result = allocate_shader_constants(object);
4444 if (WINED3D_OK != temp_result)
4447 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4448 This->updateStateBlock = object;
4449 This->isRecordingState = TRUE;
4451 TRACE("(%p) recording stateblock %p\n",This , object);
4455 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4458 if (!This->isRecordingState) {
4459 FIXME("(%p) not recording! returning error\n", This);
4460 *ppStateBlock = NULL;
4461 return WINED3DERR_INVALIDCALL;
4464 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4465 This->isRecordingState = FALSE;
4466 This->updateStateBlock = This->stateBlock;
4467 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4468 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4469 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4474 * Scene related functions
4476 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4477 /* At the moment we have no need for any functionality at the beginning
4479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4480 TRACE("(%p) : stub\n", This);
4484 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4486 TRACE("(%p)\n", This);
4488 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4490 checkGLcall("glFlush");
4492 TRACE("End Scene\n");
4493 /* If we're using FBOs this isn't needed */
4494 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_targets[0] != NULL) {
4496 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4497 IUnknown *targetContainer = NULL;
4498 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4499 || WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DDevice, (void **)&targetContainer)) {
4500 TRACE("(%p) : Texture rendertarget %p\n", This ,This->render_targets[0]);
4501 /** always dirtify for now. we must find a better way to see that surface have been modified
4502 (Modifications should will only occur via draw-primitive, but we do need better locking
4503 switching to render-to-texture should remove the overhead though.
4505 IWineD3DSurface_SetPBufferState(This->render_targets[0], TRUE /* inPBuffer */, FALSE /* inTexture */);
4506 IWineD3DSurface_AddDirtyRect(This->render_targets[0], NULL);
4507 IWineD3DSurface_PreLoad(This->render_targets[0]);
4508 IWineD3DSurface_SetPBufferState(This->render_targets[0], FALSE /* inPBuffer */, FALSE /* inTexture */);
4509 IUnknown_Release(targetContainer);
4512 This->sceneEnded = TRUE;
4517 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4518 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4519 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4520 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4521 IWineD3DSwapChain *swapChain = NULL;
4523 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4525 TRACE("(%p) Presenting the frame\n", This);
4527 for(i = 0 ; i < swapchains ; i ++) {
4529 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4530 TRACE("presentinng chain %d, %p\n", i, swapChain);
4531 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4532 IWineD3DSwapChain_Release(swapChain);
4538 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4539 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4540 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4542 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
4543 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
4544 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4545 GLbitfield glMask = 0;
4546 GLboolean old_ztest;
4547 GLfloat old_z_clear_value;
4548 GLint old_stencil_clear_value;
4549 GLfloat old_color_clear_value[4];
4551 CONST WINED3DRECT* curRect;
4553 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
4554 Count, pRects, Flags, Z, Stencil);
4558 glEnable(GL_SCISSOR_TEST);
4559 checkGLcall("glEnable GL_SCISSOR_TEST");
4561 if (Count > 0 && pRects) {
4567 /* Only set the values up once, as they are not changing */
4568 if (Flags & WINED3DCLEAR_STENCIL) {
4569 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4570 glClearStencil(Stencil);
4571 checkGLcall("glClearStencil");
4572 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4573 glStencilMask(0xFFFFFFFF);
4576 if (Flags & WINED3DCLEAR_ZBUFFER) {
4577 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4578 glDepthMask(GL_TRUE);
4579 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4581 checkGLcall("glClearDepth");
4582 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4585 if (Flags & WINED3DCLEAR_TARGET) {
4586 TRACE("Clearing screen with glClear to color %x\n", Color);
4587 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4588 glClearColor(D3DCOLOR_R(Color),
4592 checkGLcall("glClearColor");
4594 /* Clear ALL colors! */
4595 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4596 glMask = glMask | GL_COLOR_BUFFER_BIT;
4599 /* Now process each rect in turn */
4600 for (i = 0; i < Count || i == 0; i++) {
4603 /* Note gl uses lower left, width/height */
4604 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4605 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4606 curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4607 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4608 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
4609 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4610 checkGLcall("glScissor");
4612 glScissor(This->stateBlock->viewport.X,
4613 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4614 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4615 This->stateBlock->viewport.Width,
4616 This->stateBlock->viewport.Height);
4617 checkGLcall("glScissor");
4620 /* Clear the selected rectangle (or full screen) */
4622 checkGLcall("glClear");
4624 /* Step to the next rectangle */
4625 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
4628 /* Restore the old values (why..?) */
4629 if (Flags & WINED3DCLEAR_STENCIL) {
4630 glClearStencil(old_stencil_clear_value);
4631 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4633 if (Flags & WINED3DCLEAR_ZBUFFER) {
4634 glDepthMask(old_ztest);
4635 glClearDepth(old_z_clear_value);
4637 if (Flags & WINED3DCLEAR_TARGET) {
4638 glClearColor(old_color_clear_value[0],
4639 old_color_clear_value[1],
4640 old_color_clear_value[2],
4641 old_color_clear_value[3]);
4642 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4643 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4644 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4645 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4648 glDisable(GL_SCISSOR_TEST);
4649 checkGLcall("glDisable");
4658 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4659 UINT PrimitiveCount) {
4661 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4662 This->stateBlock->streamIsUP = FALSE;
4664 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4665 debug_d3dprimitivetype(PrimitiveType),
4666 StartVertex, PrimitiveCount);
4668 if(This->stateBlock->loadBaseVertexIndex != 0) {
4669 This->stateBlock->loadBaseVertexIndex = 0;
4670 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4672 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4673 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4674 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4678 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4679 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4680 WINED3DPRIMITIVETYPE PrimitiveType,
4681 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4685 IWineD3DIndexBuffer *pIB;
4686 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4688 pIB = This->stateBlock->pIndexData;
4689 This->stateBlock->streamIsUP = FALSE;
4691 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4692 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4693 minIndex, NumVertices, startIndex, primCount);
4695 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4696 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4702 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4703 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4704 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4707 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4708 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4713 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4714 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4715 UINT VertexStreamZeroStride) {
4716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4718 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4719 debug_d3dprimitivetype(PrimitiveType),
4720 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4722 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4723 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4724 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4725 This->stateBlock->streamIsUP = TRUE;
4726 This->stateBlock->loadBaseVertexIndex = 0;
4728 /* TODO: Only mark dirty if drawing from a different UP address */
4729 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4731 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4732 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4734 /* MSDN specifies stream zero settings must be set to NULL */
4735 This->stateBlock->streamStride[0] = 0;
4736 This->stateBlock->streamSource[0] = NULL;
4738 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4739 * the new stream sources or use UP drawing again
4744 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4745 UINT MinVertexIndex, UINT NumVertices,
4746 UINT PrimitiveCount, CONST void* pIndexData,
4747 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4748 UINT VertexStreamZeroStride) {
4750 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4752 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4753 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4754 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4755 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4757 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4763 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4764 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4765 This->stateBlock->streamIsUP = TRUE;
4766 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4768 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4769 This->stateBlock->baseVertexIndex = 0;
4770 This->stateBlock->loadBaseVertexIndex = 0;
4771 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4772 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4774 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4776 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4777 This->stateBlock->streamSource[0] = NULL;
4778 This->stateBlock->streamStride[0] = 0;
4779 This->stateBlock->pIndexData = NULL;
4780 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4781 * SetStreamSource to specify a vertex buffer
4787 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4788 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4790 /* Mark the state dirty until we have nicer tracking
4791 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4794 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4795 This->stateBlock->baseVertexIndex = 0;
4796 This->up_strided = DrawPrimStrideData;
4797 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4798 This->up_strided = NULL;
4801 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4802 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4803 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4804 HRESULT hr = WINED3D_OK;
4805 WINED3DRESOURCETYPE sourceType;
4806 WINED3DRESOURCETYPE destinationType;
4809 /* TODO: think about moving the code into IWineD3DBaseTexture */
4811 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4813 /* verify that the source and destination textures aren't NULL */
4814 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4815 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4816 This, pSourceTexture, pDestinationTexture);
4817 hr = WINED3DERR_INVALIDCALL;
4820 if (pSourceTexture == pDestinationTexture) {
4821 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4822 This, pSourceTexture, pDestinationTexture);
4823 hr = WINED3DERR_INVALIDCALL;
4825 /* Verify that the source and destination textures are the same type */
4826 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4827 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4829 if (sourceType != destinationType) {
4830 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4832 hr = WINED3DERR_INVALIDCALL;
4835 /* check that both textures have the identical numbers of levels */
4836 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4837 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4838 hr = WINED3DERR_INVALIDCALL;
4841 if (WINED3D_OK == hr) {
4843 /* Make sure that the destination texture is loaded */
4844 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4846 /* Update every surface level of the texture */
4847 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4849 switch (sourceType) {
4850 case WINED3DRTYPE_TEXTURE:
4852 IWineD3DSurface *srcSurface;
4853 IWineD3DSurface *destSurface;
4855 for (i = 0 ; i < levels ; ++i) {
4856 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4857 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4858 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4859 IWineD3DSurface_Release(srcSurface);
4860 IWineD3DSurface_Release(destSurface);
4861 if (WINED3D_OK != hr) {
4862 WARN("(%p) : Call to update surface failed\n", This);
4868 case WINED3DRTYPE_CUBETEXTURE:
4870 IWineD3DSurface *srcSurface;
4871 IWineD3DSurface *destSurface;
4872 WINED3DCUBEMAP_FACES faceType;
4874 for (i = 0 ; i < levels ; ++i) {
4875 /* Update each cube face */
4876 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4877 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4878 if (WINED3D_OK != hr) {
4879 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4881 TRACE("Got srcSurface %p\n", srcSurface);
4883 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4884 if (WINED3D_OK != hr) {
4885 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4887 TRACE("Got desrSurface %p\n", destSurface);
4889 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4890 IWineD3DSurface_Release(srcSurface);
4891 IWineD3DSurface_Release(destSurface);
4892 if (WINED3D_OK != hr) {
4893 WARN("(%p) : Call to update surface failed\n", This);
4900 #if 0 /* TODO: Add support for volume textures */
4901 case WINED3DRTYPE_VOLUMETEXTURE:
4903 IWineD3DVolume srcVolume = NULL;
4904 IWineD3DSurface destVolume = NULL;
4906 for (i = 0 ; i < levels ; ++i) {
4907 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4908 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4909 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4910 IWineD3DVolume_Release(srcSurface);
4911 IWineD3DVolume_Release(destSurface);
4912 if (WINED3D_OK != hr) {
4913 WARN("(%p) : Call to update volume failed\n", This);
4921 FIXME("(%p) : Unsupported source and destination type\n", This);
4922 hr = WINED3DERR_INVALIDCALL;
4929 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
4930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4931 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
4932 * NOTE It may be best to move the code into surface to occomplish this
4933 ****************************************/
4935 WINED3DSURFACE_DESC surfaceDesc;
4936 unsigned int surfaceWidth, surfaceHeight;
4937 glDescriptor *targetGlDescription = NULL;
4938 glDescriptor *surfaceGlDescription = NULL;
4939 IWineD3DSwapChainImpl *container = NULL;
4941 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
4942 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
4943 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
4945 surfaceDesc.Width = &surfaceWidth;
4946 surfaceDesc.Height = &surfaceHeight;
4947 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
4948 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
4950 /* Ok, I may need to setup some kind of active swapchain reference on the device */
4951 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
4953 /* TODO: opengl Context switching for swapchains etc... */
4954 if (NULL != container || pRenderTarget == This->render_targets[0] || pRenderTarget == This->depthStencilBuffer) {
4955 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
4956 glReadBuffer(GL_BACK);
4957 vcheckGLcall("glReadBuffer(GL_BACK)");
4958 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->render_targets[0])) {
4959 glReadBuffer(GL_FRONT);
4960 vcheckGLcall("glReadBuffer(GL_FRONT)");
4961 } else if (pRenderTarget == This->depthStencilBuffer) {
4962 FIXME("Reading of depthstencil not yet supported\n");
4969 surfaceGlDescription->glFormat,
4970 surfaceGlDescription->glType,
4971 (void *)IWineD3DSurface_GetData(pSurface));
4972 vcheckGLcall("glReadPixels(...)");
4973 if(NULL != container ){
4974 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
4977 IWineD3DBaseTexture *container;
4978 GLenum textureDimensions = GL_TEXTURE_2D;
4980 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
4981 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
4982 IWineD3DBaseTexture_Release(container);
4984 /* TODO: 2D -> Cube surface coppies etc.. */
4985 if (surfaceGlDescription->target != textureDimensions) {
4986 FIXME("(%p) : Texture dimension mismatch\n", This);
4988 glEnable(textureDimensions);
4989 vcheckGLcall("glEnable(GL_TEXTURE_...)");
4990 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
4991 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
4992 vcheckGLcall("glBindTexture");
4993 glGetTexImage(surfaceGlDescription->target,
4994 surfaceGlDescription->level,
4995 surfaceGlDescription->glFormat,
4996 surfaceGlDescription->glType,
4997 (void *)IWineD3DSurface_GetData(pSurface));
4998 glDisable(textureDimensions);
4999 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5006 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5007 IWineD3DSwapChain *swapChain;
5009 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5010 if(hr == WINED3D_OK) {
5011 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5012 IWineD3DSwapChain_Release(swapChain);
5017 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5019 /* return a sensible default */
5021 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5022 FIXME("(%p) : stub\n", This);
5026 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5027 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5029 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5030 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5031 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5032 return WINED3DERR_INVALIDCALL;
5034 for (j = 0; j < 256; ++j) {
5035 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5036 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5037 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5038 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5040 TRACE("(%p) : returning\n", This);
5044 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5045 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5047 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5048 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5049 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5050 return WINED3DERR_INVALIDCALL;
5052 for (j = 0; j < 256; ++j) {
5053 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5054 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5055 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5056 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5058 TRACE("(%p) : returning\n", This);
5062 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5063 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5064 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5065 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5066 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5067 return WINED3DERR_INVALIDCALL;
5069 /*TODO: stateblocks */
5070 This->currentPalette = PaletteNumber;
5071 TRACE("(%p) : returning\n", This);
5075 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5076 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5077 if (PaletteNumber == NULL) {
5078 WARN("(%p) : returning Invalid Call\n", This);
5079 return WINED3DERR_INVALIDCALL;
5081 /*TODO: stateblocks */
5082 *PaletteNumber = This->currentPalette;
5083 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5087 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5088 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5089 static BOOL showFixmes = TRUE;
5091 FIXME("(%p) : stub\n", This);
5095 This->softwareVertexProcessing = bSoftware;
5100 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5101 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5102 static BOOL showFixmes = TRUE;
5104 FIXME("(%p) : stub\n", This);
5107 return This->softwareVertexProcessing;
5111 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5113 IWineD3DSwapChain *swapChain;
5116 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5118 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5119 if(hr == WINED3D_OK){
5120 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5121 IWineD3DSwapChain_Release(swapChain);
5123 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5129 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5131 static BOOL showfixmes = TRUE;
5132 if(nSegments != 0.0f) {
5134 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5141 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5142 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5143 static BOOL showfixmes = TRUE;
5145 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5151 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5153 /** TODO: remove casts to IWineD3DSurfaceImpl
5154 * NOTE: move code to surface to accomplish this
5155 ****************************************/
5156 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5157 int srcWidth, srcHeight;
5158 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5159 WINED3DFORMAT destFormat, srcFormat;
5161 int srcLeft, destLeft, destTop;
5162 WINED3DPOOL srcPool, destPool;
5164 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5165 glDescriptor *glDescription = NULL;
5166 GLenum textureDimensions = GL_TEXTURE_2D;
5167 IWineD3DBaseTexture *baseTexture;
5169 WINED3DSURFACE_DESC winedesc;
5171 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5172 memset(&winedesc, 0, sizeof(winedesc));
5173 winedesc.Width = &srcSurfaceWidth;
5174 winedesc.Height = &srcSurfaceHeight;
5175 winedesc.Pool = &srcPool;
5176 winedesc.Format = &srcFormat;
5178 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5180 winedesc.Width = &destSurfaceWidth;
5181 winedesc.Height = &destSurfaceHeight;
5182 winedesc.Pool = &destPool;
5183 winedesc.Format = &destFormat;
5184 winedesc.Size = &destSize;
5186 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5188 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5189 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5190 return WINED3DERR_INVALIDCALL;
5193 if (destFormat == WINED3DFMT_UNKNOWN) {
5194 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5195 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5197 /* Get the update surface description */
5198 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5201 /* Make sure the surface is loaded and up to date */
5202 IWineD3DSurface_PreLoad(pDestinationSurface);
5204 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5208 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5209 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5210 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5211 srcLeft = pSourceRect ? pSourceRect->left : 0;
5212 destLeft = pDestPoint ? pDestPoint->x : 0;
5213 destTop = pDestPoint ? pDestPoint->y : 0;
5216 /* This function doesn't support compressed textures
5217 the pitch is just bytesPerPixel * width */
5218 if(srcWidth != srcSurfaceWidth || srcLeft ){
5219 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5220 offset += srcLeft * pSrcSurface->bytesPerPixel;
5221 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5223 /* TODO DXT formats */
5225 if(pSourceRect != NULL && pSourceRect->top != 0){
5226 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5228 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5230 ,glDescription->level
5235 ,glDescription->glFormat
5236 ,glDescription->glType
5237 ,IWineD3DSurface_GetData(pSourceSurface)
5241 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5243 /* need to lock the surface to get the data */
5244 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5247 /* TODO: Cube and volume support */
5249 /* not a whole row so we have to do it a line at a time */
5252 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5253 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5255 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5257 glTexSubImage2D(glDescription->target
5258 ,glDescription->level
5263 ,glDescription->glFormat
5264 ,glDescription->glType
5265 ,data /* could be quicker using */
5270 } else { /* Full width, so just write out the whole texture */
5272 if (WINED3DFMT_DXT1 == destFormat ||
5273 WINED3DFMT_DXT2 == destFormat ||
5274 WINED3DFMT_DXT3 == destFormat ||
5275 WINED3DFMT_DXT4 == destFormat ||
5276 WINED3DFMT_DXT5 == destFormat) {
5277 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5278 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5279 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5280 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5281 } if (destFormat != srcFormat) {
5282 FIXME("Updating mixed format compressed texture is not curretly support\n");
5284 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5285 glDescription->level,
5286 glDescription->glFormatInternal,
5291 IWineD3DSurface_GetData(pSourceSurface));
5294 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5299 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5301 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5302 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5303 data returned by GetData non-power2 width/height with hardware non-power2
5304 pow2Width/height are set to surface width height, repacking isn't needed so it
5305 doesn't matter which function gets called. */
5306 glTexSubImage2D(glDescription->target
5307 ,glDescription->level
5312 ,glDescription->glFormat
5313 ,glDescription->glType
5314 ,IWineD3DSurface_GetData(pSourceSurface)
5318 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5319 glTexSubImage2D(glDescription->target
5320 ,glDescription->level
5323 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5324 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5325 ,glDescription->glFormat
5326 ,glDescription->glType
5327 ,IWineD3DSurface_GetData(pSourceSurface)
5333 checkGLcall("glTexSubImage2D");
5334 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
5336 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5337 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5338 * surface bigger than it needs to be hmm.. */
5339 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5340 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5341 IWineD3DBaseTexture_Release(baseTexture);
5344 glDisable(textureDimensions); /* This needs to be managed better.... */
5350 /* Implementation details at http://developer.nvidia.com/attach/6494
5352 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5353 hmm.. no longer supported use
5354 OpenGL evaluators or tessellate surfaces within your application.
5357 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5358 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5360 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5361 FIXME("(%p) : Stub\n", This);
5366 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5367 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5368 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5369 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5370 FIXME("(%p) : Stub\n", This);
5374 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5376 TRACE("(%p) Handle(%d)\n", This, Handle);
5377 FIXME("(%p) : Stub\n", This);
5381 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5382 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5383 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5385 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
5387 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5388 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5389 return WINED3DERR_INVALIDCALL;
5392 /* Just forward this to the DirectDraw blitting engine */
5393 memset(&BltFx, 0, sizeof(BltFx));
5394 BltFx.dwSize = sizeof(BltFx);
5395 BltFx.u5.dwFillColor = color;
5396 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
5399 /* rendertarget and deptth stencil functions */
5400 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5401 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5403 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5404 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5405 return WINED3DERR_INVALIDCALL;
5408 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5409 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5410 /* Note inc ref on returned surface */
5411 if(*ppRenderTarget != NULL)
5412 IWineD3DSurface_AddRef(*ppRenderTarget);
5416 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5418 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5419 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5420 IWineD3DSwapChainImpl *Swapchain;
5423 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5425 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5426 if(hr != WINED3D_OK) {
5427 ERR("Can't get the swapchain\n");
5431 /* Make sure to release the swapchain */
5432 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5434 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5435 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5436 return WINED3DERR_INVALIDCALL;
5438 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5439 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5440 return WINED3DERR_INVALIDCALL;
5443 if(Swapchain->frontBuffer != Front) {
5444 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5446 if(Swapchain->frontBuffer)
5447 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5448 Swapchain->frontBuffer = Front;
5450 if(Swapchain->frontBuffer) {
5451 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5455 if(Back && !Swapchain->backBuffer) {
5456 /* We need memory for the back buffer array - only one back buffer this way */
5457 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5458 if(!Swapchain->backBuffer) {
5459 ERR("Out of memory\n");
5460 return E_OUTOFMEMORY;
5464 if(Swapchain->backBuffer[0] != Back) {
5465 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5467 if(!Swapchain->backBuffer[0]) {
5468 /* GL was told to draw to the front buffer at creation,
5471 glDrawBuffer(GL_BACK);
5472 checkGLcall("glDrawBuffer(GL_BACK)");
5473 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5474 Swapchain->presentParms.BackBufferCount = 1;
5476 /* That makes problems - disable for now */
5477 /* glDrawBuffer(GL_FRONT); */
5478 checkGLcall("glDrawBuffer(GL_FRONT)");
5479 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5480 Swapchain->presentParms.BackBufferCount = 0;
5484 if(Swapchain->backBuffer[0])
5485 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5486 Swapchain->backBuffer[0] = Back;
5488 if(Swapchain->backBuffer[0]) {
5489 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5491 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5499 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5500 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5501 *ppZStencilSurface = This->depthStencilBuffer;
5502 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5504 if(*ppZStencilSurface != NULL) {
5505 /* Note inc ref on returned surface */
5506 IWineD3DSurface_AddRef(*ppZStencilSurface);
5511 static void bind_fbo(IWineD3DDevice *iface) {
5512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5515 GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
5516 checkGLcall("glGenFramebuffersEXT()");
5518 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
5519 checkGLcall("glBindFramebuffer()");
5522 /* TODO: Handle stencil attachments */
5523 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5525 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5527 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5531 if (depth_stencil_impl) {
5532 GLenum texttarget, target;
5533 GLint old_binding = 0;
5535 IWineD3DSurface_PreLoad(depth_stencil);
5536 texttarget = depth_stencil_impl->glDescription.target;
5537 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5539 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5540 glBindTexture(target, depth_stencil_impl->glDescription.textureName);
5541 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5542 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5543 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5544 glBindTexture(target, old_binding);
5546 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5547 checkGLcall("glFramebufferTexture2DEXT()");
5549 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5550 checkGLcall("glFramebufferTexture2DEXT()");
5553 if (!This->render_offscreen) {
5554 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5555 checkGLcall("glBindFramebuffer()");
5559 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5560 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5561 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5563 if (idx >= GL_LIMITS(buffers)) {
5564 ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
5570 GLenum texttarget, target;
5571 GLint old_binding = 0;
5573 IWineD3DSurface_PreLoad(render_target);
5574 texttarget = rtimpl->glDescription.target;
5575 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5577 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5578 glBindTexture(target, rtimpl->glDescription.textureName);
5579 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5580 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5581 glBindTexture(target, old_binding);
5583 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
5584 checkGLcall("glFramebufferTexture2DEXT()");
5586 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5588 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5589 checkGLcall("glFramebufferTexture2DEXT()");
5591 This->draw_buffers[idx] = GL_NONE;
5594 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5595 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5596 checkGLcall("glDrawBuffers()");
5599 if (!This->render_offscreen) {
5600 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5601 checkGLcall("glBindFramebuffer()");
5605 /* internal static helper functions */
5606 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5607 IWineD3DSurface *RenderSurface);
5609 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5610 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5611 HRESULT hr = WINED3D_OK;
5612 WINED3DVIEWPORT viewport;
5614 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5616 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5617 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5618 return WINED3DERR_INVALIDCALL;
5621 /* MSDN says that null disables the render target
5622 but a device must always be associated with a render target
5623 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5625 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5628 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5629 FIXME("Trying to set render target 0 to NULL\n");
5630 return WINED3DERR_INVALIDCALL;
5632 /* TODO: replace Impl* usage with interface usage */
5633 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5634 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);
5635 return WINED3DERR_INVALIDCALL;
5637 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5638 * builds, but I think wine counts as a 'debug' build for now.
5639 ******************************/
5640 /* If we are trying to set what we already have, don't bother */
5641 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5642 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5644 /* Otherwise, set the render target up */
5646 if (!This->sceneEnded) {
5647 IWineD3DDevice_EndScene(iface);
5649 TRACE("clearing renderer\n");
5650 /* IWineD3DDeviceImpl_CleanRender(iface); */
5651 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5652 depending on the renter target implementation being used.
5653 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5654 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5655 stencil buffer and incure an extra memory overhead */
5656 if (RenderTargetIndex == 0) {
5657 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5662 /* Replace the render target */
5663 if (This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5664 This->render_targets[RenderTargetIndex] = pRenderTarget;
5665 if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5668 set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
5672 if (SUCCEEDED(hr)) {
5673 /* Finally, reset the viewport as the MSDN states. */
5674 /* TODO: Replace impl usage */
5675 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5676 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5679 viewport.MaxZ = 1.0f;
5680 viewport.MinZ = 0.0f;
5681 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5683 FIXME("Unknown error setting the render target\n");
5685 This->sceneEnded = FALSE;
5689 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5691 HRESULT hr = WINED3D_OK;
5692 IWineD3DSurface *tmp;
5694 TRACE("(%p) Swapping z-buffer\n",This);
5696 if (pNewZStencil == This->stencilBufferTarget) {
5697 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5699 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5700 * depending on the renter target implementation being used.
5701 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5702 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5703 * stencil buffer and incure an extra memory overhead
5704 ******************************************************/
5707 tmp = This->stencilBufferTarget;
5708 This->stencilBufferTarget = pNewZStencil;
5709 /* should we be calling the parent or the wined3d surface? */
5710 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5711 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5713 /** TODO: glEnable/glDisable on depth/stencil depending on
5714 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5715 **********************************************************/
5716 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5717 set_depth_stencil_fbo(iface, pNewZStencil);
5725 #ifdef GL_VERSION_1_3
5726 /* Internal functions not in DirectX */
5727 /** TODO: move this off to the opengl context manager
5728 *(the swapchain doesn't need to know anything about offscreen rendering!)
5729 ****************************************************/
5731 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5733 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5735 TRACE("(%p), %p\n", This, swapchain);
5737 if (swapchain->win != swapchain->drawable) {
5738 /* Set everything back the way it ws */
5739 swapchain->render_ctx = swapchain->glCtx;
5740 swapchain->drawable = swapchain->win;
5745 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5746 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5750 unsigned int height;
5751 WINED3DFORMAT format;
5752 WINED3DSURFACE_DESC surfaceDesc;
5753 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5754 surfaceDesc.Width = &width;
5755 surfaceDesc.Height = &height;
5756 surfaceDesc.Format = &format;
5757 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5759 /* I need a get width/height function (and should do something with the format) */
5760 for (i = 0; i < CONTEXT_CACHE; ++i) {
5761 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5762 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5763 the pSurface can be set to 0 allowing it to be reused from cache **/
5764 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5765 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5766 *context = &This->contextCache[i];
5769 if (This->contextCache[i].Width == 0) {
5770 This->contextCache[i].pSurface = pSurface;
5771 This->contextCache[i].Width = width;
5772 This->contextCache[i].Height = height;
5773 *context = &This->contextCache[i];
5777 if (i == CONTEXT_CACHE) {
5778 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5779 glContext *dropContext = 0;
5780 for (i = 0; i < CONTEXT_CACHE; i++) {
5781 if (This->contextCache[i].usedcount < minUsage) {
5782 dropContext = &This->contextCache[i];
5783 minUsage = This->contextCache[i].usedcount;
5786 /* clean up the context (this doesn't work for ATI at the moment */
5788 glXDestroyContext(swapchain->display, dropContext->context);
5789 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5792 dropContext->Width = 0;
5793 dropContext->pSurface = pSurface;
5794 *context = dropContext;
5796 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5797 for (i = 0; i < CONTEXT_CACHE; i++) {
5798 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5802 if (*context != NULL)
5805 return E_OUTOFMEMORY;
5809 /* Reapply the device stateblock */
5810 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
5813 IWineD3DStateBlockImpl *oldUpdateStateBlock;
5816 /* Disable recording */
5817 oldUpdateStateBlock = This->updateStateBlock;
5818 oldRecording= This->isRecordingState;
5819 This->isRecordingState = FALSE;
5820 This->updateStateBlock = This->stateBlock;
5822 /* Reapply the state block */
5823 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
5825 /* Temporaryily mark all render states dirty to force reapplication
5826 * until the context management for is integrated with the state management
5827 * The same for the pixel shader, vertex declaration and vertex shader
5828 * Sampler states and texture stage states are marked
5829 * dirty my StateBlock::Apply already.
5831 for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
5832 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
5834 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
5835 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5836 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
5838 /* Restore recording */
5839 This->isRecordingState = oldRecording;
5840 This->updateStateBlock = oldUpdateStateBlock;
5843 /* Set offscreen rendering. When rendering offscreen the surface will be
5844 * rendered upside down to compensate for the fact that D3D texture coordinates
5845 * are flipped compared to GL texture coordinates. The cullmode is affected by
5846 * this, so it must be updated. To update the cullmode stateblock recording has
5847 * to be temporarily disabled. The new state management code will hopefully
5848 * make this unnecessary */
5849 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
5852 IWineD3DStateBlockImpl *oldUpdateStateBlock;
5854 /* Nothing to update, return. */
5855 if (This->render_offscreen == isTexture) return;
5857 /* Disable recording */
5858 oldUpdateStateBlock = This->updateStateBlock;
5859 oldRecording= This->isRecordingState;
5860 This->isRecordingState = FALSE;
5861 This->updateStateBlock = This->stateBlock;
5863 This->render_offscreen = isTexture;
5864 if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
5865 This->depth_copy_state = WINED3D_DCS_COPY;
5867 This->last_was_rhw = FALSE;
5868 /* Viewport state will reapply the projection matrix for now */
5869 IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
5871 /* Restore recording */
5872 This->isRecordingState = oldRecording;
5873 This->updateStateBlock = oldUpdateStateBlock;
5876 /* Returns an array of compatible FBconfig(s).
5877 * The array must be freed with XFree. Requires ENTER_GL() */
5879 static GLXFBConfig* device_find_fbconfigs(
5880 IWineD3DDeviceImpl* This,
5881 IWineD3DSwapChainImpl* implicitSwapchainImpl,
5882 IWineD3DSurface* RenderSurface) {
5884 GLXFBConfig* cfgs = NULL;
5889 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
5890 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
5891 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
5894 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
5895 it StencilSurface != NULL && zBufferTarget == NULL switch it on
5898 #define PUSH1(att) attribs[nAttribs++] = (att);
5899 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
5901 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
5903 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
5904 PUSH2(GLX_X_RENDERABLE, TRUE);
5905 PUSH2(GLX_DOUBLEBUFFER, TRUE);
5906 TRACE("calling makeglcfg\n");
5907 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
5909 TRACE("calling chooseFGConfig\n");
5910 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
5911 DefaultScreen(implicitSwapchainImpl->display),
5914 /* OK we didn't find the exact config, so use any reasonable match */
5915 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
5917 static BOOL show_message = TRUE;
5919 ERR("Failed to find exact match, finding alternative but you may "
5920 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
5921 show_message = FALSE;
5924 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
5925 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
5926 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
5927 PUSH2(GLX_DOUBLEBUFFER, FALSE);
5928 TRACE("calling makeglcfg\n");
5929 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
5931 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
5932 DefaultScreen(implicitSwapchainImpl->display),
5937 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
5938 BackBufferFormat, debug_d3dformat(BackBufferFormat),
5939 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
5943 for (i = 0; i < nCfgs; ++i) {
5944 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
5945 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
5946 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
5948 if (NULL != This->renderTarget) {
5950 vcheckGLcall("glFlush");
5951 /** This is only useful if the old render target was a swapchain,
5952 * we need to supercede this with a function that displays
5953 * the current buffer on the screen. This is easy to do in glx1.3 but
5954 * we need to do copy-write pixels in glx 1.2.
5955 ************************************************/
5956 glXSwapBuffers(implicitSwapChainImpl->display,
5957 implicitSwapChainImpl->drawable);
5958 printf("Hit Enter to get next frame ...\n");
5969 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
5970 * the functionality needs splitting up so that we don't do more than we should do.
5971 * this only seems to impact performance a little.
5972 ******************************/
5973 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5974 IWineD3DSurface *RenderSurface) {
5977 * Currently only active for GLX >= 1.3
5978 * for others versions we'll have to use GLXPixmaps
5980 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
5981 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
5982 * so only check OpenGL version
5983 * ..........................
5984 * I don't believe that it is a problem with NVidia headers,
5985 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
5986 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
5988 * Your application will report GLX version 1.2 on glXQueryVersion.
5989 * However, it is safe to call the GLX 1.3 functions as described below.
5991 #if defined(GL_VERSION_1_3)
5993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5994 GLXFBConfig* cfgs = NULL;
5995 IWineD3DSwapChain *currentSwapchain;
5996 IWineD3DSwapChainImpl *currentSwapchainImpl;
5997 IWineD3DSwapChain *implicitSwapchain;
5998 IWineD3DSwapChainImpl *implicitSwapchainImpl;
5999 IWineD3DSwapChain *renderSurfaceSwapchain;
6000 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
6002 /* Obtain a reference to the device implicit swapchain,
6003 * the swapchain of the current render target,
6004 * and the swapchain of the new render target.
6005 * Fallback to device implicit swapchain if the current render target doesn't have one */
6006 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
6007 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
6008 IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
6009 if (currentSwapchain == NULL)
6010 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
6012 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
6013 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
6014 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
6019 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6020 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
6021 **********************************************************************/
6022 if (renderSurfaceSwapchain != NULL) {
6024 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6025 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
6026 TRACE("making swapchain active\n");
6027 if (RenderSurface != This->render_targets[0]) {
6028 BOOL backbuf = FALSE;
6031 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
6032 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
6040 /* This could be flagged so that some operations work directly with the front buffer */
6041 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6043 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
6044 renderSurfaceSwapchainImpl->win,
6045 renderSurfaceSwapchainImpl->glCtx) == False) {
6047 TRACE("Error in setting current context: context %p drawable %ld !\n",
6048 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
6050 checkGLcall("glXMakeContextCurrent");
6052 /* Clean up the old context */
6053 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6055 /* Reapply the stateblock, and set the device not to render to texture */
6056 device_reapply_stateblock(This);
6057 device_render_to_texture(This, FALSE);
6060 /* Offscreen rendering: PBuffers (currently disabled).
6061 * Also note that this path is never reached if FBOs are supported */
6062 } else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
6063 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
6065 /** ********************************************************************
6066 * This is a quickly hacked out implementation of offscreen textures.
6067 * It will work in most cases but there may be problems if the client
6068 * modifies the texture directly, or expects the contents of the rendertarget
6071 * There are some real speed vs compatibility issues here:
6072 * we should really use a new context for every texture, but that eats ram.
6073 * we should also be restoring the texture to the pbuffer but that eats CPU
6074 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6075 * but if this means reusing the display backbuffer then we need to make sure that
6076 * states are correctly preserved.
6077 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6078 * and gain a good performance increase at the cost of compatibility.
6079 * I would suggest that, when this is the case, a user configurable flag be made
6080 * available, allowing the user to choose the best emulated experience for them.
6081 *********************************************************************/
6083 XVisualInfo *visinfo;
6084 glContext *newContext;
6086 /* Here were using a shared context model */
6087 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6088 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6091 /* If the context doesn't exist then create a new one */
6092 /* TODO: This should really be part of findGlContext */
6093 if (NULL == newContext->context) {
6098 TRACE("making new buffer\n");
6099 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
6100 attribs[nAttribs++] = newContext->Width;
6101 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
6102 attribs[nAttribs++] = newContext->Height;
6103 attribs[nAttribs++] = None;
6105 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
6107 /** ****************************************
6108 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6110 * In future releases, we may provide the calls glXCreateNewContext,
6111 * glXQueryDrawable and glXMakeContextCurrent.
6112 * so until then we have to use glXGetVisualFromFBConfig &co..
6113 ********************************************/
6115 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
6117 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6119 newContext->context = glXCreateContext(
6120 implicitSwapchainImpl->display, visinfo,
6121 implicitSwapchainImpl->glCtx, GL_TRUE);
6126 if (NULL == newContext || NULL == newContext->context) {
6127 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6129 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6130 if (glXMakeCurrent(implicitSwapchainImpl->display,
6131 newContext->drawable, newContext->context) == False) {
6133 TRACE("Error in setting current context: context %p drawable %ld\n",
6134 newContext->context, newContext->drawable);
6136 checkGLcall("glXMakeContextCurrent");
6138 /* Clean up the old context */
6139 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6141 /* Reapply stateblock, and set device to render to a texture */
6142 device_reapply_stateblock(This);
6143 device_render_to_texture(This, TRUE);
6145 /* Set the current context of the swapchain to the new context */
6146 implicitSwapchainImpl->drawable = newContext->drawable;
6147 implicitSwapchainImpl->render_ctx = newContext->context;
6150 /* Same context, but update render_offscreen and cull mode */
6151 device_render_to_texture(This, TRUE);
6154 if (cfgs != NULL) XFree(cfgs);
6155 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
6156 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
6157 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
6163 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6164 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6166 /* TODO: the use of Impl is deprecated. */
6167 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6169 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6171 /* some basic validation checks */
6172 if(This->cursorTexture) {
6174 glDeleteTextures(1, &This->cursorTexture);
6176 This->cursorTexture = 0;
6180 /* MSDN: Cursor must be A8R8G8B8 */
6181 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6182 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6183 return WINED3DERR_INVALIDCALL;
6186 /* MSDN: Cursor must be smaller than the display mode */
6187 if(pSur->currentDesc.Width > This->ddraw_width ||
6188 pSur->currentDesc.Height > This->ddraw_height) {
6189 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);
6190 return WINED3DERR_INVALIDCALL;
6193 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6194 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
6195 * Texture and Blitting code to draw the cursor
6197 pSur->Flags |= SFLAG_FORCELOAD;
6198 IWineD3DSurface_PreLoad(pCursorBitmap);
6199 pSur->Flags &= ~SFLAG_FORCELOAD;
6200 /* Do not store the surface's pointer because the application may release
6201 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
6202 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
6204 This->cursorTexture = pSur->glDescription.textureName;
6205 This->cursorWidth = pSur->currentDesc.Width;
6206 This->cursorHeight = pSur->currentDesc.Height;
6207 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
6210 This->xHotSpot = XHotSpot;
6211 This->yHotSpot = YHotSpot;
6215 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6217 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6219 This->xScreenSpace = XScreenSpace;
6220 This->yScreenSpace = YScreenSpace;
6226 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6228 BOOL oldVisible = This->bCursorVisible;
6229 TRACE("(%p) : visible(%d)\n", This, bShow);
6231 if(This->cursorTexture)
6232 This->bCursorVisible = bShow;
6237 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6239 TRACE("(%p) : state (%u)\n", This, This->state);
6240 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6241 switch (This->state) {
6244 case WINED3DERR_DEVICELOST:
6246 ResourceList *resourceList = This->resources;
6247 while (NULL != resourceList) {
6248 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6249 return WINED3DERR_DEVICENOTRESET;
6250 resourceList = resourceList->next;
6252 return WINED3DERR_DEVICELOST;
6254 case WINED3DERR_DRIVERINTERNALERROR:
6255 return WINED3DERR_DRIVERINTERNALERROR;
6259 return WINED3DERR_DRIVERINTERNALERROR;
6263 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6265 /** FIXME: Resource tracking needs to be done,
6266 * The closes we can do to this is set the priorities of all managed textures low
6267 * and then reset them.
6268 ***********************************************************/
6269 FIXME("(%p) : stub\n", This);
6273 void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6274 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6275 if(surface->Flags & SFLAG_DIBSECTION) {
6276 /* Release the DC */
6277 SelectObject(surface->hDC, surface->dib.holdbitmap);
6278 DeleteDC(surface->hDC);
6279 /* Release the DIB section */
6280 DeleteObject(surface->dib.DIBsection);
6281 surface->dib.bitmap_data = NULL;
6282 surface->resource.allocatedMemory = NULL;
6283 surface->Flags &= ~SFLAG_DIBSECTION;
6285 surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
6286 surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
6287 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
6288 surface->pow2Width = *pPresentationParameters->BackBufferWidth;
6289 surface->pow2Height = *pPresentationParameters->BackBufferHeight;
6291 surface->pow2Width = surface->pow2Height = 1;
6292 while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6293 while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6295 if(surface->glDescription.textureName) {
6297 glDeleteTextures(1, &surface->glDescription.textureName);
6299 surface->glDescription.textureName = 0;
6301 if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
6302 surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
6303 surface->Flags |= SFLAG_NONPOW2;
6305 surface->Flags &= ~SFLAG_NONPOW2;
6307 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6308 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6311 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6312 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6313 IWineD3DSwapChainImpl *swapchain;
6315 BOOL DisplayModeChanged = FALSE;
6316 WINED3DDISPLAYMODE mode;
6317 TRACE("(%p)\n", This);
6319 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6321 ERR("Failed to get the first implicit swapchain\n");
6325 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6326 * on an existing gl context, so there's no real need for recreation.
6328 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6330 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6332 TRACE("New params:\n");
6333 TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
6334 TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
6335 TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
6336 TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
6337 TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
6338 TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
6339 TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
6340 TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
6341 TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
6342 TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6343 TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
6344 TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
6345 TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
6347 /* No special treatment of these parameters. Just store them */
6348 swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
6349 swapchain->presentParms.Flags = *pPresentationParameters->Flags;
6350 swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
6351 swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
6353 /* What to do about these? */
6354 if(*pPresentationParameters->BackBufferCount != 0 &&
6355 *pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6356 ERR("Cannot change the back buffer count yet\n");
6358 if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6359 *pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6360 ERR("Cannot change the back buffer format yet\n");
6362 if(*pPresentationParameters->hDeviceWindow != NULL &&
6363 *pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6364 ERR("Cannot change the device window yet\n");
6366 if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6367 ERR("What do do about a changed auto depth stencil parameter?\n");
6370 if(*pPresentationParameters->Windowed) {
6371 mode.Width = swapchain->orig_width;
6372 mode.Height = swapchain->orig_height;
6373 mode.RefreshRate = 0;
6374 mode.Format = swapchain->presentParms.BackBufferFormat;
6376 mode.Width = *pPresentationParameters->BackBufferWidth;
6377 mode.Height = *pPresentationParameters->BackBufferHeight;
6378 mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
6379 mode.Format = swapchain->presentParms.BackBufferFormat;
6382 /* Should Width == 800 && Height == 0 set 800x600? */
6383 if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
6384 (*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6385 *pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6392 vp.Width = *pPresentationParameters->BackBufferWidth;
6393 vp.Height = *pPresentationParameters->BackBufferHeight;
6397 if(!*pPresentationParameters->Windowed) {
6398 DisplayModeChanged = TRUE;
6400 swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
6401 swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
6403 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6404 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6405 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6408 /* Now set the new viewport */
6409 IWineD3DDevice_SetViewport(iface, &vp);
6412 if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6413 (swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
6414 DisplayModeChanged) {
6415 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6418 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6422 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6423 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6424 /** FIXME: always true at the moment **/
6425 if(!bEnableDialogs) {
6426 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6432 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6433 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6434 TRACE("(%p) : pParameters %p\n", This, pParameters);
6436 *pParameters = This->createParms;
6440 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6441 IWineD3DSwapChain *swapchain;
6442 HRESULT hrc = WINED3D_OK;
6444 TRACE("Relaying to swapchain\n");
6446 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6447 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6448 IWineD3DSwapChain_Release(swapchain);
6453 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6454 IWineD3DSwapChain *swapchain;
6455 HRESULT hrc = WINED3D_OK;
6457 TRACE("Relaying to swapchain\n");
6459 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6460 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6461 IWineD3DSwapChain_Release(swapchain);
6467 /** ********************************************************
6468 * Notification functions
6469 ** ********************************************************/
6470 /** This function must be called in the release of a resource when ref == 0,
6471 * the contents of resource must still be correct,
6472 * any handels to other resource held by the caller must be closed
6473 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6474 *****************************************************/
6475 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6476 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6477 ResourceList* resourceList;
6479 TRACE("(%p) : resource %p\n", This, resource);
6481 EnterCriticalSection(&resourceStoreCriticalSection);
6483 /* add a new texture to the frot of the linked list */
6484 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6485 resourceList->resource = resource;
6487 /* Get the old head */
6488 resourceList->next = This->resources;
6490 This->resources = resourceList;
6491 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6494 LeaveCriticalSection(&resourceStoreCriticalSection);
6499 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6500 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6501 ResourceList* resourceList = NULL;
6502 ResourceList* previousResourceList = NULL;
6504 TRACE("(%p) : resource %p\n", This, resource);
6507 EnterCriticalSection(&resourceStoreCriticalSection);
6509 resourceList = This->resources;
6511 while (resourceList != NULL) {
6512 if(resourceList->resource == resource) break;
6513 previousResourceList = resourceList;
6514 resourceList = resourceList->next;
6517 if (resourceList == NULL) {
6518 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6520 LeaveCriticalSection(&resourceStoreCriticalSection);
6524 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6526 /* make sure we don't leave a hole in the list */
6527 if (previousResourceList != NULL) {
6528 previousResourceList->next = resourceList->next;
6530 This->resources = resourceList->next;
6534 LeaveCriticalSection(&resourceStoreCriticalSection);
6540 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6541 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6544 TRACE("(%p) : resource %p\n", This, resource);
6545 switch(IWineD3DResource_GetType(resource)){
6546 case WINED3DRTYPE_SURFACE:
6547 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6549 case WINED3DRTYPE_TEXTURE:
6550 case WINED3DRTYPE_CUBETEXTURE:
6551 case WINED3DRTYPE_VOLUMETEXTURE:
6552 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6553 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6554 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6555 This->stateBlock->textures[counter] = NULL;
6557 if (This->updateStateBlock != This->stateBlock ){
6558 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6559 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6560 This->updateStateBlock->textures[counter] = NULL;
6565 case WINED3DRTYPE_VOLUME:
6566 /* TODO: nothing really? */
6568 case WINED3DRTYPE_VERTEXBUFFER:
6569 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6572 TRACE("Cleaning up stream pointers\n");
6574 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6575 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6576 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6578 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6579 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6580 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6581 This->updateStateBlock->streamSource[streamNumber] = 0;
6582 /* Set changed flag? */
6585 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) */
6586 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6587 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6588 This->stateBlock->streamSource[streamNumber] = 0;
6591 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6592 else { /* This shouldn't happen */
6593 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6600 case WINED3DRTYPE_INDEXBUFFER:
6601 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6602 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6603 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6604 This->updateStateBlock->pIndexData = NULL;
6607 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6608 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6609 This->stateBlock->pIndexData = NULL;
6615 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6620 /* Remove the resoruce from the resourceStore */
6621 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6623 TRACE("Resource released\n");
6627 /**********************************************************
6628 * IWineD3DDevice VTbl follows
6629 **********************************************************/
6631 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6633 /*** IUnknown methods ***/
6634 IWineD3DDeviceImpl_QueryInterface,
6635 IWineD3DDeviceImpl_AddRef,
6636 IWineD3DDeviceImpl_Release,
6637 /*** IWineD3DDevice methods ***/
6638 IWineD3DDeviceImpl_GetParent,
6639 /*** Creation methods**/
6640 IWineD3DDeviceImpl_CreateVertexBuffer,
6641 IWineD3DDeviceImpl_CreateIndexBuffer,
6642 IWineD3DDeviceImpl_CreateStateBlock,
6643 IWineD3DDeviceImpl_CreateSurface,
6644 IWineD3DDeviceImpl_CreateTexture,
6645 IWineD3DDeviceImpl_CreateVolumeTexture,
6646 IWineD3DDeviceImpl_CreateVolume,
6647 IWineD3DDeviceImpl_CreateCubeTexture,
6648 IWineD3DDeviceImpl_CreateQuery,
6649 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6650 IWineD3DDeviceImpl_CreateVertexDeclaration,
6651 IWineD3DDeviceImpl_CreateVertexShader,
6652 IWineD3DDeviceImpl_CreatePixelShader,
6653 IWineD3DDeviceImpl_CreatePalette,
6654 /*** Odd functions **/
6655 IWineD3DDeviceImpl_Init3D,
6656 IWineD3DDeviceImpl_Uninit3D,
6657 IWineD3DDeviceImpl_SetFullscreen,
6658 IWineD3DDeviceImpl_EnumDisplayModes,
6659 IWineD3DDeviceImpl_EvictManagedResources,
6660 IWineD3DDeviceImpl_GetAvailableTextureMem,
6661 IWineD3DDeviceImpl_GetBackBuffer,
6662 IWineD3DDeviceImpl_GetCreationParameters,
6663 IWineD3DDeviceImpl_GetDeviceCaps,
6664 IWineD3DDeviceImpl_GetDirect3D,
6665 IWineD3DDeviceImpl_GetDisplayMode,
6666 IWineD3DDeviceImpl_SetDisplayMode,
6667 IWineD3DDeviceImpl_GetHWND,
6668 IWineD3DDeviceImpl_SetHWND,
6669 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6670 IWineD3DDeviceImpl_GetRasterStatus,
6671 IWineD3DDeviceImpl_GetSwapChain,
6672 IWineD3DDeviceImpl_Reset,
6673 IWineD3DDeviceImpl_SetDialogBoxMode,
6674 IWineD3DDeviceImpl_SetCursorProperties,
6675 IWineD3DDeviceImpl_SetCursorPosition,
6676 IWineD3DDeviceImpl_ShowCursor,
6677 IWineD3DDeviceImpl_TestCooperativeLevel,
6678 /*** Getters and setters **/
6679 IWineD3DDeviceImpl_SetClipPlane,
6680 IWineD3DDeviceImpl_GetClipPlane,
6681 IWineD3DDeviceImpl_SetClipStatus,
6682 IWineD3DDeviceImpl_GetClipStatus,
6683 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6684 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6685 IWineD3DDeviceImpl_SetDepthStencilSurface,
6686 IWineD3DDeviceImpl_GetDepthStencilSurface,
6687 IWineD3DDeviceImpl_SetFVF,
6688 IWineD3DDeviceImpl_GetFVF,
6689 IWineD3DDeviceImpl_SetGammaRamp,
6690 IWineD3DDeviceImpl_GetGammaRamp,
6691 IWineD3DDeviceImpl_SetIndices,
6692 IWineD3DDeviceImpl_GetIndices,
6693 IWineD3DDeviceImpl_SetBasevertexIndex,
6694 IWineD3DDeviceImpl_SetLight,
6695 IWineD3DDeviceImpl_GetLight,
6696 IWineD3DDeviceImpl_SetLightEnable,
6697 IWineD3DDeviceImpl_GetLightEnable,
6698 IWineD3DDeviceImpl_SetMaterial,
6699 IWineD3DDeviceImpl_GetMaterial,
6700 IWineD3DDeviceImpl_SetNPatchMode,
6701 IWineD3DDeviceImpl_GetNPatchMode,
6702 IWineD3DDeviceImpl_SetPaletteEntries,
6703 IWineD3DDeviceImpl_GetPaletteEntries,
6704 IWineD3DDeviceImpl_SetPixelShader,
6705 IWineD3DDeviceImpl_GetPixelShader,
6706 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6707 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6708 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6709 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6710 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6711 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6712 IWineD3DDeviceImpl_SetRenderState,
6713 IWineD3DDeviceImpl_GetRenderState,
6714 IWineD3DDeviceImpl_SetRenderTarget,
6715 IWineD3DDeviceImpl_GetRenderTarget,
6716 IWineD3DDeviceImpl_SetFrontBackBuffers,
6717 IWineD3DDeviceImpl_SetSamplerState,
6718 IWineD3DDeviceImpl_GetSamplerState,
6719 IWineD3DDeviceImpl_SetScissorRect,
6720 IWineD3DDeviceImpl_GetScissorRect,
6721 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6722 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6723 IWineD3DDeviceImpl_SetStreamSource,
6724 IWineD3DDeviceImpl_GetStreamSource,
6725 IWineD3DDeviceImpl_SetStreamSourceFreq,
6726 IWineD3DDeviceImpl_GetStreamSourceFreq,
6727 IWineD3DDeviceImpl_SetTexture,
6728 IWineD3DDeviceImpl_GetTexture,
6729 IWineD3DDeviceImpl_SetTextureStageState,
6730 IWineD3DDeviceImpl_GetTextureStageState,
6731 IWineD3DDeviceImpl_SetTransform,
6732 IWineD3DDeviceImpl_GetTransform,
6733 IWineD3DDeviceImpl_SetVertexDeclaration,
6734 IWineD3DDeviceImpl_GetVertexDeclaration,
6735 IWineD3DDeviceImpl_SetVertexShader,
6736 IWineD3DDeviceImpl_GetVertexShader,
6737 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6738 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6739 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6740 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6741 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6742 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6743 IWineD3DDeviceImpl_SetViewport,
6744 IWineD3DDeviceImpl_GetViewport,
6745 IWineD3DDeviceImpl_MultiplyTransform,
6746 IWineD3DDeviceImpl_ValidateDevice,
6747 IWineD3DDeviceImpl_ProcessVertices,
6748 /*** State block ***/
6749 IWineD3DDeviceImpl_BeginStateBlock,
6750 IWineD3DDeviceImpl_EndStateBlock,
6751 /*** Scene management ***/
6752 IWineD3DDeviceImpl_BeginScene,
6753 IWineD3DDeviceImpl_EndScene,
6754 IWineD3DDeviceImpl_Present,
6755 IWineD3DDeviceImpl_Clear,
6757 IWineD3DDeviceImpl_DrawPrimitive,
6758 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6759 IWineD3DDeviceImpl_DrawPrimitiveUP,
6760 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6761 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6762 IWineD3DDeviceImpl_DrawRectPatch,
6763 IWineD3DDeviceImpl_DrawTriPatch,
6764 IWineD3DDeviceImpl_DeletePatch,
6765 IWineD3DDeviceImpl_ColorFill,
6766 IWineD3DDeviceImpl_UpdateTexture,
6767 IWineD3DDeviceImpl_UpdateSurface,
6768 IWineD3DDeviceImpl_GetRenderTargetData,
6769 IWineD3DDeviceImpl_GetFrontBufferData,
6770 /*** object tracking ***/
6771 IWineD3DDeviceImpl_ResourceReleased
6775 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6776 WINED3DRS_ALPHABLENDENABLE ,
6777 WINED3DRS_ALPHAFUNC ,
6778 WINED3DRS_ALPHAREF ,
6779 WINED3DRS_ALPHATESTENABLE ,
6781 WINED3DRS_COLORWRITEENABLE ,
6782 WINED3DRS_DESTBLEND ,
6783 WINED3DRS_DITHERENABLE ,
6784 WINED3DRS_FILLMODE ,
6785 WINED3DRS_FOGDENSITY ,
6787 WINED3DRS_FOGSTART ,
6788 WINED3DRS_LASTPIXEL ,
6789 WINED3DRS_SHADEMODE ,
6790 WINED3DRS_SRCBLEND ,
6791 WINED3DRS_STENCILENABLE ,
6792 WINED3DRS_STENCILFAIL ,
6793 WINED3DRS_STENCILFUNC ,
6794 WINED3DRS_STENCILMASK ,
6795 WINED3DRS_STENCILPASS ,
6796 WINED3DRS_STENCILREF ,
6797 WINED3DRS_STENCILWRITEMASK ,
6798 WINED3DRS_STENCILZFAIL ,
6799 WINED3DRS_TEXTUREFACTOR ,
6810 WINED3DRS_ZWRITEENABLE
6813 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6814 WINED3DTSS_ADDRESSW ,
6815 WINED3DTSS_ALPHAARG0 ,
6816 WINED3DTSS_ALPHAARG1 ,
6817 WINED3DTSS_ALPHAARG2 ,
6818 WINED3DTSS_ALPHAOP ,
6819 WINED3DTSS_BUMPENVLOFFSET ,
6820 WINED3DTSS_BUMPENVLSCALE ,
6821 WINED3DTSS_BUMPENVMAT00 ,
6822 WINED3DTSS_BUMPENVMAT01 ,
6823 WINED3DTSS_BUMPENVMAT10 ,
6824 WINED3DTSS_BUMPENVMAT11 ,
6825 WINED3DTSS_COLORARG0 ,
6826 WINED3DTSS_COLORARG1 ,
6827 WINED3DTSS_COLORARG2 ,
6828 WINED3DTSS_COLOROP ,
6829 WINED3DTSS_RESULTARG ,
6830 WINED3DTSS_TEXCOORDINDEX ,
6831 WINED3DTSS_TEXTURETRANSFORMFLAGS
6834 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6835 WINED3DSAMP_ADDRESSU ,
6836 WINED3DSAMP_ADDRESSV ,
6837 WINED3DSAMP_ADDRESSW ,
6838 WINED3DSAMP_BORDERCOLOR ,
6839 WINED3DSAMP_MAGFILTER ,
6840 WINED3DSAMP_MINFILTER ,
6841 WINED3DSAMP_MIPFILTER ,
6842 WINED3DSAMP_MIPMAPLODBIAS ,
6843 WINED3DSAMP_MAXMIPLEVEL ,
6844 WINED3DSAMP_MAXANISOTROPY ,
6845 WINED3DSAMP_SRGBTEXTURE ,
6846 WINED3DSAMP_ELEMENTINDEX
6849 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6851 WINED3DRS_AMBIENTMATERIALSOURCE ,
6852 WINED3DRS_CLIPPING ,
6853 WINED3DRS_CLIPPLANEENABLE ,
6854 WINED3DRS_COLORVERTEX ,
6855 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6856 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6857 WINED3DRS_FOGDENSITY ,
6859 WINED3DRS_FOGSTART ,
6860 WINED3DRS_FOGTABLEMODE ,
6861 WINED3DRS_FOGVERTEXMODE ,
6862 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6863 WINED3DRS_LIGHTING ,
6864 WINED3DRS_LOCALVIEWER ,
6865 WINED3DRS_MULTISAMPLEANTIALIAS ,
6866 WINED3DRS_MULTISAMPLEMASK ,
6867 WINED3DRS_NORMALIZENORMALS ,
6868 WINED3DRS_PATCHEDGESTYLE ,
6869 WINED3DRS_POINTSCALE_A ,
6870 WINED3DRS_POINTSCALE_B ,
6871 WINED3DRS_POINTSCALE_C ,
6872 WINED3DRS_POINTSCALEENABLE ,
6873 WINED3DRS_POINTSIZE ,
6874 WINED3DRS_POINTSIZE_MAX ,
6875 WINED3DRS_POINTSIZE_MIN ,
6876 WINED3DRS_POINTSPRITEENABLE ,
6877 WINED3DRS_RANGEFOGENABLE ,
6878 WINED3DRS_SPECULARMATERIALSOURCE ,
6879 WINED3DRS_TWEENFACTOR ,
6880 WINED3DRS_VERTEXBLEND
6883 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6884 WINED3DTSS_TEXCOORDINDEX ,
6885 WINED3DTSS_TEXTURETRANSFORMFLAGS
6888 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6889 WINED3DSAMP_DMAPOFFSET
6892 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6893 DWORD rep = StateTable[state].representative;
6897 if(!rep || isStateDirty(This, rep)) return;
6899 This->dirtyArray[This->numDirtyEntries++] = rep;
6902 This->isStateDirty[idx] |= (1 << shift);