2 * IWineD3DDevice implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
33 /* x11drv GDI escapes */
34 #define X11DRV_ESCAPE 6789
35 enum x11drv_escape_codes
37 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
38 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
39 X11DRV_GET_FONT, /* get current X font for a DC */
42 /* retrieve the X display to use on a given DC */
43 inline static Display *get_display( HDC hdc )
46 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
48 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
49 sizeof(display), (LPSTR)&display )) display = NULL;
53 /* Memory tracking and object counting */
54 static unsigned int emulated_textureram = 64*1024*1024;
56 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
57 /* enable pbuffer support for offscreen textures */
58 BOOL pbuffer_support = FALSE;
59 /* allocate one pbuffer per surface */
60 BOOL pbuffer_per_surface = FALSE;
62 /* static function declarations */
63 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
65 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
68 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
70 #define D3DCREATEOBJECTINSTANCE(object, type) { \
71 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
72 D3DMEMCHECK(object, pp##type); \
73 object->lpVtbl = &IWineD3D##type##_Vtbl; \
74 object->wineD3DDevice = This; \
75 object->parent = parent; \
77 *pp##type = (IWineD3D##type *) object; \
80 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
81 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
82 D3DMEMCHECK(object, pp##type); \
83 object->lpVtbl = &IWineD3D##type##_Vtbl; \
84 object->resource.wineD3DDevice = This; \
85 object->resource.parent = parent; \
86 object->resource.resourceType = d3dtype; \
87 object->resource.ref = 1; \
88 object->resource.pool = Pool; \
89 object->resource.format = Format; \
90 object->resource.usage = Usage; \
91 object->resource.size = _size; \
92 /* Check that we have enough video ram left */ \
93 if (Pool == D3DPOOL_DEFAULT) { \
94 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
95 WARN("Out of 'bogus' video memory\n"); \
96 HeapFree(GetProcessHeap(), 0, object); \
98 return D3DERR_OUTOFVIDEOMEMORY; \
100 globalChangeGlRam(_size); \
102 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == D3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
103 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != D3DPOOL_DEFAULT) { \
104 FIXME("Out of memory!\n"); \
105 HeapFree(GetProcessHeap(), 0, object); \
107 return D3DERR_OUTOFVIDEOMEMORY; \
109 *pp##type = (IWineD3D##type *) object; \
110 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
111 TRACE("(%p) : Created resource %p\n", This, object); \
114 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
115 _basetexture.levels = Levels; \
116 _basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
117 _basetexture.LOD = 0; \
118 _basetexture.dirty = TRUE; \
121 /**********************************************************
122 * Global variable / Constants follow
123 **********************************************************/
124 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
126 /**********************************************************
127 * Utility functions follow
128 **********************************************************/
129 /* Convert the D3DLIGHT properties into equivalent gl lights */
130 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
133 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
136 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
137 glMatrixMode(GL_MODELVIEW);
139 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
142 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
143 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
144 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
145 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
146 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
147 checkGLcall("glLightfv");
150 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
151 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
152 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
153 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
154 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
155 checkGLcall("glLightfv");
158 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
159 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
160 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
161 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
162 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
163 checkGLcall("glLightfv");
165 /* Attenuation - Are these right? guessing... */
166 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
167 checkGLcall("glLightf");
168 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
169 checkGLcall("glLightf");
171 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
172 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
174 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
177 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
178 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
179 checkGLcall("glLightf");
181 switch (lightInfo->OriginalParms.Type) {
184 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
185 checkGLcall("glLightfv");
186 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
187 checkGLcall("glLightf");
193 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
194 checkGLcall("glLightfv");
196 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
197 checkGLcall("glLightfv");
198 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
199 checkGLcall("glLightf");
200 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
201 checkGLcall("glLightf");
205 case D3DLIGHT_DIRECTIONAL:
207 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
208 checkGLcall("glLightfv");
209 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
210 checkGLcall("glLightf");
211 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
212 checkGLcall("glLightf");
216 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
219 /* Restore the modelview matrix */
223 /* Apply the current values to the specified texture stage */
224 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
225 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
233 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
234 clamping, MIPLOD, etc. This will work for up to 16 samplers.
237 if (Sampler >= GL_LIMITS(samplers)) {
238 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
241 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
242 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
244 GLACTIVETEXTURE(Sampler);
246 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
247 } else if (Sampler > 0) {
248 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
252 /* TODO: change this to a lookup table
253 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
254 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
255 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
256 especially when there are a number of groups of states. */
258 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
260 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
261 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
262 /* these are the only two supported states that need to be applied */
263 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
264 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
265 #if 0 /* not supported at the moment */
266 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
267 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
268 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
269 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
270 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
271 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
272 APPLY_STATE(WINED3DTSS_RESULTARG);
273 APPLY_STATE(WINED3DTSS_CONSTANT);
275 /* a quick sanity check in case someone forgot to update this function */
276 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
277 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
281 /* apply any sampler states that always need applying */
282 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
283 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
284 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
285 GL_TEXTURE_LOD_BIAS_EXT,
287 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
290 /* Note the D3DRS value applies to all textures, but GL has one
291 * per texture, so apply it now ready to be used!
293 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
294 /* Set the default alpha blend color */
295 glBlendColor(col[0], col[1], col[2], col[3]);
296 checkGLcall("glBlendColor");
298 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
299 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
300 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
302 /* TODO: NV_POINT_SPRITE */
303 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
304 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
305 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
306 glDisable(GL_POINT_SMOOTH);
308 /* Centre the texture on the vertex */
309 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
310 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
312 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
313 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
314 checkGLcall("glTexEnvf(...)");
315 VTRACE("glEnable( GL_POINT_SPRITE_ARB )\n");
316 glEnable( GL_POINT_SPRITE_ARB );
317 checkGLcall("glEnable(...)");
319 VTRACE("glDisable( GL_POINT_SPRITE_ARB )\n");
320 glDisable( GL_POINT_SPRITE_ARB );
321 checkGLcall("glEnable(...)");
325 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
328 /**********************************************************
329 * IUnknown parts follows
330 **********************************************************/
332 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
334 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
336 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
337 if (IsEqualGUID(riid, &IID_IUnknown)
338 || IsEqualGUID(riid, &IID_IWineD3DBase)
339 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
340 IUnknown_AddRef(iface);
345 return E_NOINTERFACE;
348 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350 ULONG refCount = InterlockedIncrement(&This->ref);
352 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
356 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
358 ULONG refCount = InterlockedDecrement(&This->ref);
360 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
363 /* TODO: Clean up all the surfaces and textures! */
364 /* FIXME: Create targets and state blocks in d3d8 */
365 if (((IWineD3DImpl *)This->wineD3D)->dxVersion >= 8) { /*We don't create state blocks for d3d7 yet*/
366 /* NOTE: You must release the parent if the object was created via a callback
367 ** ***************************/
368 /* TODO: this is exactly the same as required by _Reset.., so at some point we need to move the code so that is can be called by reset add release... */
369 /* Release all of the swapchains, except the implicit swapchain */
370 IUnknown* stencilBufferParent;
371 IUnknown* swapChainParent;
373 /* NOTE: Don't release swapchain 0 here, it's 'special' */
374 SwapChainList *nextSwapchain = This->swapchains;
375 if (nextSwapchain != NULL) {
376 nextSwapchain = nextSwapchain->next;
378 WARN("Expected to find the implicit swapchain\n");
381 /* release all the other swapchains */
382 while (nextSwapchain != NULL) {
383 SwapChainList *prevSwapchain = nextSwapchain;
384 nextSwapchain = nextSwapchain->next;
385 IWineD3DSwapChain_Release(prevSwapchain->swapchain);
386 /* NOTE: no need to free the list element, it will be done by the release callback
387 HeapFree(GetProcessHeap(), 0, prevSwapchain); */
389 /* Release the buffers (with sanity checks)*/
390 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
391 if(This->depthStencilBuffer != This->stencilBufferTarget)
392 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
394 This->stencilBufferTarget = NULL;
396 if(IWineD3DSurface_Release(This->renderTarget) >0){
397 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
399 This->renderTarget = NULL;
401 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
402 IUnknown_Release(stencilBufferParent); /* once for the get parent */
403 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
404 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
406 This->depthStencilBuffer = NULL;
408 /* Release the update stateblock */
409 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
410 if(This->updateStateBlock != This->stateBlock)
411 FIXME("(%p) Something's still holding the Update stateblock\n",This);
413 This->updateStateBlock = NULL;
414 { /* because were not doing proper internal refcounts releasing the primary state block
415 causes recursion with the extra checks in ResourceReleased, to avoid this we have
416 to set this->stateBlock = NULL; first */
417 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
418 This->stateBlock = NULL;
420 /* Release the stateblock */
421 if(IWineD3DStateBlock_Release(stateBlock) > 0){
422 FIXME("(%p) Something's still holding the Update stateblock\n",This);
426 if (This->swapchains != NULL) {
427 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
428 IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
429 IUnknown_Release(swapChainParent); /* once for the get parent */
430 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
431 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
435 if (This->resources != NULL ) {
436 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
438 #if 0 /* TODO: Dump a list of all the resources still bound */
439 dumpResources(This->resources);
441 /* TODO: set the resources to a lost state */
445 IWineD3D_Release(This->wineD3D);
446 This->wineD3D = NULL;
447 HeapFree(GetProcessHeap(), 0, This);
448 TRACE("Freed device %p\n", This);
454 /**********************************************************
455 * IWineD3DDevice implementation follows
456 **********************************************************/
457 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
459 *pParent = This->parent;
460 IUnknown_AddRef(This->parent);
464 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
465 DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
467 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
468 IWineD3DVertexBufferImpl *object;
469 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
470 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, D3DRTYPE_VERTEXBUFFER, Size)
473 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
474 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
478 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
479 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
484 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
485 WINED3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
486 HANDLE *sharedHandle, IUnknown *parent) {
487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
488 IWineD3DIndexBufferImpl *object;
489 TRACE("(%p) Creating index buffer\n", This);
491 /* Allocate the storage for the device */
492 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,D3DRTYPE_INDEXBUFFER, Length)
495 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
496 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
499 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
500 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
501 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
506 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
508 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
509 IWineD3DStateBlockImpl *object;
512 D3DCREATEOBJECTINSTANCE(object, StateBlock)
513 object->blockType = Type;
515 /* Special case - Used during initialization to produce a placeholder stateblock
516 so other functions called can update a state block */
517 if (Type == WINED3DSBT_INIT) {
518 /* Don't bother increasing the reference count otherwise a device will never
519 be freed due to circular dependencies */
523 /* Otherwise, might as well set the whole state block to the appropriate values */
524 if ( This->stateBlock != NULL) {
525 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
527 memset(object->streamFreq, 1, sizeof(object->streamFreq));
530 /* Reset the ref and type after kludging it */
531 object->wineD3DDevice = This;
533 object->blockType = Type;
535 TRACE("Updating changed flags appropriate for type %d\n", Type);
537 if (Type == WINED3DSBT_ALL) {
539 TRACE("ALL => Pretend everything has changed\n");
540 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
541 } else if (Type == WINED3DSBT_PIXELSTATE) {
543 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
544 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
546 object->changed.pixelShader = TRUE;
548 /* Pixel Shader Constants */
549 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
550 object->changed.pixelShaderConstants[i] = TRUE;
552 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
553 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
555 for (j = 0; j < GL_LIMITS(textures); j++) {
556 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
557 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
560 for (j = 0 ; j < 16; j++) {
561 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
563 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
567 } else if (Type == WINED3DSBT_VERTEXSTATE) {
569 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
570 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
572 object->changed.vertexShader = TRUE;
574 /* Vertex Shader Constants */
575 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
576 object->changed.vertexShaderConstants[i] = TRUE;
578 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
579 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
581 for (j = 0; j < GL_LIMITS(textures); j++) {
582 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
583 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
586 for (j = 0 ; j < 16; j++){
587 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
588 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
592 /* Duplicate light chain */
594 PLIGHTINFOEL *src = NULL;
595 PLIGHTINFOEL *dst = NULL;
596 PLIGHTINFOEL *newEl = NULL;
597 src = This->stateBlock->lights;
598 object->lights = NULL;
602 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
603 if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
604 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
606 newEl->changed = TRUE;
607 newEl->enabledChanged = TRUE;
609 object->lights = newEl;
620 FIXME("Unrecognized state block type %d\n", Type);
623 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
628 /* ************************************
630 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
633 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
635 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.
637 ******************************** */
639 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,D3DRESOURCETYPE Type, DWORD Usage, D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, IUnknown *parent) {
640 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
641 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
642 unsigned int pow2Width, pow2Height;
643 unsigned int Size = 1;
644 TRACE("(%p) Create surface\n",This);
646 /** FIXME: Check ranges on the inputs are valid
649 * [in] Quality level. The valid range is between zero and one less than the level
650 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
651 * Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality
652 * values of paired render targets, depth stencil surfaces, and the MultiSample type
654 *******************************/
659 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
661 * If this flag is set, the contents of the depth stencil buffer will be
662 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
663 * with a different depth surface.
665 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
666 ***************************/
668 if(MultisampleQuality < 0) {
669 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
670 return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
673 if(MultisampleQuality > 0) {
674 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
675 MultisampleQuality=0;
678 /** FIXME: Check that the format is supported
680 *******************************/
682 /* Non-power2 support */
684 /* Find the nearest pow2 match */
685 pow2Width = pow2Height = 1;
686 while (pow2Width < Width) pow2Width <<= 1;
687 while (pow2Height < Height) pow2Height <<= 1;
689 if (pow2Width > Width || pow2Height > Height) {
690 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
691 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
692 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
693 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
694 This, Width, Height);
695 return D3DERR_NOTAVAILABLE;
699 /** Check against the maximum texture sizes supported by the video card **/
700 if (pow2Width > GL_LIMITS(texture_size) || pow2Height > GL_LIMITS(texture_size)) {
701 /* one of three options
702 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
703 2: Set the texture to the maxium size (bad idea)
704 3: WARN and return D3DERR_NOTAVAILABLE;
706 WARN("(%p) Application requested a surface w %d, h %d, but the graphics card only supports %d\n", This, Width, Height, GL_LIMITS(texture_size));
707 return D3DERR_NOTAVAILABLE;
712 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
713 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
715 *********************************/
716 if (WINED3DFMT_UNKNOWN == Format) {
718 } else if (Format == WINED3DFMT_DXT1) {
719 /* DXT1 is half byte per pixel */
720 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
722 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
723 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
724 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
726 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
729 /** Create and initialise the surface resource **/
730 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE, Size)
731 /* "Standalone" surface */
732 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
734 object->currentDesc.Width = Width;
735 object->currentDesc.Height = Height;
736 object->currentDesc.MultiSampleType = MultiSample;
737 object->currentDesc.MultiSampleQuality = MultisampleQuality;
739 /* Setup some glformat defaults */
740 if (WINED3DFMT_UNKNOWN != Format) {
741 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
742 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
743 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
745 object->glDescription.glFormat = 0;
746 object->glDescription.glFormatInternal = 0;
747 object->glDescription.glType = 0;
750 object->glDescription.textureName = 0;
751 object->glDescription.level = Level;
752 object->glDescription.target = GL_TEXTURE_2D;
755 object->pow2Width = pow2Width;
756 object->pow2Height = pow2Height;
757 object->nonpow2 = (pow2Width != Width || pow2Height != Height) ? TRUE : FALSE;
758 object->discard = Discard;
759 object->activeLock = FALSE;
761 if (WINED3DFMT_UNKNOWN != Format) {
762 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
763 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
765 object->bytesPerPixel = 0;
766 object->pow2Size = 0;
769 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
771 TRACE("Pool %d %d %d %d",Pool, D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM);
773 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
774 * this function is too deap to need to care about things like this.
775 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
776 * ****************************************/
778 case D3DPOOL_SCRATCH:
779 if(Lockable == FALSE)
780 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
781 which are mutually exclusive, setting lockable to true\n");
784 case D3DPOOL_SYSTEMMEM:
785 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
786 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
787 case D3DPOOL_MANAGED:
788 if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
789 Usage of DYNAMIC which are mutually exclusive, not doing \
790 anything just telling you.\n");
792 case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
793 if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
794 && !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
795 FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
798 FIXME("(%p) Unknown pool %d\n", This, Pool);
802 if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
803 FIXME("Trying to create a render target that isn't in the default pool\n");
807 object->locked = FALSE;
808 object->lockable = (WINED3DFMT_D16_LOCKABLE == Format) ? TRUE : Lockable;
810 /* mark the texture as dirty so that it get's loaded first time around*/
811 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
812 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
813 This, Width, Height, Format, debug_d3dformat(Format),
814 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
819 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
820 DWORD Usage, WINED3DFORMAT Format, D3DPOOL Pool,
821 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
822 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
824 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
825 IWineD3DTextureImpl *object;
830 unsigned int pow2Width = Width;
831 unsigned int pow2Height = Height;
834 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
836 /* TODO: It should only be possible to create textures for formats
837 that are reported as supported */
838 if (WINED3DFMT_UNKNOWN >= Format) {
839 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
840 return D3DERR_INVALIDCALL;
843 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE, 0);
844 D3DINITIALIZEBASETEXTURE(object->baseTexture);
845 object->width = Width;
846 object->height = Height;
848 /** Non-power2 support **/
849 /* Find the nearest pow2 match */
850 pow2Width = pow2Height = 1;
851 while (pow2Width < Width) pow2Width <<= 1;
852 while (pow2Height < Height) pow2Height <<= 1;
854 /** FIXME: add support for real non-power-two if it's provided by the video card **/
855 /* Precalculated scaling for 'faked' non power of two texture coords */
856 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
857 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
858 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
860 /* Calculate levels for mip mapping */
862 TRACE("calculating levels %d\n", object->baseTexture.levels);
863 object->baseTexture.levels++;
866 while (tmpW > 1 && tmpH > 1) {
867 tmpW = max(1, tmpW >> 1);
868 tmpH = max(1, tmpH >> 1);
869 object->baseTexture.levels++;
871 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
874 /* Generate all the surfaces */
877 for (i = 0; i < object->baseTexture.levels; i++)
879 /* use the callback to create the texture surface */
880 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
883 FIXME("Failed to create surface %p\n", object);
885 for (j = 0 ; j < i ; j++) {
886 IWineD3DSurface_Release(object->surfaces[j]);
888 /* heap free object */
889 HeapFree(GetProcessHeap(), 0, object);
895 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
896 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
897 /* calculate the next mipmap level */
898 tmpW = max(1, tmpW >> 1);
899 tmpH = max(1, tmpH >> 1);
902 TRACE("(%p) : Created texture %p\n", This, object);
906 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
907 UINT Width, UINT Height, UINT Depth,
908 UINT Levels, DWORD Usage,
909 WINED3DFORMAT Format, D3DPOOL Pool,
910 IWineD3DVolumeTexture **ppVolumeTexture,
911 HANDLE *pSharedHandle, IUnknown *parent,
912 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
914 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
915 IWineD3DVolumeTextureImpl *object;
921 /* TODO: It should only be possible to create textures for formats
922 that are reported as supported */
923 if (WINED3DFMT_UNKNOWN >= Format) {
924 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
925 return D3DERR_INVALIDCALL;
928 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE, 0);
929 D3DINITIALIZEBASETEXTURE(object->baseTexture);
931 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
932 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
934 object->width = Width;
935 object->height = Height;
936 object->depth = Depth;
938 /* Calculate levels for mip mapping */
940 object->baseTexture.levels++;
944 while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
945 tmpW = max(1, tmpW >> 1);
946 tmpH = max(1, tmpH >> 1);
947 tmpD = max(1, tmpD >> 1);
948 object->baseTexture.levels++;
950 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
953 /* Generate all the surfaces */
958 for (i = 0; i < object->baseTexture.levels; i++)
960 /* Create the volume */
961 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
962 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
964 /* Set it's container to this object */
965 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
967 /* calcualte the next mipmap level */
968 tmpW = max(1, tmpW >> 1);
969 tmpH = max(1, tmpH >> 1);
970 tmpD = max(1, tmpD >> 1);
973 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
974 TRACE("(%p) : Created volume texture %p\n", This, object);
978 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
979 UINT Width, UINT Height, UINT Depth,
981 WINED3DFORMAT Format, D3DPOOL Pool,
982 IWineD3DVolume** ppVolume,
983 HANDLE* pSharedHandle, IUnknown *parent) {
985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
986 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
988 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, D3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
990 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
991 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
993 object->currentDesc.Width = Width;
994 object->currentDesc.Height = Height;
995 object->currentDesc.Depth = Depth;
996 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
998 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
999 object->lockable = TRUE;
1000 object->locked = FALSE;
1001 memset(&object->lockedBox, 0, sizeof(D3DBOX));
1002 object->dirty = TRUE;
1004 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1007 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1008 UINT Levels, DWORD Usage,
1009 WINED3DFORMAT Format, D3DPOOL Pool,
1010 IWineD3DCubeTexture **ppCubeTexture,
1011 HANDLE *pSharedHandle, IUnknown *parent,
1012 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1015 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1019 unsigned int pow2EdgeLength = EdgeLength;
1021 /* TODO: It should only be possible to create textures for formats
1022 that are reported as supported */
1023 if (WINED3DFMT_UNKNOWN >= Format) {
1024 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1025 return D3DERR_INVALIDCALL;
1028 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE, 0);
1029 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1031 TRACE("(%p) Create Cube Texture\n", This);
1033 /** Non-power2 support **/
1035 /* Find the nearest pow2 match */
1037 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1039 object->edgeLength = EdgeLength;
1040 /* TODO: support for native non-power 2 */
1041 /* Precalculated scaling for 'faked' non power of two texture coords */
1042 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1044 /* Calculate levels for mip mapping */
1046 object->baseTexture.levels++;
1049 tmpW = max(1, tmpW >> 1);
1050 object->baseTexture.levels++;
1052 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1055 /* Generate all the surfaces */
1057 for (i = 0; i < object->baseTexture.levels; i++) {
1059 /* Create the 6 faces */
1060 for (j = 0; j < 6; j++) {
1062 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1063 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1069 for (l = 0; l < j; l++) {
1070 IWineD3DSurface_Release(object->surfaces[j][i]);
1072 for (k = 0; k < i; k++) {
1073 for (l = 0; l < 6; l++) {
1074 IWineD3DSurface_Release(object->surfaces[l][j]);
1078 FIXME("(%p) Failed to create surface\n",object);
1079 HeapFree(GetProcessHeap(),0,object);
1080 *ppCubeTexture = NULL;
1083 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1084 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1086 tmpW = max(1, tmpW >> 1);
1089 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1090 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1094 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1095 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1096 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1098 if (NULL == ppQuery) {
1099 /* Just a check to see if we support this type of query */
1100 HRESULT hr = D3DERR_NOTAVAILABLE;
1102 case WINED3DQUERYTYPE_OCCLUSION:
1103 TRACE("(%p) occlusion query\n", This);
1104 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1107 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1109 case WINED3DQUERYTYPE_VCACHE:
1110 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1111 case WINED3DQUERYTYPE_VERTEXSTATS:
1112 case WINED3DQUERYTYPE_EVENT:
1113 case WINED3DQUERYTYPE_TIMESTAMP:
1114 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1115 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1116 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1117 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1118 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1119 case WINED3DQUERYTYPE_PIXELTIMINGS:
1120 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1121 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1123 FIXME("(%p) Unhandled query type %d\n", This, Type);
1128 D3DCREATEOBJECTINSTANCE(object, Query)
1129 object->type = Type;
1130 /* allocated the 'extended' data based on the type of query requested */
1132 case D3DQUERYTYPE_OCCLUSION:
1133 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1134 TRACE("(%p) Allocating data for an occlusion query\n", This);
1135 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1138 case D3DQUERYTYPE_VCACHE:
1139 case D3DQUERYTYPE_RESOURCEMANAGER:
1140 case D3DQUERYTYPE_VERTEXSTATS:
1141 case D3DQUERYTYPE_EVENT:
1142 case D3DQUERYTYPE_TIMESTAMP:
1143 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1144 case D3DQUERYTYPE_TIMESTAMPFREQ:
1145 case D3DQUERYTYPE_PIPELINETIMINGS:
1146 case D3DQUERYTYPE_INTERFACETIMINGS:
1147 case D3DQUERYTYPE_VERTEXTIMINGS:
1148 case D3DQUERYTYPE_PIXELTIMINGS:
1149 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1150 case D3DQUERYTYPE_CACHEUTILIZATION:
1152 object->extendedData = 0;
1153 FIXME("(%p) Unhandled query type %d\n",This , Type);
1155 TRACE("(%p) : Created Query %p\n", This, object);
1159 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1160 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1162 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1163 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1164 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1167 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1169 XVisualInfo template;
1170 GLXContext oldContext;
1171 Drawable oldDrawable;
1172 HRESULT hr = D3D_OK;
1174 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1176 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1177 * does a device hold a reference to a swap chain giving them a lifetime of the device
1178 * or does the swap chain notify the device of its destruction.
1179 *******************************/
1181 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1183 /* Initialize other useful values */
1184 object->presentParms.BackBufferCount = 1; /* TODO:? support for gl_aux buffers */
1186 /*********************
1187 * Lookup the window Handle and the relating X window handle
1188 ********************/
1190 /* Setup hwnd we are using, plus which display this equates to */
1191 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1192 if (!object->win_handle) {
1193 object->win_handle = This->createParms.hFocusWindow;
1196 object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window" );
1197 hDc = GetDC(object->win_handle);
1198 object->display = get_display(hDc);
1199 ReleaseDC(object->win_handle, hDc);
1200 TRACE("Using a display of %p %p\n", object->display, hDc);
1202 if (NULL == object->display || NULL == hDc) {
1203 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1204 return D3DERR_NOTAVAILABLE;
1207 if (object->win == 0) {
1208 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1209 return D3DERR_NOTAVAILABLE;
1212 * Create an opengl context for the display visual
1213 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1214 * use different properties after that point in time. FIXME: How to handle when requested format
1215 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1216 * it chooses is identical to the one already being used!
1217 **********************************/
1219 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1222 /* Create a new context for this swapchain */
1223 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1224 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1225 (or the best possible if none is requested) */
1226 TRACE("Found x visual ID : %ld\n", template.visualid);
1228 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1229 if (NULL == object->visInfo) {
1230 ERR("cannot really get XVisual\n");
1232 return D3DERR_NOTAVAILABLE;
1235 /* Write out some debug info about the visual/s */
1236 TRACE("Using x visual ID : %ld\n", template.visualid);
1237 TRACE(" visual info: %p\n", object->visInfo);
1238 TRACE(" num items : %d\n", num);
1239 for (n = 0;n < num; n++) {
1240 TRACE("=====item=====: %d\n", n + 1);
1241 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1242 TRACE(" screen : %d\n", object->visInfo[n].screen);
1243 TRACE(" depth : %u\n", object->visInfo[n].depth);
1244 TRACE(" class : %d\n", object->visInfo[n].class);
1245 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1246 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1247 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1248 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1249 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1250 /* log some extra glx info */
1251 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1252 TRACE(" gl_aux_buffers : %d\n", value);
1253 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1254 TRACE(" gl_buffer_size : %d\n", value);
1255 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1256 TRACE(" gl_red_size : %d\n", value);
1257 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1258 TRACE(" gl_green_size : %d\n", value);
1259 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1260 TRACE(" gl_blue_size : %d\n", value);
1261 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1262 TRACE(" gl_alpha_size : %d\n", value);
1263 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1264 TRACE(" gl_depth_size : %d\n", value);
1265 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1266 TRACE(" gl_stencil_size : %d\n", value);
1268 /* Now choose a simila visual ID*/
1270 #ifdef USE_CONTEXT_MANAGER
1272 /** TODO: use a context mamager **/
1276 IWineD3DSwapChain *implSwapChain;
1277 if (D3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1278 /* The first time around we create the context that is shared with all other swapchains and render targets */
1279 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1280 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1283 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1284 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1285 /* and create a new context with the implicit swapchains context as the shared context */
1286 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1287 IWineD3DSwapChain_Release(implSwapChain);
1292 XFree(object->visInfo);
1293 object->visInfo = NULL;
1295 if (NULL == object->glCtx) {
1296 ERR("cannot create glxContext\n");
1298 return D3DERR_NOTAVAILABLE;
1302 if (object->glCtx == NULL) {
1303 ERR("Error in context creation !\n");
1304 return D3DERR_INVALIDCALL;
1306 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1307 object->win_handle, object->glCtx, object->win, object->visInfo);
1310 /*********************
1311 * Windowed / Fullscreen
1312 *******************/
1315 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1316 * so we should really check to see if there is a fullscreen swapchain already
1317 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1318 **************************************/
1320 if (!*(pPresentationParameters->Windowed)) {
1326 /* Get info on the current display setup */
1327 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1328 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1331 /* Change the display settings */
1332 memset(&devmode, 0, sizeof(DEVMODEW));
1333 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1334 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1335 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1336 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1337 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1338 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1340 /* Make popup window */
1341 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1342 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1343 *(pPresentationParameters->BackBufferWidth),
1344 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1350 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1351 * then the corresponding dimension of the client area of the hDeviceWindow
1352 * (or the focus window, if hDeviceWindow is NULL) is taken.
1353 **********************/
1355 if (*(pPresentationParameters->Windowed) &&
1356 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1357 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1360 GetClientRect(object->win_handle, &Rect);
1362 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1363 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1364 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1366 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1367 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1368 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1372 /*********************
1373 * finish off parameter initialization
1374 *******************/
1376 /* Put the correct figures in the presentation parameters */
1377 TRACE("Coppying accross presentaion paraneters\n");
1378 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1379 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1380 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1381 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1382 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1383 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1384 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1385 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1386 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1387 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1388 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1389 object->presentParms.Flags = *(pPresentationParameters->Flags);
1390 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1391 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1394 /*********************
1395 * Create the back, front and stencil buffers
1396 *******************/
1397 TRACE("calling rendertarget CB\n");
1398 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1399 object->presentParms.BackBufferWidth,
1400 object->presentParms.BackBufferHeight,
1401 object->presentParms.BackBufferFormat,
1402 object->presentParms.MultiSampleType,
1403 object->presentParms.MultiSampleQuality,
1404 TRUE /* Lockable */,
1405 &object->frontBuffer,
1406 NULL /* pShared (always null)*/);
1407 if (object->frontBuffer != NULL)
1408 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1409 TRACE("calling rendertarget CB\n");
1410 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1411 object->presentParms.BackBufferWidth,
1412 object->presentParms.BackBufferHeight,
1413 object->presentParms.BackBufferFormat,
1414 object->presentParms.MultiSampleType,
1415 object->presentParms.MultiSampleQuality,
1416 TRUE /* Lockable */,
1417 &object->backBuffer,
1418 NULL /* pShared (always null)*/);
1419 if (object->backBuffer != NULL)
1420 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1422 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1423 if (pPresentationParameters->EnableAutoDepthStencil) {
1424 TRACE("Creating depth stencil buffer\n");
1425 if (This->depthStencilBuffer == NULL ) {
1426 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1427 object->presentParms.BackBufferWidth,
1428 object->presentParms.BackBufferHeight,
1429 object->presentParms.AutoDepthStencilFormat,
1430 object->presentParms.MultiSampleType,
1431 object->presentParms.MultiSampleQuality,
1432 FALSE /* FIXME: Discard */,
1433 &This->depthStencilBuffer,
1434 NULL /* pShared (always null)*/ );
1435 if (This->depthStencilBuffer != NULL)
1436 IWineD3DSurface_SetContainer(This->depthStencilBuffer, (IWineD3DBase *)iface);
1439 /** TODO: A check on width, height and multisample types
1440 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1441 ****************************/
1442 object->wantsDepthStencilBuffer = TRUE;
1444 object->wantsDepthStencilBuffer = FALSE;
1447 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1450 /*********************
1451 * init the default renderTarget management
1452 *******************/
1453 object->drawable = object->win;
1454 object->render_ctx = object->glCtx;
1457 /*********************
1458 * Setup some defaults and clear down the buffers
1459 *******************/
1461 /** save current context and drawable **/
1462 oldContext = glXGetCurrentContext();
1463 oldDrawable = glXGetCurrentDrawable();
1465 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1466 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1467 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1469 checkGLcall("glXMakeCurrent");
1471 TRACE("Setting up the screen\n");
1472 /* Clear the screen */
1473 glClearColor(1.0, 0.0, 0.0, 0.0);
1474 checkGLcall("glClearColor");
1477 glClearStencil(0xffff);
1479 checkGLcall("glClear");
1481 glColor3f(1.0, 1.0, 1.0);
1482 checkGLcall("glColor3f");
1484 glEnable(GL_LIGHTING);
1485 checkGLcall("glEnable");
1487 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1488 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1490 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1491 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1493 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1494 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1496 /* switch back to the original context (if there was one)*/
1497 if (This->swapchains != NULL) {
1498 /** TODO: restore the context and drawable **/
1499 glXMakeCurrent(object->display, oldDrawable, oldContext);
1504 { /* Finally add the swapchain to the end of the devices' swapchain list */
1505 SwapChainList **nextSwapchain;
1506 nextSwapchain = &This->swapchains;
1507 while (*nextSwapchain != NULL) {
1508 nextSwapchain = &((*nextSwapchain)->next);
1510 (*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
1511 (*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
1513 TRACE("Set swapchain to %p\n", object);
1514 } else { /* something went wrong so clean up */
1515 IUnknown* bufferParent;
1516 if (object->frontBuffer) {
1518 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1519 IUnknown_Release(bufferParent); /* once for the get parent */
1520 if (IUnknown_Release(bufferParent) > 0) {
1521 FIXME("(%p) Something's still holding the front buffer\n",This);
1524 if (object->backBuffer) {
1525 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1526 IUnknown_Release(bufferParent); /* once for the get parent */
1527 if (IUnknown_Release(bufferParent) > 0) {
1528 FIXME("(%p) Something's still holding the back buffer\n",This);
1531 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1532 /* Clean up the context */
1533 /* check that we are the current context first (we shouldn't be though!) */
1534 if (object->glCtx != 0) {
1535 if(glXGetCurrentContext() == object->glCtx) {
1536 glXMakeCurrent(object->display, None, NULL);
1538 glXDestroyContext(object->display, object->glCtx);
1540 HeapFree(GetProcessHeap(), 0, object);
1547 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1548 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1549 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1550 unsigned int numberOfSwapChains = 0;
1551 SwapChainList *swapchain;
1553 swapchain = This->swapchains;
1554 /* itterate through the list to get a count */
1555 while (swapchain != NULL) {
1556 swapchain = swapchain->next;
1557 numberOfSwapChains++;
1560 TRACE("(%p) returning %d\n", This, numberOfSwapChains);
1561 return numberOfSwapChains;
1564 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1566 SwapChainList *swapchain;
1568 HRESULT hr = D3DERR_INVALIDCALL;
1569 swapchain = This->swapchains;
1570 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1573 TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
1574 while (i > 0 && swapchain != NULL) {
1575 swapchain = swapchain->next;
1580 FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
1582 } else if (swapchain != NULL) {
1583 /** TODO: move off to a linkesList implementation **/
1584 *pSwapChain = swapchain->swapchain;
1585 IWineD3DSwapChain_AddRef(*pSwapChain);
1589 TRACE("(%p) returning %p\n", This, *pSwapChain);
1593 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
1594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1596 FIXME("(%p) : Stub\n",This);
1602 * Vertex Declaration
1604 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1606 IWineD3DVertexDeclarationImpl *object = NULL;
1607 HRESULT hr = D3D_OK;
1608 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1609 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1612 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1617 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1618 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1619 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1620 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1621 HRESULT hr = D3D_OK;
1622 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1624 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1625 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1628 FIXME("(%p) : Failed to set the function, returning D3DERR_INVALIDCALL\n", iface);
1629 IWineD3DVertexShader_Release(*ppVertexShader);
1630 return D3DERR_INVALIDCALL;
1633 #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. */
1634 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1643 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1644 if (pDeclaration != NULL) {
1645 IWineD3DVertexDeclaration *vertexDeclaration;
1646 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1648 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1649 object->vertexDeclaration = vertexDeclaration;
1651 FIXME("(%p) : Failed to set the declaration, returning D3DERR_INVALIDCALL\n", iface);
1652 IWineD3DVertexShader_Release(*ppVertexShader);
1653 return D3DERR_INVALIDCALL;
1660 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1661 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1662 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1663 HRESULT hr = D3D_OK;
1665 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1666 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1668 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1670 WARN("(%p) : Failed to create pixel shader\n", This);
1676 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1677 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1678 *ppD3D= This->wineD3D;
1679 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1680 IWineD3D_AddRef(*ppD3D);
1684 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1685 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1686 * Into the video ram as possible and seeing how many fit
1687 * you can also get the correct initial value from via X and ATI's driver
1688 *******************/
1689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1690 static BOOL showfixmes = TRUE;
1692 FIXME("(%p) : stub, emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1693 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1696 TRACE("(%p) : emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1697 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1698 /* videomemory is simulated videomemory + AGP memory left */
1699 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1707 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1708 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1709 HRESULT hr = D3D_OK;
1711 /* Update the current state block */
1712 This->updateStateBlock->fvf = fvf;
1713 This->updateStateBlock->changed.fvf = TRUE;
1714 This->updateStateBlock->set.fvf = TRUE;
1716 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
1719 /* clear down the vertex declaration
1720 NOTE: Axis and Allies doesn't work properly otherwise
1721 (may be a stateblock problem though!)
1723 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
1730 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
1731 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1732 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
1733 *pfvf = This->stateBlock->fvf;
1738 * Get / Set Stream Source
1740 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
1741 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1742 IWineD3DVertexBuffer *oldSrc;
1744 /**TODO: instance and index data, see
1745 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1747 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
1750 /* D3d9 only, but shouldn't hurt d3d8 */
1753 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1755 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1756 FIXME("stream index data not supported\n");
1758 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1759 FIXME("stream instance data not supported\n");
1763 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1765 if (StreamNumber >= MAX_STREAMS) {
1766 WARN("Stream out of range %d\n", StreamNumber);
1767 return D3DERR_INVALIDCALL;
1770 oldSrc = This->stateBlock->streamSource[StreamNumber];
1771 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
1773 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
1774 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
1775 This->updateStateBlock->streamStride[StreamNumber] = Stride;
1776 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
1777 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
1778 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
1780 /* Handle recording of state blocks */
1781 if (This->isRecordingState) {
1782 TRACE("Recording... not performing anything\n");
1786 /* Not recording... */
1787 /* Need to do a getParent and pass the reffs up */
1788 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
1789 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
1790 so for now, just count internally */
1791 if (pStreamData != NULL) {
1792 IWineD3DVertexBuffer_AddRef(pStreamData);
1794 if (oldSrc != NULL) {
1795 IWineD3DVertexBuffer_Release(oldSrc);
1801 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
1802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1805 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
1806 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
1809 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1811 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1812 FIXME("stream index data not supported\n");
1814 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1815 FIXME("stream instance data not supported\n");
1819 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1821 if (StreamNumber >= MAX_STREAMS) {
1822 WARN("Stream out of range %d\n", StreamNumber);
1823 return D3DERR_INVALIDCALL;
1825 *pStream = This->stateBlock->streamSource[StreamNumber];
1826 *pStride = This->stateBlock->streamStride[StreamNumber];
1827 *pOffset = This->stateBlock->streamOffset[StreamNumber];
1829 if (*pStream == NULL) {
1830 FIXME("Attempting to get an empty stream %d, returning D3DERR_INVALIDCALL\n", StreamNumber);
1831 return D3DERR_INVALIDCALL;
1834 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
1838 /*Should be quite easy, just an extension of vertexdata
1840 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1842 The divider is a bit odd though
1844 VertexOffset = StartVertex / Divider * StreamStride +
1845 VertexIndex / Divider * StreamStride + StreamOffset
1848 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
1849 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1851 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
1852 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
1854 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
1855 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
1856 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
1858 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
1859 FIXME("Stream indexing not fully supported\n");
1865 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
1866 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1868 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
1869 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
1871 TRACE("(%p) : returning %d\n", This, *Divider);
1877 * Get / Set & Multiply Transform
1879 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
1880 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1882 /* Most of this routine, comments included copied from ddraw tree initially: */
1883 TRACE("(%p) : Transform State=%d\n", This, d3dts);
1885 /* Handle recording of state blocks */
1886 if (This->isRecordingState) {
1887 TRACE("Recording... not performing anything\n");
1888 This->updateStateBlock->changed.transform[d3dts] = TRUE;
1889 This->updateStateBlock->set.transform[d3dts] = TRUE;
1890 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
1895 * If the new matrix is the same as the current one,
1896 * we cut off any further processing. this seems to be a reasonable
1897 * optimization because as was noticed, some apps (warcraft3 for example)
1898 * tend towards setting the same matrix repeatedly for some reason.
1900 * From here on we assume that the new matrix is different, wherever it matters.
1902 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
1903 TRACE("The app is setting the same matrix over again\n");
1906 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
1910 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1911 where ViewMat = Camera space, WorldMat = world space.
1913 In OpenGL, camera and world space is combined into GL_MODELVIEW
1914 matrix. The Projection matrix stay projection matrix.
1917 /* Capture the times we can just ignore the change for now */
1918 if (d3dts == D3DTS_WORLDMATRIX(0)) {
1919 This->modelview_valid = FALSE;
1922 } else if (d3dts == D3DTS_PROJECTION) {
1923 This->proj_valid = FALSE;
1926 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
1927 /* Indexed Vertex Blending Matrices 256 -> 511 */
1928 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
1929 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
1933 /* Now we really are going to have to change a matrix */
1936 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
1937 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
1938 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
1941 /* If we are changing the View matrix, reset the light and clipping planes to the new view
1942 * NOTE: We have to reset the positions even if the light/plane is not currently
1943 * enabled, since the call to enable it will not reset the position.
1944 * NOTE2: Apparently texture transforms do NOT need reapplying
1947 PLIGHTINFOEL *lightChain = NULL;
1948 This->modelview_valid = FALSE;
1949 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
1951 glMatrixMode(GL_MODELVIEW);
1952 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1954 glLoadMatrixf((float *)lpmatrix);
1955 checkGLcall("glLoadMatrixf(...)");
1958 lightChain = This->stateBlock->lights;
1959 while (lightChain && lightChain->glIndex != -1) {
1960 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
1961 checkGLcall("glLightfv posn");
1962 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
1963 checkGLcall("glLightfv dirn");
1964 lightChain = lightChain->next;
1967 /* Reset Clipping Planes if clipping is enabled */
1968 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
1969 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
1970 checkGLcall("glClipPlane");
1974 } else { /* What was requested!?? */
1975 WARN("invalid matrix specified: %i\n", d3dts);
1978 /* Release lock, all done */
1983 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
1984 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1985 TRACE("(%p) : for Transform State %d\n", This, State);
1986 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
1990 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
1991 D3DMATRIX *mat = NULL;
1994 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1995 * below means it will be recorded in a state block change, but it
1996 * works regardless where it is recorded.
1997 * If this is found to be wrong, change to StateBlock.
1999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2000 TRACE("(%p) : For state %u\n", This, State);
2002 if (State < HIGHEST_TRANSFORMSTATE)
2004 mat = &This->updateStateBlock->transforms[State];
2006 FIXME("Unhandled transform state!!\n");
2009 /* Copied from ddraw code: */
2010 temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
2011 (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
2012 temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
2013 (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
2014 temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
2015 (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
2016 temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
2017 (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
2019 temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
2020 (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
2021 temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
2022 (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
2023 temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
2024 (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
2025 temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
2026 (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
2028 temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
2029 (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
2030 temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
2031 (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
2032 temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
2033 (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
2034 temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
2035 (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
2037 temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
2038 (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
2039 temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
2040 (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
2041 temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
2042 (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
2043 temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
2044 (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
2046 /* Apply change via set transform - will reapply to eg. lights this way */
2047 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2052 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2054 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2055 you can reference any indexes you want as long as that number max are enabled at any
2056 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2057 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2058 but when recording, just build a chain pretty much of commands to be replayed. */
2060 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2062 PLIGHTINFOEL *object, *temp;
2064 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2065 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2067 /* If recording state block, just add to end of lights chain */
2068 if (This->isRecordingState) {
2069 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2070 if (NULL == object) {
2071 return D3DERR_OUTOFVIDEOMEMORY;
2073 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2074 object->OriginalIndex = Index;
2075 object->glIndex = -1;
2076 object->changed = TRUE;
2078 /* Add to the END of the chain of lights changes to be replayed */
2079 if (This->updateStateBlock->lights == NULL) {
2080 This->updateStateBlock->lights = object;
2082 temp = This->updateStateBlock->lights;
2083 while (temp->next != NULL) temp=temp->next;
2084 temp->next = object;
2086 TRACE("Recording... not performing anything more\n");
2090 /* Ok, not recording any longer so do real work */
2091 object = This->stateBlock->lights;
2092 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2094 /* If we didn't find it in the list of lights, time to add it */
2095 if (object == NULL) {
2096 PLIGHTINFOEL *insertAt,*prevPos;
2098 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2099 if (NULL == object) {
2100 return D3DERR_OUTOFVIDEOMEMORY;
2102 object->OriginalIndex = Index;
2103 object->glIndex = -1;
2105 /* Add it to the front of list with the idea that lights will be changed as needed
2106 BUT after any lights currently assigned GL indexes */
2107 insertAt = This->stateBlock->lights;
2109 while (insertAt != NULL && insertAt->glIndex != -1) {
2111 insertAt = insertAt->next;
2114 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2115 This->stateBlock->lights = object;
2116 } else if (insertAt == NULL) { /* End of list */
2117 prevPos->next = object;
2118 object->prev = prevPos;
2119 } else { /* Middle of chain */
2120 if (prevPos == NULL) {
2121 This->stateBlock->lights = object;
2123 prevPos->next = object;
2125 object->prev = prevPos;
2126 object->next = insertAt;
2127 insertAt->prev = object;
2131 /* Initialize the object */
2132 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2133 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2134 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2135 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2136 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2137 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2138 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2140 /* Save away the information */
2141 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2143 switch (pLight->Type) {
2144 case D3DLIGHT_POINT:
2146 object->lightPosn[0] = pLight->Position.x;
2147 object->lightPosn[1] = pLight->Position.y;
2148 object->lightPosn[2] = pLight->Position.z;
2149 object->lightPosn[3] = 1.0f;
2150 object->cutoff = 180.0f;
2154 case D3DLIGHT_DIRECTIONAL:
2156 object->lightPosn[0] = -pLight->Direction.x;
2157 object->lightPosn[1] = -pLight->Direction.y;
2158 object->lightPosn[2] = -pLight->Direction.z;
2159 object->lightPosn[3] = 0.0;
2160 object->exponent = 0.0f;
2161 object->cutoff = 180.0f;
2166 object->lightPosn[0] = pLight->Position.x;
2167 object->lightPosn[1] = pLight->Position.y;
2168 object->lightPosn[2] = pLight->Position.z;
2169 object->lightPosn[3] = 1.0;
2172 object->lightDirn[0] = pLight->Direction.x;
2173 object->lightDirn[1] = pLight->Direction.y;
2174 object->lightDirn[2] = pLight->Direction.z;
2175 object->lightDirn[3] = 1.0;
2178 * opengl-ish and d3d-ish spot lights use too different models for the
2179 * light "intensity" as a function of the angle towards the main light direction,
2180 * so we only can approximate very roughly.
2181 * however spot lights are rather rarely used in games (if ever used at all).
2182 * furthermore if still used, probably nobody pays attention to such details.
2184 if (pLight->Falloff == 0) {
2187 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2189 if (rho < 0.0001) rho = 0.0001f;
2190 object->exponent = -0.3/log(cos(rho/2));
2191 object->cutoff = pLight->Phi*90/M_PI;
2197 FIXME("Unrecognized light type %d\n", pLight->Type);
2200 /* Update the live definitions if the light is currently assigned a glIndex */
2201 if (object->glIndex != -1) {
2202 setup_light(iface, object->glIndex, object);
2207 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2208 PLIGHTINFOEL *lightInfo = NULL;
2209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2210 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2212 /* Locate the light in the live lights */
2213 lightInfo = This->stateBlock->lights;
2214 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2216 if (lightInfo == NULL) {
2217 TRACE("Light information requested but light not defined\n");
2218 return D3DERR_INVALIDCALL;
2221 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2226 * Get / Set Light Enable
2227 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2229 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2230 PLIGHTINFOEL *lightInfo = NULL;
2231 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2232 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2234 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2235 if (This->isRecordingState) {
2236 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2237 if (NULL == lightInfo) {
2238 return D3DERR_OUTOFVIDEOMEMORY;
2240 lightInfo->OriginalIndex = Index;
2241 lightInfo->glIndex = -1;
2242 lightInfo->enabledChanged = TRUE;
2244 /* Add to the END of the chain of lights changes to be replayed */
2245 if (This->updateStateBlock->lights == NULL) {
2246 This->updateStateBlock->lights = lightInfo;
2248 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2249 while (temp->next != NULL) temp=temp->next;
2250 temp->next = lightInfo;
2252 TRACE("Recording... not performing anything more\n");
2256 /* Not recording... So, locate the light in the live lights */
2257 lightInfo = This->stateBlock->lights;
2258 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2260 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2261 if (lightInfo == NULL) {
2262 D3DLIGHT9 lightParms;
2263 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2264 wait until someone confirms it seems to work! */
2265 TRACE("Light enabled requested but light not defined, so defining one!\n");
2266 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2267 lightParms.Diffuse.r = 1.0;
2268 lightParms.Diffuse.g = 1.0;
2269 lightParms.Diffuse.b = 1.0;
2270 lightParms.Diffuse.a = 0.0;
2271 lightParms.Specular.r = 0.0;
2272 lightParms.Specular.g = 0.0;
2273 lightParms.Specular.b = 0.0;
2274 lightParms.Specular.a = 0.0;
2275 lightParms.Ambient.r = 0.0;
2276 lightParms.Ambient.g = 0.0;
2277 lightParms.Ambient.b = 0.0;
2278 lightParms.Ambient.a = 0.0;
2279 lightParms.Position.x = 0.0;
2280 lightParms.Position.y = 0.0;
2281 lightParms.Position.z = 0.0;
2282 lightParms.Direction.x = 0.0;
2283 lightParms.Direction.y = 0.0;
2284 lightParms.Direction.z = 1.0;
2285 lightParms.Range = 0.0;
2286 lightParms.Falloff = 0.0;
2287 lightParms.Attenuation0 = 0.0;
2288 lightParms.Attenuation1 = 0.0;
2289 lightParms.Attenuation2 = 0.0;
2290 lightParms.Theta = 0.0;
2291 lightParms.Phi = 0.0;
2292 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2294 /* Search for it again! Should be fairly quick as near head of list */
2295 lightInfo = This->stateBlock->lights;
2296 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2297 if (lightInfo == NULL) {
2298 FIXME("Adding default lights has failed dismally\n");
2299 return D3DERR_INVALIDCALL;
2303 /* OK, we now have a light... */
2304 if (Enable == FALSE) {
2306 /* If we are disabling it, check it was enabled, and
2307 still only do something if it has assigned a glIndex (which it should have!) */
2308 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2309 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2311 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2312 checkGLcall("glDisable GL_LIGHT0+Index");
2315 TRACE("Nothing to do as light was not enabled\n");
2317 lightInfo->lightEnabled = FALSE;
2320 /* We are enabling it. If it is enabled, it's really simple */
2321 if (lightInfo->lightEnabled) {
2323 TRACE("Nothing to do as light was enabled\n");
2325 /* If it already has a glIndex, it's still simple */
2326 } else if (lightInfo->glIndex != -1) {
2327 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2328 lightInfo->lightEnabled = TRUE;
2330 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2331 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2334 /* Otherwise got to find space - lights are ordered gl indexes first */
2336 PLIGHTINFOEL *bsf = NULL;
2337 PLIGHTINFOEL *pos = This->stateBlock->lights;
2338 PLIGHTINFOEL *prev = NULL;
2342 /* Try to minimize changes as much as possible */
2343 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2345 /* Try to remember which index can be replaced if necessary */
2346 if (bsf==NULL && pos->lightEnabled == FALSE) {
2347 /* Found a light we can replace, save as best replacement */
2351 /* Step to next space */
2357 /* If we have too many active lights, fail the call */
2358 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2359 FIXME("Program requests too many concurrent lights\n");
2360 return D3DERR_INVALIDCALL;
2362 /* If we have allocated all lights, but not all are enabled,
2363 reuse one which is not enabled */
2364 } else if (Index == This->maxConcurrentLights) {
2365 /* use bsf - Simply swap the new light and the BSF one */
2366 PLIGHTINFOEL *bsfNext = bsf->next;
2367 PLIGHTINFOEL *bsfPrev = bsf->prev;
2370 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2371 if (bsf->prev != NULL) {
2372 bsf->prev->next = lightInfo;
2374 This->stateBlock->lights = lightInfo;
2377 /* If not side by side, lots of chains to update */
2378 if (bsf->next != lightInfo) {
2379 lightInfo->prev->next = bsf;
2380 bsf->next->prev = lightInfo;
2381 bsf->next = lightInfo->next;
2382 bsf->prev = lightInfo->prev;
2383 lightInfo->next = bsfNext;
2384 lightInfo->prev = bsfPrev;
2388 bsf->prev = lightInfo;
2389 bsf->next = lightInfo->next;
2390 lightInfo->next = bsf;
2391 lightInfo->prev = bsfPrev;
2396 glIndex = bsf->glIndex;
2398 lightInfo->glIndex = glIndex;
2399 lightInfo->lightEnabled = TRUE;
2401 /* Finally set up the light in gl itself */
2402 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2404 setup_light(iface, glIndex, lightInfo);
2405 glEnable(GL_LIGHT0 + glIndex);
2406 checkGLcall("glEnable GL_LIGHT0 new setup");
2409 /* If we reached the end of the allocated lights, with space in the
2410 gl lights, setup a new light */
2411 } else if (pos->glIndex == -1) {
2413 /* We reached the end of the allocated gl lights, so already
2414 know the index of the next one! */
2416 lightInfo->glIndex = glIndex;
2417 lightInfo->lightEnabled = TRUE;
2419 /* In an ideal world, it's already in the right place */
2420 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2421 /* No need to move it */
2423 /* Remove this light from the list */
2424 lightInfo->prev->next = lightInfo->next;
2425 if (lightInfo->next != NULL) {
2426 lightInfo->next->prev = lightInfo->prev;
2429 /* Add in at appropriate place (inbetween prev and pos) */
2430 lightInfo->prev = prev;
2431 lightInfo->next = pos;
2433 This->stateBlock->lights = lightInfo;
2435 prev->next = lightInfo;
2438 pos->prev = lightInfo;
2442 /* Finally set up the light in gl itself */
2443 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2445 setup_light(iface, glIndex, lightInfo);
2446 glEnable(GL_LIGHT0 + glIndex);
2447 checkGLcall("glEnable GL_LIGHT0 new setup");
2456 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2458 PLIGHTINFOEL *lightInfo = NULL;
2459 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2460 TRACE("(%p) : for idx(%ld)\n", This, Index);
2462 /* Locate the light in the live lights */
2463 lightInfo = This->stateBlock->lights;
2464 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2466 if (lightInfo == NULL) {
2467 TRACE("Light enabled state requested but light not defined\n");
2468 return D3DERR_INVALIDCALL;
2470 *pEnable = lightInfo->lightEnabled;
2475 * Get / Set Clip Planes
2477 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2478 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2479 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2481 /* Validate Index */
2482 if (Index >= GL_LIMITS(clipplanes)) {
2483 TRACE("Application has requested clipplane this device doesn't support\n");
2484 return D3DERR_INVALIDCALL;
2487 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2488 This->updateStateBlock->set.clipplane[Index] = TRUE;
2489 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2490 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2491 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2492 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2494 /* Handle recording of state blocks */
2495 if (This->isRecordingState) {
2496 TRACE("Recording... not performing anything\n");
2504 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2505 glMatrixMode(GL_MODELVIEW);
2507 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2509 TRACE("Clipplane [%f,%f,%f,%f]\n",
2510 This->updateStateBlock->clipplane[Index][0],
2511 This->updateStateBlock->clipplane[Index][1],
2512 This->updateStateBlock->clipplane[Index][2],
2513 This->updateStateBlock->clipplane[Index][3]);
2514 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2515 checkGLcall("glClipPlane");
2523 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2525 TRACE("(%p) : for idx %ld\n", This, Index);
2527 /* Validate Index */
2528 if (Index >= GL_LIMITS(clipplanes)) {
2529 TRACE("Application has requested clipplane this device doesn't support\n");
2530 return D3DERR_INVALIDCALL;
2533 pPlane[0] = This->stateBlock->clipplane[Index][0];
2534 pPlane[1] = This->stateBlock->clipplane[Index][1];
2535 pPlane[2] = This->stateBlock->clipplane[Index][2];
2536 pPlane[3] = This->stateBlock->clipplane[Index][3];
2541 * Get / Set Clip Plane Status
2542 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2544 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2545 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2546 FIXME("(%p) : stub\n", This);
2547 if (NULL == pClipStatus) {
2548 return D3DERR_INVALIDCALL;
2550 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2551 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2555 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2557 FIXME("(%p) : stub\n", This);
2558 if (NULL == pClipStatus) {
2559 return D3DERR_INVALIDCALL;
2561 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2562 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2567 * Get / Set Material
2568 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2570 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2571 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2573 This->updateStateBlock->changed.material = TRUE;
2574 This->updateStateBlock->set.material = TRUE;
2575 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2577 /* Handle recording of state blocks */
2578 if (This->isRecordingState) {
2579 TRACE("Recording... not performing anything\n");
2584 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2585 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2586 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2587 pMaterial->Ambient.b, pMaterial->Ambient.a);
2588 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2589 pMaterial->Specular.b, pMaterial->Specular.a);
2590 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2591 pMaterial->Emissive.b, pMaterial->Emissive.a);
2592 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2594 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2595 checkGLcall("glMaterialfv(GL_AMBIENT)");
2596 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2597 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2599 /* Only change material color if specular is enabled, otherwise it is set to black */
2600 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2601 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2602 checkGLcall("glMaterialfv(GL_SPECULAR");
2604 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2605 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2606 checkGLcall("glMaterialfv(GL_SPECULAR");
2608 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2609 checkGLcall("glMaterialfv(GL_EMISSION)");
2610 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2611 checkGLcall("glMaterialf(GL_SHININESS");
2617 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2619 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2620 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2621 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2622 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2623 pMaterial->Ambient.b, pMaterial->Ambient.a);
2624 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2625 pMaterial->Specular.b, pMaterial->Specular.a);
2626 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2627 pMaterial->Emissive.b, pMaterial->Emissive.a);
2628 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2636 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2637 UINT BaseVertexIndex) {
2638 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2639 IWineD3DIndexBuffer *oldIdxs;
2641 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2642 oldIdxs = This->updateStateBlock->pIndexData;
2644 This->updateStateBlock->changed.indices = TRUE;
2645 This->updateStateBlock->set.indices = TRUE;
2646 This->updateStateBlock->pIndexData = pIndexData;
2647 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2649 /* Handle recording of state blocks */
2650 if (This->isRecordingState) {
2651 TRACE("Recording... not performing anything\n");
2655 if (NULL != pIndexData) {
2656 IWineD3DIndexBuffer_AddRef(pIndexData);
2658 if (NULL != oldIdxs) {
2659 IWineD3DIndexBuffer_Release(oldIdxs);
2664 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2665 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2667 *ppIndexData = This->stateBlock->pIndexData;
2669 /* up ref count on ppindexdata */
2671 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2672 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2673 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2675 TRACE("(%p) No index data set\n", This);
2677 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2683 * Get / Set Viewports
2685 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2686 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2688 TRACE("(%p)\n", This);
2689 This->updateStateBlock->changed.viewport = TRUE;
2690 This->updateStateBlock->set.viewport = TRUE;
2691 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2693 /* Handle recording of state blocks */
2694 if (This->isRecordingState) {
2695 TRACE("Recording... not performing anything\n");
2698 This->viewport_changed = TRUE;
2702 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2703 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2705 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2706 checkGLcall("glDepthRange");
2707 /* Note: GL requires lower left, DirectX supplies upper left */
2708 /* TODO: replace usage of renderTarget with context management */
2709 glViewport(pViewport->X,
2710 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2711 pViewport->Width, pViewport->Height);
2713 checkGLcall("glViewport");
2721 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2722 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2723 TRACE("(%p)\n", This);
2724 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2729 * Get / Set Render States
2730 * TODO: Verify against dx9 definitions
2732 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2735 DWORD OldValue = This->stateBlock->renderState[State];
2737 /* Simple way of referring to either a DWORD or a 4 byte float */
2743 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
2744 This->updateStateBlock->changed.renderState[State] = TRUE;
2745 This->updateStateBlock->set.renderState[State] = TRUE;
2746 This->updateStateBlock->renderState[State] = Value;
2748 /* Handle recording of state blocks */
2749 if (This->isRecordingState) {
2750 TRACE("Recording... not performing anything\n");
2757 case WINED3DRS_FILLMODE :
2758 switch ((D3DFILLMODE) Value) {
2759 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
2760 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
2761 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
2763 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
2765 checkGLcall("glPolygonMode (fillmode)");
2768 case WINED3DRS_LIGHTING :
2770 glEnable(GL_LIGHTING);
2771 checkGLcall("glEnable GL_LIGHTING");
2773 glDisable(GL_LIGHTING);
2774 checkGLcall("glDisable GL_LIGHTING");
2778 case WINED3DRS_ZENABLE :
2779 switch ((D3DZBUFFERTYPE) Value) {
2781 glDisable(GL_DEPTH_TEST);
2782 checkGLcall("glDisable GL_DEPTH_TEST");
2785 glEnable(GL_DEPTH_TEST);
2786 checkGLcall("glEnable GL_DEPTH_TEST");
2789 glEnable(GL_DEPTH_TEST);
2790 checkGLcall("glEnable GL_DEPTH_TEST");
2791 FIXME("W buffer is not well handled\n");
2794 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
2798 case WINED3DRS_CULLMODE :
2800 /* If we are culling "back faces with clockwise vertices" then
2801 set front faces to be counter clockwise and enable culling
2803 switch ((D3DCULL) Value) {
2805 glDisable(GL_CULL_FACE);
2806 checkGLcall("glDisable GL_CULL_FACE");
2809 glEnable(GL_CULL_FACE);
2810 checkGLcall("glEnable GL_CULL_FACE");
2811 if (This->renderUpsideDown) {
2813 checkGLcall("glFrontFace GL_CW");
2815 glFrontFace(GL_CCW);
2816 checkGLcall("glFrontFace GL_CCW");
2818 glCullFace(GL_BACK);
2821 glEnable(GL_CULL_FACE);
2822 checkGLcall("glEnable GL_CULL_FACE");
2823 if (This->renderUpsideDown) {
2824 glFrontFace(GL_CCW);
2825 checkGLcall("glFrontFace GL_CCW");
2828 checkGLcall("glFrontFace GL_CW");
2830 glCullFace(GL_BACK);
2833 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
2837 case WINED3DRS_SHADEMODE :
2838 switch ((D3DSHADEMODE) Value) {
2840 glShadeModel(GL_FLAT);
2841 checkGLcall("glShadeModel");
2843 case D3DSHADE_GOURAUD:
2844 glShadeModel(GL_SMOOTH);
2845 checkGLcall("glShadeModel");
2847 case D3DSHADE_PHONG:
2848 FIXME("D3DSHADE_PHONG isn't supported?\n");
2851 return D3DERR_INVALIDCALL;
2853 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
2857 case WINED3DRS_DITHERENABLE :
2859 glEnable(GL_DITHER);
2860 checkGLcall("glEnable GL_DITHER");
2862 glDisable(GL_DITHER);
2863 checkGLcall("glDisable GL_DITHER");
2867 case WINED3DRS_ZWRITEENABLE :
2870 checkGLcall("glDepthMask");
2873 checkGLcall("glDepthMask");
2877 case WINED3DRS_ZFUNC :
2879 int glParm = GL_LESS;
2881 switch ((D3DCMPFUNC) Value) {
2882 case D3DCMP_NEVER: glParm=GL_NEVER; break;
2883 case D3DCMP_LESS: glParm=GL_LESS; break;
2884 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
2885 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
2886 case D3DCMP_GREATER: glParm=GL_GREATER; break;
2887 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
2888 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
2889 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
2891 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2893 glDepthFunc(glParm);
2894 checkGLcall("glDepthFunc");
2898 case WINED3DRS_AMBIENT :
2901 D3DCOLORTOGLFLOAT4(Value, col);
2902 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
2903 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
2904 checkGLcall("glLightModel for MODEL_AMBIENT");
2909 case WINED3DRS_ALPHABLENDENABLE :
2912 checkGLcall("glEnable GL_BLEND");
2914 glDisable(GL_BLEND);
2915 checkGLcall("glDisable GL_BLEND");
2919 case WINED3DRS_SRCBLEND :
2920 case WINED3DRS_DESTBLEND :
2922 int newVal = GL_ZERO;
2924 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
2925 case D3DBLEND_ONE : newVal = GL_ONE; break;
2926 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
2927 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
2928 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
2929 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
2930 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
2931 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
2932 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
2933 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
2934 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
2936 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
2937 This->srcBlend = newVal;
2938 This->dstBlend = newVal;
2941 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
2942 This->srcBlend = newVal;
2943 This->dstBlend = newVal;
2946 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
2949 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
2950 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
2951 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
2952 glBlendFunc(This->srcBlend, This->dstBlend);
2954 checkGLcall("glBlendFunc");
2958 case WINED3DRS_ALPHATESTENABLE :
2960 glEnable(GL_ALPHA_TEST);
2961 checkGLcall("glEnable GL_ALPHA_TEST");
2963 glDisable(GL_ALPHA_TEST);
2964 checkGLcall("glDisable GL_ALPHA_TEST");
2968 case WINED3DRS_ALPHAFUNC :
2970 int glParm = GL_LESS;
2971 float ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
2973 switch ((D3DCMPFUNC) Value) {
2974 case D3DCMP_NEVER: glParm = GL_NEVER; break;
2975 case D3DCMP_LESS: glParm = GL_LESS; break;
2976 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
2977 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
2978 case D3DCMP_GREATER: glParm = GL_GREATER; break;
2979 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
2980 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
2981 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
2983 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2985 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2986 glAlphaFunc(glParm, ref);
2987 This->alphafunc = glParm;
2988 checkGLcall("glAlphaFunc");
2992 case WINED3DRS_ALPHAREF :
2994 int glParm = This->alphafunc;
2997 ref = ((float) Value) / 255.0f;
2998 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2999 glAlphaFunc(glParm, ref);
3000 checkGLcall("glAlphaFunc");
3004 case WINED3DRS_CLIPPLANEENABLE :
3005 case WINED3DRS_CLIPPING :
3007 /* Ensure we only do the changed clip planes */
3008 DWORD enable = 0xFFFFFFFF;
3009 DWORD disable = 0x00000000;
3011 /* If enabling / disabling all */
3012 if (State == WINED3DRS_CLIPPING) {
3014 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3017 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3021 enable = Value & ~OldValue;
3022 disable = ~Value & OldValue;
3025 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3026 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3027 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3028 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3029 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3030 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3032 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3033 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3034 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3035 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3036 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3037 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3039 /** update clipping status */
3041 This->stateBlock->clip_status.ClipUnion = 0;
3042 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3044 This->stateBlock->clip_status.ClipUnion = 0;
3045 This->stateBlock->clip_status.ClipIntersection = 0;
3050 case WINED3DRS_BLENDOP :
3052 int glParm = GL_FUNC_ADD;
3054 switch ((D3DBLENDOP) Value) {
3055 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3056 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3057 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3058 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3059 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3061 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3063 TRACE("glBlendEquation(%x)\n", glParm);
3064 glBlendEquation(glParm);
3065 checkGLcall("glBlendEquation");
3069 case WINED3DRS_TEXTUREFACTOR :
3073 /* Note the texture color applies to all textures whereas
3074 GL_TEXTURE_ENV_COLOR applies to active only */
3076 D3DCOLORTOGLFLOAT4(Value, col);
3077 /* Set the default alpha blend color */
3078 glBlendColor(col[0], col[1], col[2], col[3]);
3079 checkGLcall("glBlendColor");
3081 /* And now the default texture color as well */
3082 for (i = 0; i < GL_LIMITS(textures); i++) {
3084 /* Note the D3DRS value applies to all textures, but GL has one
3085 per texture, so apply it now ready to be used! */
3086 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3089 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3092 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3093 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3098 case WINED3DRS_SPECULARENABLE :
3100 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3101 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3102 specular color. This is wrong:
3103 Separate specular color means the specular colour is maintained separately, whereas
3104 single color means it is merged in. However in both cases they are being used to
3106 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3107 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3111 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3112 checkGLcall("glMaterialfv");
3113 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3114 glEnable(GL_COLOR_SUM_EXT);
3116 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3118 checkGLcall("glEnable(GL_COLOR_SUM)");
3120 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3122 /* for the case of enabled lighting: */
3123 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3124 checkGLcall("glMaterialfv");
3126 /* for the case of disabled lighting: */
3127 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3128 glDisable(GL_COLOR_SUM_EXT);
3130 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3132 checkGLcall("glDisable(GL_COLOR_SUM)");
3137 case WINED3DRS_STENCILENABLE :
3139 glEnable(GL_STENCIL_TEST);
3140 checkGLcall("glEnable GL_STENCIL_TEST");
3142 glDisable(GL_STENCIL_TEST);
3143 checkGLcall("glDisable GL_STENCIL_TEST");
3147 case WINED3DRS_STENCILFUNC :
3149 int glParm = GL_ALWAYS;
3150 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3151 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3153 switch ((D3DCMPFUNC) Value) {
3154 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3155 case D3DCMP_LESS: glParm=GL_LESS; break;
3156 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3157 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3158 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3159 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3160 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3161 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3163 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3165 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3166 This->stencilfunc = glParm;
3167 glStencilFunc(glParm, ref, mask);
3168 checkGLcall("glStencilFunc");
3172 case WINED3DRS_STENCILREF :
3174 int glParm = This->stencilfunc;
3176 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3179 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3180 glStencilFunc(glParm, ref, mask);
3181 checkGLcall("glStencilFunc");
3185 case WINED3DRS_STENCILMASK :
3187 int glParm = This->stencilfunc;
3188 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3189 GLuint mask = Value;
3191 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3192 glStencilFunc(glParm, ref, mask);
3193 checkGLcall("glStencilFunc");
3197 case WINED3DRS_STENCILFAIL :
3198 case WINED3DRS_STENCILZFAIL :
3199 case WINED3DRS_STENCILPASS :
3205 GLint action = StencilOp(Value);
3207 glGetIntegerv(GL_STENCIL_FAIL, &stencilFail);
3208 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &depthFail);
3209 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &stencilPass);
3211 if(WINED3DRS_STENCILFAIL == State) {
3212 stencilFail = action;
3214 else if(WINED3DRS_STENCILZFAIL == State) {
3217 else if(WINED3DRS_STENCILPASS == State) {
3218 stencilPass = action;
3221 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3222 if(GL_EXTCALL(glStencilOpSeparate)) {
3223 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
3224 checkGLcall("glStencilOpSeparate(GL_FRONT,...)");
3226 else if(GL_EXTCALL(glActiveStencilFaceEXT)) {
3227 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3228 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3229 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
3230 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
3231 glStencilOp(stencilFail, depthFail, stencilPass);
3232 checkGLcall("glStencilOp(...)");
3234 else if(GL_EXTCALL(glStencilOpSeparateATI)) {
3235 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
3236 checkGLcall("glStencilOpSeparateATI(GL_FRONT,...)");
3238 TRACE("Separate stencil operation not supported on this version of opengl");
3239 glStencilOp(stencilFail, depthFail, stencilPass);
3240 checkGLcall("glStencilOp(...)");
3243 glStencilOp(stencilFail, depthFail, stencilPass);
3244 checkGLcall("glStencilOp(...)");
3248 case WINED3DRS_STENCILWRITEMASK :
3250 glStencilMask(Value);
3251 TRACE("glStencilMask(%lu)\n", Value);
3252 checkGLcall("glStencilMask");
3256 case WINED3DRS_FOGENABLE :
3258 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3260 checkGLcall("glEnable GL_FOG");
3263 checkGLcall("glDisable GL_FOG");
3268 case WINED3DRS_RANGEFOGENABLE :
3271 TRACE("Enabled RANGEFOG");
3273 TRACE("Disabled RANGEFOG");
3278 case WINED3DRS_FOGCOLOR :
3281 D3DCOLORTOGLFLOAT4(Value, col);
3282 /* Set the default alpha blend color */
3283 glFogfv(GL_FOG_COLOR, &col[0]);
3284 checkGLcall("glFog GL_FOG_COLOR");
3288 case WINED3DRS_FOGTABLEMODE :
3290 glHint(GL_FOG_HINT, GL_NICEST);
3292 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3293 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3294 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3295 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3297 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3299 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3300 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3305 case WINED3DRS_FOGVERTEXMODE :
3307 glHint(GL_FOG_HINT, GL_FASTEST);
3309 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3310 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3311 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3312 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3314 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3316 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3317 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3322 case WINED3DRS_FOGSTART :
3325 glFogfv(GL_FOG_START, &tmpvalue.f);
3326 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3327 TRACE("Fog Start == %f\n", tmpvalue.f);
3331 case WINED3DRS_FOGEND :
3334 glFogfv(GL_FOG_END, &tmpvalue.f);
3335 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3336 TRACE("Fog End == %f\n", tmpvalue.f);
3340 case WINED3DRS_FOGDENSITY :
3343 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3344 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3348 case WINED3DRS_VERTEXBLEND :
3350 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3351 TRACE("Vertex Blending state to %ld\n", Value);
3355 case WINED3DRS_TWEENFACTOR :
3358 This->updateStateBlock->tween_factor = tmpvalue.f;
3359 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3363 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3365 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3369 case WINED3DRS_COLORVERTEX :
3370 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3371 case WINED3DRS_SPECULARMATERIALSOURCE :
3372 case WINED3DRS_AMBIENTMATERIALSOURCE :
3373 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3375 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3377 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3378 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3379 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3380 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3381 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3382 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3384 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3385 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3386 Parm = GL_AMBIENT_AND_DIFFUSE;
3390 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3392 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3394 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3401 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3403 This->tracking_color = NEEDS_TRACKING;
3404 This->tracking_parm = Parm;
3408 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3413 case WINED3DRS_LINEPATTERN :
3419 tmppattern.d = Value;
3421 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3423 if (tmppattern.lp.wRepeatFactor) {
3424 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3425 checkGLcall("glLineStipple(repeat, linepattern)");
3426 glEnable(GL_LINE_STIPPLE);
3427 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3429 glDisable(GL_LINE_STIPPLE);
3430 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3435 case WINED3DRS_ZBIAS : /* D3D8 only */
3439 TRACE("ZBias value %f\n", tmpvalue.f);
3440 glPolygonOffset(0, -tmpvalue.f);
3441 checkGLcall("glPolygonOffset(0, -Value)");
3442 glEnable(GL_POLYGON_OFFSET_FILL);
3443 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3444 glEnable(GL_POLYGON_OFFSET_LINE);
3445 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3446 glEnable(GL_POLYGON_OFFSET_POINT);
3447 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3449 glDisable(GL_POLYGON_OFFSET_FILL);
3450 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3451 glDisable(GL_POLYGON_OFFSET_LINE);
3452 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3453 glDisable(GL_POLYGON_OFFSET_POINT);
3454 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3459 case WINED3DRS_NORMALIZENORMALS :
3461 glEnable(GL_NORMALIZE);
3462 checkGLcall("glEnable(GL_NORMALIZE);");
3464 glDisable(GL_NORMALIZE);
3465 checkGLcall("glDisable(GL_NORMALIZE);");
3469 case WINED3DRS_POINTSIZE :
3470 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3472 TRACE("Set point size to %f\n", tmpvalue.f);
3473 glPointSize(tmpvalue.f);
3474 checkGLcall("glPointSize(...);");
3477 case WINED3DRS_POINTSIZE_MIN :
3478 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3480 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3481 checkGLcall("glPointParameterfEXT(...);");
3483 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3487 case WINED3DRS_POINTSIZE_MAX :
3488 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3490 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3491 checkGLcall("glPointParameterfEXT(...);");
3493 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3497 case WINED3DRS_POINTSCALE_A :
3498 case WINED3DRS_POINTSCALE_B :
3499 case WINED3DRS_POINTSCALE_C :
3500 case WINED3DRS_POINTSCALEENABLE :
3503 * POINTSCALEENABLE controls how point size value is treated. If set to
3504 * true, the point size is scaled with respect to height of viewport.
3505 * When set to false point size is in pixels.
3507 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3510 /* Default values */
3511 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3514 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3515 * This means that OpenGL will clamp really small point sizes to 1.0f.
3516 * To correct for this we need to multiply by the scale factor when sizes
3517 * are less than 1.0f. scale_factor = 1.0f / point_size.
3519 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
3520 if(pointSize > 0.0f) {
3521 GLfloat scaleFactor;
3523 if(pointSize < 1.0f) {
3524 scaleFactor = pointSize * pointSize;
3529 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3530 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3531 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3532 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3533 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3534 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3535 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3539 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3540 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3541 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3543 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3544 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3545 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3547 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3551 case WINED3DRS_COLORWRITEENABLE :
3553 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3554 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3555 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3556 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3557 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3558 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3559 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3560 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3561 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3562 checkGLcall("glColorMask(...)");
3566 case WINED3DRS_LOCALVIEWER :
3568 GLint state = (Value) ? 1 : 0;
3569 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3570 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3574 case WINED3DRS_LASTPIXEL :
3577 TRACE("Last Pixel Drawing Enabled\n");
3579 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3584 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3587 TRACE("Software Processing Enabled\n");
3589 TRACE("Software Processing Disabled\n");
3594 /** not supported */
3595 case WINED3DRS_ZVISIBLE :
3598 return D3DERR_INVALIDCALL;
3600 case WINED3DRS_POINTSPRITEENABLE :
3602 /* TODO: NV_POINT_SPRITE */
3603 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3604 TRACE("Point sprites not supported\n");
3609 * Point sprites are always enabled. Value controls texture coordinate
3610 * replacement mode. Must be set true for point sprites to use
3613 glEnable(GL_POINT_SPRITE_ARB);
3614 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3617 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3618 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3620 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3621 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3625 case WINED3DRS_EDGEANTIALIAS :
3628 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3630 checkGLcall("glEnable(GL_BLEND)");
3631 glEnable(GL_LINE_SMOOTH);
3632 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3634 glDisable(GL_BLEND);
3635 checkGLcall("glDisable(GL_BLEND)");
3636 glDisable(GL_LINE_SMOOTH);
3637 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3641 case WINED3DRS_WRAP0 :
3642 case WINED3DRS_WRAP1 :
3643 case WINED3DRS_WRAP2 :
3644 case WINED3DRS_WRAP3 :
3645 case WINED3DRS_WRAP4 :
3646 case WINED3DRS_WRAP5 :
3647 case WINED3DRS_WRAP6 :
3648 case WINED3DRS_WRAP7 :
3650 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3651 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3652 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3653 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3654 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3656 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3658 TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
3660 case WINED3DRS_MULTISAMPLEANTIALIAS :
3662 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3663 TRACE("Multisample antialiasing not supported\n");
3668 glEnable(GL_MULTISAMPLE_ARB);
3669 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3671 glDisable(GL_MULTISAMPLE_ARB);
3672 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3676 case WINED3DRS_SCISSORTESTENABLE :
3679 glEnable(GL_SCISSOR_TEST);
3680 checkGLcall("glEnable(GL_SCISSOR_TEST)");
3682 glDisable(GL_SCISSOR_TEST);
3683 checkGLcall("glDisable(GL_SCISSOR_TEST)");
3687 case WINED3DRS_SLOPESCALEDEPTHBIAS :
3691 glEnable(GL_POLYGON_OFFSET_FILL);
3692 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
3693 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
3694 checkGLcall("glPolygonOffset(...)");
3696 glDisable(GL_POLYGON_OFFSET_FILL);
3697 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
3701 case WINED3DRS_ANTIALIASEDLINEENABLE :
3704 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3706 checkGLcall("glEnable(GL_BLEND)");
3707 glEnable(GL_LINE_SMOOTH);
3708 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3710 glDisable(GL_BLEND);
3711 checkGLcall("glDisable(GL_BLEND)");
3712 glDisable(GL_LINE_SMOOTH);
3713 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3717 case WINED3DRS_MULTISAMPLEMASK :
3718 case WINED3DRS_PATCHEDGESTYLE :
3719 case WINED3DRS_PATCHSEGMENTS :
3720 case WINED3DRS_DEBUGMONITORTOKEN :
3721 case WINED3DRS_POSITIONORDER :
3722 case WINED3DRS_NORMALORDER :
3723 /* Direct3D9 render states */
3724 case WINED3DRS_MINTESSELLATIONLEVEL :
3725 case WINED3DRS_MAXTESSELLATIONLEVEL :
3726 case WINED3DRS_ADAPTIVETESS_X :
3727 case WINED3DRS_ADAPTIVETESS_Y :
3728 case WINED3DRS_ADAPTIVETESS_Z :
3729 case WINED3DRS_ADAPTIVETESS_W :
3730 case WINED3DRS_ENABLEADAPTIVETESSELLATION :
3732 FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
3735 case WINED3DRS_TWOSIDEDSTENCILMODE :
3738 TRACE("Two-sided stencil mode enabled\n");
3740 TRACE("Two-sided stencil mode disabled\n");
3744 case WINED3DRS_CCW_STENCILFAIL :
3745 case WINED3DRS_CCW_STENCILZFAIL :
3746 case WINED3DRS_CCW_STENCILPASS :
3752 GLint action = StencilOp(Value);
3754 glGetIntegerv(GL_STENCIL_BACK_FAIL, &stencilFail);
3755 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &depthFail);
3756 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &stencilPass);
3758 if(WINED3DRS_CCW_STENCILFAIL == State) {
3759 stencilFail = action;
3761 else if(WINED3DRS_CCW_STENCILZFAIL == State) {
3764 else if(WINED3DRS_CCW_STENCILPASS == State) {
3765 stencilPass = action;
3768 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3769 if(GL_EXTCALL(glStencilOpSeparate)) {
3770 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail, depthFail, stencilPass));
3771 checkGLcall("glStencilOpSeparate(GL_BACK,...)");
3773 else if(GL_EXTCALL(glActiveStencilFaceEXT)) {
3774 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3775 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3776 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
3777 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
3778 glStencilOp(stencilFail, depthFail, stencilPass);
3779 checkGLcall("glStencilOp(...)");
3781 else if(GL_EXTCALL(glStencilOpSeparateATI)) {
3782 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail, depthFail, stencilPass));
3783 checkGLcall("glStencilOpSeparateATI(GL_BACK,...)");
3785 TRACE("Separate stencil operation not supported on this version of opengl");
3786 glStencilOp(stencilFail, depthFail, stencilPass);
3787 checkGLcall("glStencilOp(...)");
3790 glStencilOp(stencilFail, depthFail, stencilPass);
3791 checkGLcall("glStencilOp(...)");
3795 case WINED3DRS_CCW_STENCILFUNC :
3798 GLint ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3799 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3802 switch ((D3DCMPFUNC)Value) {
3803 case D3DCMP_NEVER: func = GL_NEVER; break;
3804 case D3DCMP_LESS: func = GL_LESS; break;
3805 case D3DCMP_EQUAL: func = GL_EQUAL; break;
3806 case D3DCMP_LESSEQUAL: func = GL_LEQUAL; break;
3807 case D3DCMP_GREATER: func = GL_GREATER; break;
3808 case D3DCMP_NOTEQUAL: func = GL_NOTEQUAL; break;
3809 case D3DCMP_GREATEREQUAL: func = GL_GEQUAL; break;
3810 case D3DCMP_ALWAYS: func = GL_ALWAYS; break;
3812 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3814 This->stencilfunc = func;
3815 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3816 if(GL_EXTCALL(glStencilFuncSeparate)) {
3817 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func, ref, mask));
3818 checkGLcall("glStencilFuncSeparate(GL_BACK,...)");
3820 else if(GL_EXTCALL(glActiveStencilFaceEXT)) {
3821 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3822 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3823 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
3824 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
3825 glStencilFunc(func, ref, mask);
3826 checkGLcall("glStencilFunc(...)");
3828 else if(GL_EXTCALL(glStencilFuncSeparateATI)) {
3829 GL_EXTCALL(glStencilFuncSeparateATI(GL_BACK, func, ref, mask));
3830 checkGLcall("glStencilFuncSeparateATI(GL_BACK,...)");
3832 TRACE("Separate stencil function not supported on this version of opengl");
3833 glStencilFunc(func, ref, mask);
3834 checkGLcall("glStencilFunc(...)");
3837 glStencilFunc(func, ref, mask);
3838 checkGLcall("glStencilFunc(...)");
3842 case WINED3DRS_COLORWRITEENABLE1 :
3843 case WINED3DRS_COLORWRITEENABLE2 :
3844 case WINED3DRS_COLORWRITEENABLE3 :
3845 case WINED3DRS_BLENDFACTOR :
3846 case WINED3DRS_SRGBWRITEENABLE :
3847 case WINED3DRS_DEPTHBIAS :
3848 case WINED3DRS_WRAP8 :
3849 case WINED3DRS_WRAP9 :
3850 case WINED3DRS_WRAP10 :
3851 case WINED3DRS_WRAP11 :
3852 case WINED3DRS_WRAP12 :
3853 case WINED3DRS_WRAP13 :
3854 case WINED3DRS_WRAP14 :
3855 case WINED3DRS_WRAP15 :
3856 case WINED3DRS_SEPARATEALPHABLENDENABLE :
3857 case WINED3DRS_SRCBLENDALPHA :
3858 case WINED3DRS_DESTBLENDALPHA :
3859 case WINED3DRS_BLENDOPALPHA :
3860 /*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
3861 FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
3864 FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
3872 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
3873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3874 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
3875 *pValue = This->stateBlock->renderState[State];
3880 * Get / Set Sampler States
3881 * TODO: Verify against dx9 definitions
3884 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3887 * SetSampler is designed to allow for more than the standard up to 8 textures
3888 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3889 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3891 * http://developer.nvidia.com/object/General_FAQ.html#t6
3893 * There are two new settings for GForce
3895 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3896 * and the texture one:
3897 * GL_MAX_TEXTURE_COORDS_ARB.
3898 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3900 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3901 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
3903 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3904 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
3905 return D3DERR_INVALIDCALL;
3907 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
3908 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3909 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3910 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3912 /* Handle recording of state blocks */
3913 if (This->isRecordingState) {
3914 TRACE("Recording... not performing anything\n");
3921 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3922 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3923 /** TODO: check that sampler is in range **/
3924 *Value = This->updateStateBlock->samplerState[Sampler][Type];
3925 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
3930 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3931 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3934 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3935 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3936 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3942 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3943 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3944 GLint scissorBox[4];
3947 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3948 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3949 pRect->left = scissorBox[1];
3950 pRect->top = scissorBox[2];
3951 pRect->right = scissorBox[1] + scissorBox[3];
3952 pRect->bottom = scissorBox[2] + scissorBox[4];
3953 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3958 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3959 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3960 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3962 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3964 This->updateStateBlock->vertexDecl = pDecl;
3965 This->updateStateBlock->changed.vertexDecl = TRUE;
3966 This->updateStateBlock->set.vertexDecl = TRUE;
3968 if (This->isRecordingState) {
3969 TRACE("Recording... not performing anything\n");
3972 if (NULL != pDecl) {
3973 IWineD3DVertexDeclaration_AddRef(pDecl);
3975 if (NULL != oldDecl) {
3976 IWineD3DVertexDeclaration_Release(oldDecl);
3981 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3982 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3984 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3986 *ppDecl = This->stateBlock->vertexDecl;
3987 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3991 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3992 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3993 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3995 This->updateStateBlock->vertexShader = pShader;
3996 This->updateStateBlock->changed.vertexShader = TRUE;
3997 This->updateStateBlock->set.vertexShader = TRUE;
3999 if (This->isRecordingState) {
4000 TRACE("Recording... not performing anything\n");
4003 if (NULL != pShader) {
4004 IWineD3DVertexShader_AddRef(pShader);
4006 if (NULL != oldShader) {
4007 IWineD3DVertexShader_Release(oldShader);
4010 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4012 * TODO: merge HAL shaders context switching from prototype
4017 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4020 if (NULL == ppShader) {
4021 return D3DERR_INVALIDCALL;
4023 *ppShader = This->stateBlock->vertexShader;
4024 if( NULL != *ppShader)
4025 IWineD3DVertexShader_AddRef(*ppShader);
4027 TRACE("(%p) : returning %p\n", This, *ppShader);
4031 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4035 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4037 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4038 iface, dstData, srcData, type, start, count, registersize);
4040 if (type != WINESHADERCNST_NONE) {
4041 if (srcData == NULL || cnt < 0) {
4042 return D3DERR_INVALIDCALL;
4045 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4048 for (i = start; i < cnt + start; ++i) {
4049 This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
4050 This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
4051 This->updateStateBlock->vertexShaderConstantT[i] = type;
4057 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4061 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4063 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4064 iface, dstData, srcData, type, start, count, registersize);
4066 /* Verify that the requested shader constant was populated with the correct type */
4067 for (i = start; i < cnt + start; ++i) {
4068 if (This->updateStateBlock->vertexShaderConstantT[i] != type) {
4069 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
4070 This, type, This->updateStateBlock->vertexShaderConstantT[i]);
4071 return D3DERR_INVALIDCALL;
4075 if (dstData == NULL || cnt < 0) {
4076 return D3DERR_INVALIDCALL;
4079 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4084 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
4085 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4087 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4088 This->updateStateBlock->vertexShaderConstantB,
4090 WINESHADERCNST_BOOL,
4093 sizeof(*pConstantData));
4096 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
4097 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4099 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4101 This->updateStateBlock->vertexShaderConstantB,
4102 WINESHADERCNST_BOOL,
4105 sizeof(*pConstantData));
4108 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
4109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4111 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4112 This->updateStateBlock->vertexShaderConstantI,
4114 WINESHADERCNST_INTEGER,
4117 4 * sizeof(*pConstantData));
4120 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
4121 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4123 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4125 This->updateStateBlock->vertexShaderConstantI,
4126 WINESHADERCNST_INTEGER,
4129 4 * sizeof(*pConstantData));
4133 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
4134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4136 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4137 This->updateStateBlock->vertexShaderConstantF,
4139 WINESHADERCNST_FLOAT,
4142 4 * sizeof(*pConstantData));
4145 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
4146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4148 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4150 This->updateStateBlock->vertexShaderConstantF,
4151 WINESHADERCNST_FLOAT,
4154 4 * sizeof(*pConstantData));
4157 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4158 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4161 WINESHADERCNST_NONE,
4167 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4169 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4170 This->updateStateBlock->pixelShader = pShader;
4171 This->updateStateBlock->changed.pixelShader = TRUE;
4172 This->updateStateBlock->set.pixelShader = TRUE;
4174 /* Handle recording of state blocks */
4175 if (This->isRecordingState) {
4176 TRACE("Recording... not performing anything\n");
4179 if (NULL != pShader) {
4180 IWineD3DPixelShader_AddRef(pShader);
4182 if (NULL != oldShader) {
4183 IWineD3DPixelShader_Release(oldShader);
4186 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4188 * TODO: merge HAL shaders context switching from prototype
4193 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4194 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4196 if (NULL == ppShader) {
4197 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4198 return D3DERR_INVALIDCALL;
4201 *ppShader = This->stateBlock->pixelShader;
4202 if (NULL != ppShader) {
4203 IWineD3DPixelShader_AddRef(*ppShader);
4205 TRACE("(%p) : returning %p\n", This, *ppShader);
4209 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4210 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4213 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4215 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4216 iface, dstData, srcData, type, start, count, registersize);
4218 if (type != WINESHADERCNST_NONE) {
4219 if (srcData == NULL || cnt < 0) {
4220 return D3DERR_INVALIDCALL;
4223 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4226 for (i = start; i < cnt + start; ++i) {
4227 This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
4228 This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
4229 This->updateStateBlock->pixelShaderConstantT[i] = type;
4235 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4236 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4239 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4241 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4242 iface, dstData, srcData, type, start, count, registersize);
4244 /* Verify that the requested shader constant was populated with the correct type */
4245 for (i = start; i < cnt + start; ++i) {
4246 if (This->updateStateBlock->pixelShaderConstantT[i] != type) {
4247 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
4248 This, type, This->updateStateBlock->pixelShaderConstantT[i]);
4249 return D3DERR_INVALIDCALL;
4253 if (dstData == NULL || cnt < 0) {
4254 return D3DERR_INVALIDCALL;
4257 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4262 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
4263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4265 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4266 This->updateStateBlock->pixelShaderConstantB,
4268 WINESHADERCNST_BOOL,
4271 sizeof(*pConstantData));
4274 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
4275 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4277 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4279 This->updateStateBlock->pixelShaderConstantB,
4280 WINESHADERCNST_BOOL,
4283 sizeof(*pConstantData));
4286 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
4287 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4289 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4290 This->updateStateBlock->pixelShaderConstantI,
4292 WINESHADERCNST_INTEGER,
4295 4 * sizeof(*pConstantData));
4298 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
4299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4301 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4303 This->updateStateBlock->pixelShaderConstantI,
4304 WINESHADERCNST_INTEGER,
4307 4 * sizeof(*pConstantData));
4310 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
4311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4313 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4314 This->updateStateBlock->pixelShaderConstantF,
4316 WINESHADERCNST_FLOAT,
4319 4 * sizeof(*pConstantData));
4322 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
4323 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4325 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4327 This->updateStateBlock->pixelShaderConstantF,
4328 WINESHADERCNST_FLOAT,
4331 4 * sizeof(*pConstantData));
4334 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4335 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4338 WINESHADERCNST_NONE,
4344 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4346 FIXME("(%p) : stub\n", This);
4351 * Apply / Get / Set Texture Stage States
4352 * TODO: Verify against dx9 definitions
4355 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4356 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4357 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4358 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4359 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4361 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4363 /* Check that the stage is within limits */
4364 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4365 TRACE("Attempt to access invalid texture rejected\n");
4372 case WINED3DTSS_ALPHAOP :
4373 case WINED3DTSS_COLOROP :
4374 /* nothing to do as moved to drawprim for now */
4376 case WINED3DTSS_ADDRESSW :
4377 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4378 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4379 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4382 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4383 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4384 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4385 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4388 case WINED3DTSS_TEXCOORDINDEX :
4390 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4392 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4393 one flag, you can still specify an index value, which the system uses to
4394 determine the texture wrapping mode.
4395 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4396 means use the vertex position (camera-space) as the input texture coordinates
4397 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4398 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4399 to the TEXCOORDINDEX value */
4402 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4404 switch (Value & 0xFFFF0000) {
4405 case D3DTSS_TCI_PASSTHRU:
4406 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4407 glDisable(GL_TEXTURE_GEN_S);
4408 glDisable(GL_TEXTURE_GEN_T);
4409 glDisable(GL_TEXTURE_GEN_R);
4410 glDisable(GL_TEXTURE_GEN_Q);
4411 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
4414 case D3DTSS_TCI_CAMERASPACEPOSITION:
4415 /* CameraSpacePosition means use the vertex position, transformed to camera space,
4416 as the input texture coordinates for this stage's texture transformation. This
4417 equates roughly to EYE_LINEAR */
4419 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4420 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4421 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4422 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4423 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
4425 glMatrixMode(GL_MODELVIEW);
4428 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4429 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4430 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4431 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4434 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
4435 glEnable(GL_TEXTURE_GEN_S);
4436 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4437 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4438 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4439 glEnable(GL_TEXTURE_GEN_T);
4440 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4441 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4442 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4443 glEnable(GL_TEXTURE_GEN_R);
4444 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4445 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4446 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4450 case D3DTSS_TCI_CAMERASPACENORMAL:
4452 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4453 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4454 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4455 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4456 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4457 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
4459 glMatrixMode(GL_MODELVIEW);
4462 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4463 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4464 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4465 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4468 glEnable(GL_TEXTURE_GEN_S);
4469 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4470 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4471 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4472 glEnable(GL_TEXTURE_GEN_T);
4473 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4474 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4475 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4476 glEnable(GL_TEXTURE_GEN_R);
4477 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4478 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4479 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4484 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
4486 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4487 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4488 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4489 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4490 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4491 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
4493 glMatrixMode(GL_MODELVIEW);
4496 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4497 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4498 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4499 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4502 glEnable(GL_TEXTURE_GEN_S);
4503 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4504 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4505 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4506 glEnable(GL_TEXTURE_GEN_T);
4507 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4508 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4509 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4510 glEnable(GL_TEXTURE_GEN_R);
4511 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4512 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4513 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4518 /* Unhandled types: */
4521 /* ? disable GL_TEXTURE_GEN_n ? */
4522 glDisable(GL_TEXTURE_GEN_S);
4523 glDisable(GL_TEXTURE_GEN_T);
4524 glDisable(GL_TEXTURE_GEN_R);
4525 glDisable(GL_TEXTURE_GEN_Q);
4526 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
4533 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4534 set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
4537 case WINED3DTSS_BUMPENVMAT00 :
4538 case WINED3DTSS_BUMPENVMAT01 :
4539 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4541 case WINED3DTSS_BUMPENVMAT10 :
4542 case WINED3DTSS_BUMPENVMAT11 :
4543 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4546 case WINED3DTSS_BUMPENVLSCALE :
4547 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4550 case WINED3DTSS_BUMPENVLOFFSET :
4551 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4554 case WINED3DTSS_RESULTARG :
4555 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4559 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
4560 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4569 * Get / Set Texture Stage States
4570 * TODO: Verify against dx9 definitions
4572 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4573 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4575 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4577 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4579 /* Reject invalid texture units */
4580 if (Stage >= GL_LIMITS(textures)) {
4581 TRACE("Attempt to access invalid texture rejected\n");
4582 return D3DERR_INVALIDCALL;
4585 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4586 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4587 This->updateStateBlock->textureState[Stage][Type] = Value;
4592 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4593 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4594 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4595 *pValue = This->updateStateBlock->textureState[Stage][Type];
4602 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4604 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4605 IWineD3DBaseTexture *oldTexture;
4607 oldTexture = This->updateStateBlock->textures[Stage];
4608 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
4610 #if 0 /* TODO: check so vertex textures */
4611 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4612 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4617 /* Reject invalid texture units */
4618 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4619 WARN("Attempt to access invalid texture rejected\n");
4620 return D3DERR_INVALIDCALL;
4623 if(pTexture != NULL) {
4624 /* SetTexture isn't allowed on textures in D3DPOOL_SCRATCH; The same is
4625 * the case for D3DPOOL_SYSTEMMEM textures unless D3DDEVCAPS_TEXTURESYSTEMMORY is set.
4626 * We don't check the caps as GetDeviceCaps is inefficient and we don't set the cap anyway.
4628 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == D3DPOOL_SCRATCH || ((IWineD3DTextureImpl*)pTexture)->resource.pool == D3DPOOL_SYSTEMMEM) {
4629 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4630 return D3DERR_INVALIDCALL;
4634 oldTexture = This->updateStateBlock->textures[Stage];
4635 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
4636 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4638 This->updateStateBlock->set.textures[Stage] = TRUE;
4639 This->updateStateBlock->changed.textures[Stage] = TRUE;
4640 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4641 This->updateStateBlock->textures[Stage] = pTexture;
4643 /* Handle recording of state blocks */
4644 if (This->isRecordingState) {
4645 TRACE("Recording... not performing anything\n");
4649 /** NOTE: MSDN says that setTexture increases the reference count,
4650 * and the the application nust set the texture back to null (or have a leaky application),
4651 * This means we should pass the refcount up to the parent
4652 *******************************/
4653 if (NULL != This->updateStateBlock->textures[Stage]) {
4654 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4657 if (NULL != oldTexture) {
4658 IWineD3DBaseTexture_Release(oldTexture);
4664 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4665 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4666 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4668 /* Reject invalid texture units */
4669 if (Stage >= GL_LIMITS(textures)) {
4670 TRACE("Attempt to access invalid texture rejected\n");
4671 return D3DERR_INVALIDCALL;
4673 *ppTexture=This->updateStateBlock->textures[Stage];
4675 IWineD3DBaseTexture_AddRef(*ppTexture);
4677 return D3DERR_INVALIDCALL;
4684 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
4685 IWineD3DSurface **ppBackBuffer) {
4686 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4687 IWineD3DSwapChain *swapChain;
4690 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4692 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4694 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4695 IWineD3DSwapChain_Release(swapChain);
4697 *ppBackBuffer = NULL;
4702 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4703 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4704 WARN("(%p) : stub, calling idirect3d for now\n", This);
4705 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4708 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, D3DDISPLAYMODE* pMode) {
4709 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4710 IWineD3DSwapChain *swapChain;
4713 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4715 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4716 IWineD3DSwapChain_Release(swapChain);
4718 FIXME("(%p) Error getting display mode\n", This);
4723 * Stateblock related functions
4726 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4727 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4728 IWineD3DStateBlockImpl *object;
4729 TRACE("(%p)", This);
4731 if (This->isRecordingState) {
4732 return D3DERR_INVALIDCALL;
4735 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4736 if (NULL == object ) {
4737 FIXME("(%p)Error allocating memory for stateblock\n", This);
4738 return E_OUTOFMEMORY;
4740 TRACE("(%p) creted object %p\n", This, object);
4741 object->wineD3DDevice= This;
4742 /** FIXME: object->parent = parent; **/
4743 object->parent = NULL;
4744 object->blockType = WINED3DSBT_ALL;
4746 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4748 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4749 This->updateStateBlock = object;
4750 This->isRecordingState = TRUE;
4752 TRACE("(%p) recording stateblock %p\n",This , object);
4756 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4757 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4759 if (!This->isRecordingState) {
4760 FIXME("(%p) not recording! returning error\n", This);
4761 *ppStateBlock = NULL;
4762 return D3DERR_INVALIDCALL;
4765 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4766 This->isRecordingState = FALSE;
4767 This->updateStateBlock = This->stateBlock;
4768 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4769 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4770 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4775 * Scene related functions
4777 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4778 /* At the moment we have no need for any functionality at the beginning
4780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4781 TRACE("(%p) : stub\n", This);
4785 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4786 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4787 TRACE("(%p)\n", This);
4789 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4791 checkGLcall("glFlush");
4793 TRACE("End Scene\n");
4794 if(This->renderTarget != NULL) {
4796 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4797 IUnknown *targetContainer = NULL;
4798 if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4799 || D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
4800 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
4801 /** always dirtify for now. we must find a better way to see that surface have been modified
4802 (Modifications should will only occur via draw-primitive, but we do need better locking
4803 switching to render-to-texture should remove the overhead though.
4805 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
4806 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
4807 IWineD3DSurface_PreLoad(This->renderTarget);
4808 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
4809 IUnknown_Release(targetContainer);
4812 This->sceneEnded = TRUE;
4817 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4818 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4819 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4820 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4821 IWineD3DSwapChain *swapChain = NULL;
4823 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4825 TRACE("(%p) Presenting the frame\n", This);
4827 for(i = 0 ; i < swapchains ; i ++) {
4829 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4830 TRACE("presentinng chain %d, %p\n", i, swapChain);
4831 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4832 IWineD3DSwapChain_Release(swapChain);
4838 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
4839 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
4840 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4842 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
4843 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
4844 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4845 GLbitfield glMask = 0;
4846 GLboolean old_ztest;
4847 GLfloat old_z_clear_value;
4848 GLint old_stencil_clear_value;
4849 GLfloat old_color_clear_value[4];
4851 CONST D3DRECT* curRect;
4853 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
4854 Count, pRects, Flags, Z, Stencil);
4858 glEnable(GL_SCISSOR_TEST);
4859 checkGLcall("glEnable GL_SCISSOR_TEST");
4861 if (Count > 0 && pRects) {
4867 /* Only set the values up once, as they are not changing */
4868 if (Flags & D3DCLEAR_STENCIL) {
4869 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4870 glClearStencil(Stencil);
4871 checkGLcall("glClearStencil");
4872 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4873 glStencilMask(0xFFFFFFFF);
4876 if (Flags & D3DCLEAR_ZBUFFER) {
4877 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4878 glDepthMask(GL_TRUE);
4879 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4881 checkGLcall("glClearDepth");
4882 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4885 if (Flags & D3DCLEAR_TARGET) {
4886 TRACE("Clearing screen with glClear to color %lx\n", Color);
4887 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4888 glClearColor(D3DCOLOR_R(Color),
4892 checkGLcall("glClearColor");
4894 /* Clear ALL colors! */
4895 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4896 glMask = glMask | GL_COLOR_BUFFER_BIT;
4899 /* Now process each rect in turn */
4900 for (i = 0; i < Count || i == 0; i++) {
4903 /* Note gl uses lower left, width/height */
4904 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
4905 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4906 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4907 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4908 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4909 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4910 checkGLcall("glScissor");
4912 glScissor(This->stateBlock->viewport.X,
4913 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
4914 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4915 This->stateBlock->viewport.Width,
4916 This->stateBlock->viewport.Height);
4917 checkGLcall("glScissor");
4920 /* Clear the selected rectangle (or full screen) */
4922 checkGLcall("glClear");
4924 /* Step to the next rectangle */
4925 if (curRect) curRect = curRect + sizeof(D3DRECT);
4928 /* Restore the old values (why..?) */
4929 if (Flags & D3DCLEAR_STENCIL) {
4930 glClearStencil(old_stencil_clear_value);
4931 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4933 if (Flags & D3DCLEAR_ZBUFFER) {
4934 glDepthMask(old_ztest);
4935 glClearDepth(old_z_clear_value);
4937 if (Flags & D3DCLEAR_TARGET) {
4938 glClearColor(old_color_clear_value[0],
4939 old_color_clear_value[1],
4940 old_color_clear_value[2],
4941 old_color_clear_value[3]);
4942 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4943 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4944 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4945 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4948 glDisable(GL_SCISSOR_TEST);
4949 checkGLcall("glDisable");
4958 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4959 UINT PrimitiveCount) {
4961 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4962 This->stateBlock->streamIsUP = FALSE;
4964 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4965 debug_d3dprimitivetype(PrimitiveType),
4966 StartVertex, PrimitiveCount);
4967 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4968 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4974 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4975 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4976 D3DPRIMITIVETYPE PrimitiveType,
4977 INT baseVIndex, UINT minIndex,
4978 UINT NumVertices, UINT startIndex, UINT primCount) {
4980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4982 IWineD3DIndexBuffer *pIB;
4983 D3DINDEXBUFFER_DESC IdxBufDsc;
4985 pIB = This->stateBlock->pIndexData;
4986 This->stateBlock->streamIsUP = FALSE;
4988 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
4989 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4990 minIndex, NumVertices, startIndex, baseVIndex, primCount);
4992 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4993 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4999 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
5000 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
5005 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5006 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5007 UINT VertexStreamZeroStride) {
5008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5010 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5011 debug_d3dprimitivetype(PrimitiveType),
5012 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5014 /* release the stream source */
5015 if (This->stateBlock->streamSource[0] != NULL) {
5016 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5019 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5020 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5021 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5022 This->stateBlock->streamIsUP = TRUE;
5024 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5025 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
5026 /* stream zero settings set to null at end, as per the msdn
5027 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
5029 This->stateBlock->streamStride[0] = 0;
5030 This->stateBlock->streamSource[0] = NULL;
5032 /*stream zero settings set to null at end, as per the msdn */
5036 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5037 UINT MinVertexIndex, UINT NumVertices,
5038 UINT PrimitiveCount, CONST void* pIndexData,
5039 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5040 UINT VertexStreamZeroStride) {
5042 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5044 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5045 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5046 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5047 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5049 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5055 /* release the stream and index data */
5056 if (This->stateBlock->streamSource[0] != NULL) {
5057 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5059 if (This->stateBlock->pIndexData) {
5060 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
5063 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5064 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5065 This->stateBlock->streamIsUP = TRUE;
5066 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5068 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
5069 /* stream zero settings set to null at end as per the msdn
5070 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
5073 /* stream zero settings set to null at end as per the msdn */
5074 This->stateBlock->streamSource[0] = NULL;
5075 This->stateBlock->streamStride[0] = 0;
5080 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5081 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5083 HRESULT hr = D3D_OK;
5084 D3DRESOURCETYPE sourceType;
5085 D3DRESOURCETYPE destinationType;
5088 /* TODO: think about moving the code into IWineD3DBaseTexture */
5090 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5092 /* verify that the source and destination textures aren't NULL */
5093 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5094 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning D3DERR_INVALIDCALL\n",
5095 This, pSourceTexture, pDestinationTexture);
5096 hr = D3DERR_INVALIDCALL;
5099 if (pSourceTexture == pDestinationTexture) {
5100 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning D3DERR_INVALIDCALL\n",
5101 This, pSourceTexture, pDestinationTexture);
5102 hr = D3DERR_INVALIDCALL;
5104 /* Verify that the source and destination textures are the same type */
5105 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5106 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5108 if (sourceType != destinationType) {
5109 WARN("(%p) Sorce and destination types must match, returning D3DERR_INVALIDCALL\n",
5111 hr = D3DERR_INVALIDCALL;
5114 /* check that both textures have the identical numbers of levels */
5115 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5116 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning D3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5117 hr = D3DERR_INVALIDCALL;
5122 /* Make sure that the destination texture is loaded */
5123 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5125 /* Update every surface level of the texture */
5126 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5128 switch (sourceType) {
5129 case D3DRTYPE_TEXTURE:
5131 IWineD3DSurface *srcSurface;
5132 IWineD3DSurface *destSurface;
5134 for (i = 0 ; i < levels ; ++i) {
5135 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5136 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5137 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5138 IWineD3DSurface_Release(srcSurface);
5139 IWineD3DSurface_Release(destSurface);
5141 WARN("(%p) : Call to update surface failed\n", This);
5147 case D3DRTYPE_CUBETEXTURE:
5149 IWineD3DSurface *srcSurface;
5150 IWineD3DSurface *destSurface;
5151 D3DCUBEMAP_FACES faceType;
5153 for (i = 0 ; i < levels ; ++i) {
5154 /* Update each cube face */
5155 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5156 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5158 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5160 TRACE("Got srcSurface %p\n", srcSurface);
5162 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5164 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5166 TRACE("Got desrSurface %p\n", destSurface);
5168 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5169 IWineD3DSurface_Release(srcSurface);
5170 IWineD3DSurface_Release(destSurface);
5172 WARN("(%p) : Call to update surface failed\n", This);
5179 #if 0 /* TODO: Add support for volume textures */
5180 case D3DRTYPE_VOLUMETEXTURE:
5182 IWineD3DVolume srcVolume = NULL;
5183 IWineD3DSurface destVolume = NULL;
5185 for (i = 0 ; i < levels ; ++i) {
5186 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5187 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5188 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5189 IWineD3DVolume_Release(srcSurface);
5190 IWineD3DVolume_Release(destSurface);
5192 WARN("(%p) : Call to update volume failed\n", This);
5200 FIXME("(%p) : Unsupported source and destination type\n", This);
5201 hr = D3DERR_INVALIDCALL;
5208 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5209 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5210 CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) {
5211 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5213 TRACE("(%p) : stub\n", This);
5216 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5218 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5219 * NOTE It may be best to move the code into surface to occomplish this
5220 ****************************************/
5222 WINED3DSURFACE_DESC surfaceDesc;
5223 unsigned int surfaceWidth, surfaceHeight;
5224 glDescriptor *targetGlDescription = NULL;
5225 glDescriptor *surfaceGlDescription = NULL;
5226 IWineD3DSwapChainImpl *container = NULL;
5228 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5229 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5230 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5232 surfaceDesc.Width = &surfaceWidth;
5233 surfaceDesc.Height = &surfaceHeight;
5234 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5235 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5237 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5238 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5240 /* TODO: opengl Context switching for swapchains etc... */
5241 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5242 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5243 glReadBuffer(GL_BACK);
5244 vcheckGLcall("glReadBuffer(GL_BACK)");
5245 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5246 glReadBuffer(GL_FRONT);
5247 vcheckGLcall("glReadBuffer(GL_FRONT)");
5248 } else if (pRenderTarget == This->depthStencilBuffer) {
5249 FIXME("Reading of depthstencil not yet supported\n");
5252 glReadPixels(surfaceGlDescription->target,
5253 surfaceGlDescription->level,
5256 surfaceGlDescription->glFormat,
5257 surfaceGlDescription->glType,
5258 (void *)IWineD3DSurface_GetData(pSurface));
5259 vcheckGLcall("glReadPixels(...)");
5260 if(NULL != container ){
5261 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5264 IWineD3DBaseTexture *container;
5265 GLenum textureDimensions = GL_TEXTURE_2D;
5267 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5268 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5269 IWineD3DBaseTexture_Release(container);
5271 /* TODO: 2D -> Cube surface coppies etc.. */
5272 if (surfaceGlDescription->target != textureDimensions) {
5273 FIXME("(%p) : Texture dimension mismatch\n", This);
5275 glEnable(textureDimensions);
5276 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5277 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5278 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5279 vcheckGLcall("glBindTexture");
5280 glGetTexImage(surfaceGlDescription->target,
5281 surfaceGlDescription->level,
5282 surfaceGlDescription->glFormat,
5283 surfaceGlDescription->glType,
5284 (void *)IWineD3DSurface_GetData(pSurface));
5285 glDisable(textureDimensions);
5286 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5293 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5294 IWineD3DSwapChain *swapChain;
5296 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5298 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5299 IWineD3DSwapChain_Release(swapChain);
5304 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5305 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5306 /* return a sensible default */
5308 /* TODO: If the window is minimized then validate device should return something other than d3d_ok */
5309 FIXME("(%p) : stub\n", This);
5313 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5316 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5317 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5318 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5319 return D3DERR_INVALIDCALL;
5321 for (j = 0; j < 256; ++j) {
5322 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5323 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5324 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5325 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5327 TRACE("(%p) : returning\n", This);
5331 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5334 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5335 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5336 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5337 return D3DERR_INVALIDCALL;
5339 for (j = 0; j < 256; ++j) {
5340 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5341 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5342 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5343 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5345 TRACE("(%p) : returning\n", This);
5349 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5351 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5352 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5353 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5354 return D3DERR_INVALIDCALL;
5356 /*TODO: stateblocks */
5357 This->currentPalette = PaletteNumber;
5358 TRACE("(%p) : returning\n", This);
5362 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5363 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5364 if (PaletteNumber == NULL) {
5365 WARN("(%p) : returning Invalid Call\n", This);
5366 return D3DERR_INVALIDCALL;
5368 /*TODO: stateblocks */
5369 *PaletteNumber = This->currentPalette;
5370 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5374 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5376 static BOOL showFixmes = TRUE;
5378 FIXME("(%p) : stub\n", This);
5382 This->softwareVertexProcessing = bSoftware;
5387 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5389 static BOOL showFixmes = TRUE;
5391 FIXME("(%p) : stub\n", This);
5394 return This->softwareVertexProcessing;
5398 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) {
5399 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5400 IWineD3DSwapChain *swapChain;
5403 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5405 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5407 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5408 IWineD3DSwapChain_Release(swapChain);
5410 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5416 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5418 static BOOL showfixmes = TRUE;
5419 if(nSegments != 0.0f) {
5421 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5428 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5429 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5430 static BOOL showfixmes = TRUE;
5432 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5438 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5439 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5440 /** TODO: remove casts to IWineD3DSurfaceImpl
5441 * NOTE: move code to surface to accomplish this
5442 ****************************************/
5443 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5444 int srcWidth, srcHeight;
5445 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5446 WINED3DFORMAT destFormat, srcFormat;
5448 int destLeft, destTop;
5449 D3DPOOL srcPool, destPool;
5451 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5452 glDescriptor *glDescription = NULL;
5453 GLenum textureDimensions = GL_TEXTURE_2D;
5454 IWineD3DBaseTexture *baseTexture;
5456 WINED3DSURFACE_DESC winedesc;
5458 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5459 memset(&winedesc, 0, sizeof(winedesc));
5460 winedesc.Width = &srcSurfaceWidth;
5461 winedesc.Height = &srcSurfaceHeight;
5462 winedesc.Pool = &srcPool;
5463 winedesc.Format = &srcFormat;
5465 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5467 winedesc.Width = &destSurfaceWidth;
5468 winedesc.Height = &destSurfaceHeight;
5469 winedesc.Pool = &destPool;
5470 winedesc.Format = &destFormat;
5471 winedesc.Size = &destSize;
5473 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5475 if(srcPool != D3DPOOL_SYSTEMMEM || destPool != D3DPOOL_DEFAULT){
5476 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning D3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5477 return D3DERR_INVALIDCALL;
5480 if (destFormat == WINED3DFMT_UNKNOWN) {
5481 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5482 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5484 /* Get the update surface description */
5485 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5488 /* Make sure the surface is loaded and up to date */
5489 IWineD3DSurface_PreLoad(pDestinationSurface);
5491 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5495 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5496 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5497 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5498 destLeft = pDestPoint ? pDestPoint->x : 0;
5499 destTop = pDestPoint ? pDestPoint->y : 0;
5502 /* This function doesn't support compressed textures
5503 the pitch is just bytesPerPixel * width */
5504 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5505 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5506 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5507 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5509 /* TODO DXT formats */
5511 if(pSourceRect != NULL && pSourceRect->top != 0){
5512 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5514 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5516 ,glDescription->level
5521 ,glDescription->glFormat
5522 ,glDescription->glType
5523 ,IWineD3DSurface_GetData(pSourceSurface)
5527 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5529 /* need to lock the surface to get the data */
5530 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5533 /* TODO: Cube and volume support */
5535 /* not a whole row so we have to do it a line at a time */
5538 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5539 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5541 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5543 glTexSubImage2D(glDescription->target
5544 ,glDescription->level
5549 ,glDescription->glFormat
5550 ,glDescription->glType
5551 ,data /* could be quicker using */
5556 } else { /* Full width, so just write out the whole texture */
5558 if (WINED3DFMT_DXT1 == destFormat ||
5559 WINED3DFMT_DXT2 == destFormat ||
5560 WINED3DFMT_DXT3 == destFormat ||
5561 WINED3DFMT_DXT4 == destFormat ||
5562 WINED3DFMT_DXT5 == destFormat) {
5563 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5564 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5565 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
5566 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5567 } if (destFormat != srcFormat) {
5568 FIXME("Updating mixed format compressed texture is not curretly support\n");
5570 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5571 glDescription->level,
5572 glDescription->glFormatInternal,
5577 IWineD3DSurface_GetData(pSourceSurface));
5580 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5585 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5587 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5588 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5589 data returned by GetData non-power2 width/height with hardware non-power2
5590 pow2Width/height are set to surface width height, repacking isn't needed so it
5591 doesn't matter which function gets called. */
5592 glTexSubImage2D(glDescription->target
5593 ,glDescription->level
5598 ,glDescription->glFormat
5599 ,glDescription->glType
5600 ,IWineD3DSurface_GetData(pSourceSurface)
5604 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5605 glTexSubImage2D(glDescription->target
5606 ,glDescription->level
5609 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5610 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5611 ,glDescription->glFormat
5612 ,glDescription->glType
5613 ,IWineD3DSurface_GetData(pSourceSurface)
5619 checkGLcall("glTexSubImage2D");
5621 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5622 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5623 * surface bigger than it needs to be hmm.. */
5624 if (D3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5625 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5626 IWineD3DBaseTexture_Release(baseTexture);
5629 glDisable(textureDimensions); /* This needs to be managed better.... */
5635 /* Used by DirectX 8 */
5636 HRESULT WINAPI IWineD3DDeviceImpl_CopyRects(IWineD3DDevice *iface,
5637 IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
5638 IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPointsArray) {
5640 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5641 HRESULT hr = D3D_OK;
5642 WINED3DFORMAT srcFormat, destFormat;
5643 UINT srcWidth, destWidth;
5644 UINT srcHeight, destHeight;
5646 WINED3DSURFACE_DESC winedesc;
5648 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
5649 pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
5652 /* Check that the source texture is in D3DPOOL_SYSTEMMEM and the destination texture is in D3DPOOL_DEFAULT */
5653 memset(&winedesc, 0, sizeof(winedesc));
5655 winedesc.Format = &srcFormat;
5656 winedesc.Width = &srcWidth;
5657 winedesc.Height = &srcHeight;
5658 winedesc.Size = &srcSize;
5659 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5661 winedesc.Format = &destFormat;
5662 winedesc.Width = &destWidth;
5663 winedesc.Height = &destHeight;
5664 winedesc.Size = NULL;
5665 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5667 /* Check that the source and destination formats match */
5668 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
5669 WARN("(%p) source %p format must match the dest %p format, returning D3DERR_INVALIDCALL\n", This, pSourceSurface, pDestinationSurface);
5670 return D3DERR_INVALIDCALL;
5671 } else if (WINED3DFMT_UNKNOWN == destFormat) {
5672 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5673 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5674 destFormat = srcFormat;
5677 /* Quick if complete copy ... */
5678 if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
5680 if (srcWidth == destWidth && srcHeight == destHeight) {
5681 D3DLOCKED_RECT lrSrc;
5682 D3DLOCKED_RECT lrDst;
5683 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, NULL, D3DLOCK_READONLY);
5684 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, NULL, 0L);
5685 TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", srcWidth, srcHeight);
5687 memcpy(lrDst.pBits, lrSrc.pBits, srcSize);
5689 IWineD3DSurface_UnlockRect(pSourceSurface);
5690 IWineD3DSurface_UnlockRect(pDestinationSurface);
5691 TRACE("Unlocked src and dst\n");
5695 FIXME("Wanted to copy all surfaces but size not compatible, returning D3DERR_INVALIDCALL\n");
5696 hr = D3DERR_INVALIDCALL;
5701 if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
5703 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
5706 /* Copy rect by rect */
5707 for (i = 0; i < cRects; ++i) {
5708 CONST RECT* r = &pSourceRectsArray[i];
5709 CONST POINT* p = &pDestPointsArray[i];
5712 D3DLOCKED_RECT lrSrc;
5713 D3DLOCKED_RECT lrDst;
5716 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
5717 if (srcFormat == WINED3DFMT_DXT1) {
5718 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
5720 copyperline = ((r->right - r->left) * bytesPerPixel);
5723 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, D3DLOCK_READONLY);
5724 dest_rect.left = p->x;
5725 dest_rect.top = p->y;
5726 dest_rect.right = p->x + (r->right - r->left);
5727 dest_rect.bottom= p->y + (r->bottom - r->top);
5728 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
5729 TRACE("Locked src and dst\n");
5731 /* Find where to start */
5732 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
5733 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
5735 IWineD3DSurface_UnlockRect(pSourceSurface);
5736 IWineD3DSurface_UnlockRect(pDestinationSurface);
5737 TRACE("Unlocked src and dst\n");
5740 FIXME("Wanted to copy partial surfaces not implemented, returning D3DERR_INVALIDCALL\n");
5741 hr = D3DERR_INVALIDCALL;
5748 /* Implementation details at http://developer.nvidia.com/attach/6494
5750 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5751 hmm.. no longer supported use
5752 OpenGL evaluators or tessellate surfaces within your application.
5755 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5756 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
5757 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5758 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5759 FIXME("(%p) : Stub\n", This);
5764 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5765 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
5766 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5767 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5768 FIXME("(%p) : Stub\n", This);
5772 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5774 TRACE("(%p) Handle(%d)\n", This, Handle);
5775 FIXME("(%p) : Stub\n", This);
5779 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
5780 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
5781 fill a surface with a block of color! */
5782 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5783 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
5784 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
5785 IWineD3DSwapChainImpl *container = NULL;
5786 BOOL isRenderTarget = FALSE;
5787 unsigned int width, height;
5788 unsigned int top, left;
5791 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
5793 if (surface->resource.pool != D3DPOOL_DEFAULT) {
5794 FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
5795 return D3DERR_INVALIDCALL;
5798 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
5799 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
5800 if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
5801 /* TODO: make sure we set everything back to the way it was, and context management!
5802 glGetIntegerv(GL_READ_BUFFER, &prev_read);
5803 vcheckGLcall("glIntegerv");
5804 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
5805 vcheckGLcall("glIntegerv");
5807 TRACE("Color fill to render targets may cause some graphics issues\n");
5808 if (pSurface == container->frontBuffer) {
5809 glDrawBuffer(GL_FRONT);
5811 glDrawBuffer(GL_BACK);
5814 if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
5815 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
5817 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
5819 if (container != NULL) {
5820 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5822 /* we can use GL_STENCIL_INDEX etc...*/
5825 if (container != NULL) {
5826 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5828 isRenderTarget = TRUE;
5830 /* TODO: drawing to GL_FRONT and GL_BACK */
5831 /* TODO: see if things can be speeded up by using the correct
5832 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
5833 if (pRect == NULL) {
5836 width = surface->currentDesc.Width;
5837 height = surface->currentDesc.Height;
5841 width = pRect->x2 - left;
5842 height = pRect->y2 - top;
5845 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
5846 /* Create a 'line' of color color, in the correct format for the surface */
5847 for (u = 0 ; u < width ; u ++) {
5852 if (isRenderTarget == FALSE) {
5853 glDescriptor *glDesc;
5854 IWineD3DSurface_PreLoad(pSurface);
5856 /* draw a block of the coloured line on the sufrace */
5857 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
5858 for (v = 0 ; v< height;v++) {
5859 glTexSubImage2D(glDesc->target
5860 ,glDesc->level /* level */
5870 checkGLcall("glTexSubImage2D");
5872 glDisable(glDesc->target);
5874 /** FIXME: Using GLClear may be faster **/
5875 glRasterPos2i(left, top);
5876 glPixelZoom((float)width ,(float)height);
5877 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
5878 checkGLcall("glDrawPixels");
5880 HeapFree(GetProcessHeap(), 0, data);
5886 /* rendertarget and deptth stencil functions */
5887 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5890 /* FIXME: Implelent RenderTargetIndex >0 */
5891 if(RenderTargetIndex > 0)
5892 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
5894 *ppRenderTarget = This->renderTarget;
5895 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5896 /* Note inc ref on returned surface */
5897 if(*ppRenderTarget != NULL)
5898 IWineD3DSurface_AddRef(*ppRenderTarget);
5902 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5903 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5904 *ppZStencilSurface = This->depthStencilBuffer;
5905 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5907 if(*ppZStencilSurface != NULL) {
5908 /* Note inc ref on returned surface */
5909 IWineD3DSurface_AddRef(*ppZStencilSurface);
5914 /* internal static helper functions */
5915 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5916 IWineD3DSurface *RenderSurface);
5918 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5919 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5920 HRESULT hr = D3D_OK;
5921 WINED3DVIEWPORT viewport;
5923 TRACE("(%p) Swapping rendertarget\n",This);
5924 if (RenderTargetIndex > 0) {
5925 FIXME("(%p) Render targets other than the first are not supported\n",This);
5926 RenderTargetIndex = 0;
5929 /* MSDN says that null disables the render target
5930 but a device must always be associated with a render target
5931 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5933 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5936 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5937 FIXME("Trying to set render target 0 to NULL\n");
5938 return D3DERR_INVALIDCALL;
5940 /* TODO: replace Impl* usage with interface usage */
5941 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & D3DUSAGE_RENDERTARGET) {
5942 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5943 return D3DERR_INVALIDCALL;
5945 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5946 * builds, but I think wine counts as a 'debug' build for now.
5947 ******************************/
5948 /* If we are trying to set what we already have, don't bother */
5949 if (pRenderTarget == This->renderTarget) {
5950 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5952 /* Otherwise, set the render target up */
5954 if (FALSE == This->sceneEnded) {
5955 IWineD3DDevice_EndScene(iface);
5957 TRACE("clearing renderer\n");
5958 /* IWineD3DDeviceImpl_CleanRender(iface); */
5959 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5960 depending on the renter target implementation being used.
5961 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5962 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5963 stencil buffer and incure an extra memory overhead */
5964 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5967 if (SUCCEEDED(hr)) {
5968 /* Finally, reset the viewport as the MSDN states. */
5969 /* TODO: Replace impl usage */
5970 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
5971 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
5974 viewport.MaxZ = 1.0f;
5975 viewport.MinZ = 0.0f;
5976 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5978 FIXME("Unknown error setting the render target\n");
5980 This->sceneEnded = FALSE;
5984 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5986 HRESULT hr = D3D_OK;
5987 IWineD3DSurface *tmp;
5989 TRACE("(%p) Swapping z-buffer\n",This);
5991 if (pNewZStencil == This->stencilBufferTarget) {
5992 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5994 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5995 * depending on the renter target implementation being used.
5996 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5997 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5998 * stencil buffer and incure an extra memory overhead
5999 ******************************************************/
6002 tmp = This->stencilBufferTarget;
6003 This->stencilBufferTarget = pNewZStencil;
6004 /* should we be calling the parent or the wined3d surface? */
6005 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6006 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6008 /** TODO: glEnable/glDisable on depth/stencil depending on
6009 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
6010 **********************************************************/
6017 #ifdef GL_VERSION_1_3
6018 /* Internal functions not in DirectX */
6019 /** TODO: move this off to the opengl context manager
6020 *(the swapchain doesn't need to know anything about offscreen rendering!)
6021 ****************************************************/
6023 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
6025 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6027 TRACE("(%p), %p\n", This, swapchain);
6029 if (swapchain->win != swapchain->drawable) {
6030 /* Set everything back the way it ws */
6031 swapchain->render_ctx = swapchain->glCtx;
6032 swapchain->drawable = swapchain->win;
6037 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
6038 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
6039 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6042 unsigned int height;
6043 WINED3DFORMAT format;
6044 WINED3DSURFACE_DESC surfaceDesc;
6045 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6046 surfaceDesc.Width = &width;
6047 surfaceDesc.Height = &height;
6048 surfaceDesc.Format = &format;
6049 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6051 /* I need a get width/height function (and should do something with the format) */
6052 for (i = 0; i < CONTEXT_CACHE; ++i) {
6053 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
6054 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
6055 the pSurface can be set to 0 allowing it to be reused from cache **/
6056 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
6057 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
6058 *context = &This->contextCache[i];
6061 if (This->contextCache[i].Width == 0) {
6062 This->contextCache[i].pSurface = pSurface;
6063 This->contextCache[i].Width = width;
6064 This->contextCache[i].Height = height;
6065 *context = &This->contextCache[i];
6069 if (i == CONTEXT_CACHE) {
6070 int minUsage = 0x7FFFFFFF; /* MAX_INT */
6071 glContext *dropContext = 0;
6072 for (i = 0; i < CONTEXT_CACHE; i++) {
6073 if (This->contextCache[i].usedcount < minUsage) {
6074 dropContext = &This->contextCache[i];
6075 minUsage = This->contextCache[i].usedcount;
6078 /* clean up the context (this doesn't work for ATI at the moment */
6080 glXDestroyContext(swapchain->display, dropContext->context);
6081 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
6084 dropContext->Width = 0;
6085 dropContext->pSurface = pSurface;
6086 *context = dropContext;
6088 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
6089 for (i = 0; i < CONTEXT_CACHE; i++) {
6090 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
6094 if (*context != NULL)
6097 return E_OUTOFMEMORY;
6101 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6102 * the functionality needs splitting up so that we don't do more than we should do.
6103 * this only seems to impact performance a little.
6104 ******************************/
6105 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6106 IWineD3DSurface *RenderSurface) {
6107 HRESULT ret = D3DERR_INVALIDCALL;
6110 * Currently only active for GLX >= 1.3
6111 * for others versions we'll have to use GLXPixmaps
6113 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6114 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6115 * so only check OpenGL version
6116 * ..........................
6117 * I don't believe that it is a problem with NVidia headers,
6118 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6119 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6121 * Your application will report GLX version 1.2 on glXQueryVersion.
6122 * However, it is safe to call the GLX 1.3 functions as described below.
6124 #if defined(GL_VERSION_1_3)
6126 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6127 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
6128 IWineD3DSurface *tmp;
6129 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
6130 GLXFBConfig* cfgs = NULL;
6134 IWineD3DSwapChain *currentSwapchain;
6135 IWineD3DSwapChainImpl *swapchain;
6136 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
6137 * but switch them off if the StencilSurface is set to NULL
6138 ** *********************************************************/
6139 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
6140 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
6143 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
6144 it StencilSurface != NULL && zBufferTarget == NULL switch it on
6147 #define PUSH1(att) attribs[nAttribs++] = (att);
6148 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
6150 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
6152 /** TODO: remove the reff to Impl (context manager should fix this!) **/
6153 IWineD3DSwapChainImpl *impSwapChain;
6154 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
6155 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
6156 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
6161 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
6162 PUSH2(GLX_X_RENDERABLE, TRUE);
6163 PUSH2(GLX_DOUBLEBUFFER, TRUE);
6164 TRACE("calling makeglcfg\n");
6165 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
6168 TRACE("calling chooseFGConfig\n");
6169 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6172 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
6173 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
6174 why we failed and only show this message once! */
6175 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
6177 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
6178 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
6179 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
6180 PUSH2(GLX_DOUBLEBUFFER, FALSE);
6181 TRACE("calling makeglcfg\n");
6182 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6184 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6191 for (i = 0; i < nCfgs; ++i) {
6192 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6193 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6194 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6197 if (NULL != This->renderTarget) {
6199 vcheckGLcall("glFlush");
6200 /** This is only useful if the old render target was a swapchain,
6201 * we need to supercede this with a function that displays
6202 * the current buffer on the screen. This is easy to do in glx1.3 but
6203 * we need to do copy-write pixels in glx 1.2.
6204 ************************************************/
6205 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
6207 printf("Hit Enter to get next frame ...\n");
6213 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain) != D3D_OK) {
6214 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
6215 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
6219 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6220 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
6221 **********************************************************************/
6222 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK) {
6223 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6224 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
6225 TRACE("making swapchain active\n");
6226 if (RenderSurface != This->renderTarget) {
6227 if (RenderSurface == swapchain->backBuffer) {
6229 /* This could be flagged so that some operations work directly with the front buffer */
6230 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6232 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
6234 TRACE("Error in setting current context: context %p drawable %ld !\n",
6235 impSwapChain->glCtx, impSwapChain->win);
6238 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6240 checkGLcall("glXMakeContextCurrent");
6242 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6244 else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
6246 /** ********************************************************************
6247 * This is a quickly hacked out implementation of offscreen textures.
6248 * It will work in most cases but there may be problems if the client
6249 * modifies the texture directly, or expects the contents of the rendertarget
6252 * There are some real speed vs compatibility issues here:
6253 * we should really use a new context for every texture, but that eats ram.
6254 * we should also be restoring the texture to the pbuffer but that eats CPU
6255 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6256 * but if this means reusing the display backbuffer then we need to make sure that
6257 * states are correctly preserved.
6258 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6259 * and gain a good performance increase at the cost of compatibility.
6260 * I would suggest that, when this is the case, a user configurable flag be made
6261 * available, allowing the user to choose the best emulated experience for them.
6262 *********************************************************************/
6264 XVisualInfo *visinfo;
6265 glContext *newContext;
6267 /* Here were using a shared context model */
6268 if (D3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6269 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6272 /* If the context doesn't exist then create a new one */
6273 /* TODO: This should really be part of findGlContext */
6274 if (NULL == newContext->context) {
6276 TRACE("making new buffer\n");
6278 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
6279 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
6282 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
6284 /** ****************************************
6285 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6287 * In future releases, we may provide the calls glXCreateNewContext,
6288 * glXQueryDrawable and glXMakeContextCurrent.
6289 * so until then we have to use glXGetVisualFromFBConfig &co..
6290 ********************************************/
6293 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
6295 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6297 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
6301 if (NULL == newContext || NULL == newContext->context) {
6302 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6304 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6305 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
6306 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
6309 /* Clean up the old context */
6310 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6311 /* Set the current context of the swapchain to the new context */
6312 impSwapChain->drawable = newContext->drawable;
6313 impSwapChain->render_ctx = newContext->context;
6317 #if 1 /* Apply the stateblock to the new context
6318 FIXME: This is a bit of a hack, each context should know it's own state,
6319 the directX current directX state should then be applied to the context */
6322 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6323 oldUpdateStateBlock = This->updateStateBlock;
6324 oldRecording= This->isRecordingState;
6325 This->isRecordingState = FALSE;
6326 This->updateStateBlock = This->stateBlock;
6327 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6329 This->isRecordingState = oldRecording;
6330 This->updateStateBlock = oldUpdateStateBlock;
6335 /* clean up the current rendertargets swapchain (if it belonged to one) */
6336 if (currentSwapchain != NULL) {
6337 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
6340 /* Were done with the opengl context management, setup the rendertargets */
6342 tmp = This->renderTarget;
6343 This->renderTarget = RenderSurface;
6344 IWineD3DSurface_AddRef(This->renderTarget);
6345 IWineD3DSurface_Release(tmp);
6351 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
6352 /* Check that the container is not a swapchain member */
6354 IWineD3DSwapChain *tmpSwapChain;
6355 if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
6356 This->renderUpsideDown = TRUE;
6358 This->renderUpsideDown = FALSE;
6359 IWineD3DSwapChain_Release(tmpSwapChain);
6361 /* Force updating the cull mode */
6362 TRACE("setting render state\n");
6363 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
6364 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
6366 /* Force updating projection matrix */
6367 This->last_was_rhw = FALSE;
6368 This->proj_valid = FALSE;
6376 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
6377 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6382 if ( NULL != impSwapChain) {
6383 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
6391 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6392 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6393 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6394 /* TODO: the use of Impl is deprecated. */
6395 /* some basic validation checks */
6396 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6398 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6400 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6401 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6402 return D3DERR_INVALIDCALL;
6404 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
6405 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
6406 return D3DERR_INVALIDCALL;
6408 /* TODO: make the cursor 'real' */
6410 This->xHotSpot = XHotSpot;
6411 This->yHotSpot = YHotSpot;
6416 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6418 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6420 This->xScreenSpace = XScreenSpace;
6421 This->yScreenSpace = YScreenSpace;
6427 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6428 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6429 TRACE("(%p) : visible(%d)\n", This, bShow);
6431 This->bCursorVisible = bShow;
6436 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6438 TRACE("(%p) : state (%lu)\n", This, This->state);
6439 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6440 switch (This->state) {
6443 case D3DERR_DEVICELOST:
6445 ResourceList *resourceList = This->resources;
6446 while (NULL != resourceList) {
6447 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == D3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6448 return D3DERR_DEVICENOTRESET;
6449 resourceList = resourceList->next;
6451 return D3DERR_DEVICELOST;
6453 case D3DERR_DRIVERINTERNALERROR:
6454 return D3DERR_DRIVERINTERNALERROR;
6458 return D3DERR_DRIVERINTERNALERROR;
6462 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6463 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6464 /** FIXME: Resource tracking needs to be done,
6465 * The closes we can do to this is set the priorities of all managed textures low
6466 * and then reset them.
6467 ***********************************************************/
6468 FIXME("(%p) : stub\n", This);
6472 HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
6473 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6474 /** FIXME: Resource trascking needs to be done.
6475 * in effect this pulls all non only default
6476 * textures out of video memory and deletes all glTextures (glDeleteTextures)
6477 * and should clear down the context and set it up according to pPresentationParameters
6478 ***********************************************************/
6479 FIXME("(%p) : stub\n", This);
6483 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6484 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6485 /** FIXME: always true at the moment **/
6486 if(bEnableDialogs == FALSE) {
6487 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6493 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
6494 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6496 FIXME("(%p) : stub\n", This);
6497 /* Setup some reasonable defaults */
6498 pParameters->AdapterOrdinal = 0; /* always for now */
6499 pParameters->DeviceType = D3DDEVTYPE_HAL; /* always for now */
6500 pParameters->hFocusWindow = 0;
6501 pParameters->BehaviorFlags =0;
6505 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
6506 IWineD3DSwapChain *swapchain;
6507 HRESULT hrc = D3D_OK;
6509 TRACE("Relaying to swapchain\n");
6511 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6512 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (D3DGAMMARAMP *)pRamp);
6513 IWineD3DSwapChain_Release(swapchain);
6518 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, D3DGAMMARAMP* pRamp) {
6519 IWineD3DSwapChain *swapchain;
6520 HRESULT hrc = D3D_OK;
6522 TRACE("Relaying to swapchain\n");
6524 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6525 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6526 IWineD3DSwapChain_Release(swapchain);
6532 /** ********************************************************
6533 * Notification functions
6534 ** ********************************************************/
6535 /** This function must be called in the release of a resource when ref == 0,
6536 * the contents of resource must still be correct,
6537 * any handels to other resource held by the caller must be closed
6538 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6539 *****************************************************/
6540 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6541 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6542 ResourceList* resourceList;
6544 TRACE("(%p) : resource %p\n", This, resource);
6546 EnterCriticalSection(&resourceStoreCriticalSection);
6548 /* add a new texture to the frot of the linked list */
6549 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6550 resourceList->resource = resource;
6552 /* Get the old head */
6553 resourceList->next = This->resources;
6555 This->resources = resourceList;
6556 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6559 LeaveCriticalSection(&resourceStoreCriticalSection);
6564 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6566 ResourceList* resourceList = NULL;
6567 ResourceList* previousResourceList = NULL;
6569 TRACE("(%p) : resource %p\n", This, resource);
6572 EnterCriticalSection(&resourceStoreCriticalSection);
6574 resourceList = This->resources;
6576 while (resourceList != NULL) {
6577 if(resourceList->resource == resource) break;
6578 previousResourceList = resourceList;
6579 resourceList = resourceList->next;
6582 if (resourceList == NULL) {
6583 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6585 LeaveCriticalSection(&resourceStoreCriticalSection);
6589 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6591 /* make sure we don't leave a hole in the list */
6592 if (previousResourceList != NULL) {
6593 previousResourceList->next = resourceList->next;
6595 This->resources = resourceList->next;
6599 LeaveCriticalSection(&resourceStoreCriticalSection);
6605 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6609 TRACE("(%p) : resource %p\n", This, resource);
6610 switch(IWineD3DResource_GetType(resource)){
6611 case D3DRTYPE_SURFACE:
6612 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6614 case D3DRTYPE_TEXTURE:
6615 case D3DRTYPE_CUBETEXTURE:
6616 case D3DRTYPE_VOLUMETEXTURE:
6617 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
6618 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6619 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6620 This->stateBlock->textures[counter] = NULL;
6622 if (This->updateStateBlock != This->stateBlock ){
6623 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6624 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6625 This->updateStateBlock->textures[counter] = NULL;
6630 case D3DRTYPE_VOLUME:
6631 /* TODO: nothing really? */
6633 case D3DRTYPE_VERTEXBUFFER:
6634 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6637 TRACE("Cleaning up stream pointers\n");
6639 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6640 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6641 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6643 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6644 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6645 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6646 This->updateStateBlock->streamSource[streamNumber] = 0;
6647 /* Set changed flag? */
6650 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) */
6651 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6652 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6653 This->stateBlock->streamSource[streamNumber] = 0;
6656 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6657 else { /* This shouldn't happen */
6658 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6665 case D3DRTYPE_INDEXBUFFER:
6666 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6667 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6668 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6669 This->updateStateBlock->pIndexData = NULL;
6672 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6673 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6674 This->stateBlock->pIndexData = NULL;
6680 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6685 /* Remove the resoruce from the resourceStore */
6686 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6688 TRACE("Resource released\n");
6693 /** This function is to be called by the swapchain when it is released and it's ref = 0
6694 *****************************************************/
6695 void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
6696 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6697 SwapChainList **nextSwapchain;
6698 nextSwapchain = &This->swapchains;
6700 /* Check to see if the swapchian is being used as the render target */
6701 if (This->renderTarget != NULL) {
6702 IWineD3DSurface *swapchainBackBuffer;
6704 IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
6705 if (This->renderTarget == swapchainBackBuffer) {
6706 /* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
6707 FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
6711 /* Go through the swapchain list and try to find the swapchain being released */
6712 while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
6713 nextSwapchain = &(*nextSwapchain)->next;
6716 /* Check to see if we found the swapchain */
6717 if (NULL != *nextSwapchain) {
6718 /* We found the swapchain so remove it from the list */
6719 TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
6720 HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
6721 *nextSwapchain = (*nextSwapchain)->next;
6723 /* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
6724 FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
6727 TRACE("swapchain (%p) released\n", swapChain);
6731 /**********************************************************
6732 * IWineD3DDevice VTbl follows
6733 **********************************************************/
6735 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6737 /*** IUnknown methods ***/
6738 IWineD3DDeviceImpl_QueryInterface,
6739 IWineD3DDeviceImpl_AddRef,
6740 IWineD3DDeviceImpl_Release,
6741 /*** IWineD3DDevice methods ***/
6742 IWineD3DDeviceImpl_GetParent,
6743 /*** Creation methods**/
6744 IWineD3DDeviceImpl_CreateVertexBuffer,
6745 IWineD3DDeviceImpl_CreateIndexBuffer,
6746 IWineD3DDeviceImpl_CreateStateBlock,
6747 IWineD3DDeviceImpl_CreateSurface,
6748 IWineD3DDeviceImpl_CreateTexture,
6749 IWineD3DDeviceImpl_CreateVolumeTexture,
6750 IWineD3DDeviceImpl_CreateVolume,
6751 IWineD3DDeviceImpl_CreateCubeTexture,
6752 IWineD3DDeviceImpl_CreateQuery,
6753 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6754 IWineD3DDeviceImpl_CreateVertexDeclaration,
6755 IWineD3DDeviceImpl_CreateVertexShader,
6756 IWineD3DDeviceImpl_CreatePixelShader,
6757 /*** Odd functions **/
6758 IWineD3DDeviceImpl_EvictManagedResources,
6759 IWineD3DDeviceImpl_GetAvailableTextureMem,
6760 IWineD3DDeviceImpl_GetBackBuffer,
6761 IWineD3DDeviceImpl_GetCreationParameters,
6762 IWineD3DDeviceImpl_GetDeviceCaps,
6763 IWineD3DDeviceImpl_GetDirect3D,
6764 IWineD3DDeviceImpl_GetDisplayMode,
6765 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6766 IWineD3DDeviceImpl_GetRasterStatus,
6767 IWineD3DDeviceImpl_GetSwapChain,
6768 IWineD3DDeviceImpl_Reset,
6769 IWineD3DDeviceImpl_SetDialogBoxMode,
6770 IWineD3DDeviceImpl_SetCursorProperties,
6771 IWineD3DDeviceImpl_SetCursorPosition,
6772 IWineD3DDeviceImpl_ShowCursor,
6773 IWineD3DDeviceImpl_TestCooperativeLevel,
6774 /*** Getters and setters **/
6775 IWineD3DDeviceImpl_SetClipPlane,
6776 IWineD3DDeviceImpl_GetClipPlane,
6777 IWineD3DDeviceImpl_SetClipStatus,
6778 IWineD3DDeviceImpl_GetClipStatus,
6779 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6780 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6781 IWineD3DDeviceImpl_SetDepthStencilSurface,
6782 IWineD3DDeviceImpl_GetDepthStencilSurface,
6783 IWineD3DDeviceImpl_SetFVF,
6784 IWineD3DDeviceImpl_GetFVF,
6785 IWineD3DDeviceImpl_SetGammaRamp,
6786 IWineD3DDeviceImpl_GetGammaRamp,
6787 IWineD3DDeviceImpl_SetIndices,
6788 IWineD3DDeviceImpl_GetIndices,
6789 IWineD3DDeviceImpl_SetLight,
6790 IWineD3DDeviceImpl_GetLight,
6791 IWineD3DDeviceImpl_SetLightEnable,
6792 IWineD3DDeviceImpl_GetLightEnable,
6793 IWineD3DDeviceImpl_SetMaterial,
6794 IWineD3DDeviceImpl_GetMaterial,
6795 IWineD3DDeviceImpl_SetNPatchMode,
6796 IWineD3DDeviceImpl_GetNPatchMode,
6797 IWineD3DDeviceImpl_SetPaletteEntries,
6798 IWineD3DDeviceImpl_GetPaletteEntries,
6799 IWineD3DDeviceImpl_SetPixelShader,
6800 IWineD3DDeviceImpl_GetPixelShader,
6801 IWineD3DDeviceImpl_SetPixelShaderConstant,
6802 IWineD3DDeviceImpl_GetPixelShaderConstant,
6803 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6804 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6805 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6806 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6807 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6808 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6809 IWineD3DDeviceImpl_SetPixelShaderConstantN,
6810 IWineD3DDeviceImpl_SetRenderState,
6811 IWineD3DDeviceImpl_GetRenderState,
6812 IWineD3DDeviceImpl_SetRenderTarget,
6813 IWineD3DDeviceImpl_GetRenderTarget,
6814 IWineD3DDeviceImpl_SetSamplerState,
6815 IWineD3DDeviceImpl_GetSamplerState,
6816 IWineD3DDeviceImpl_SetScissorRect,
6817 IWineD3DDeviceImpl_GetScissorRect,
6818 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6819 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6820 IWineD3DDeviceImpl_SetStreamSource,
6821 IWineD3DDeviceImpl_GetStreamSource,
6822 IWineD3DDeviceImpl_SetStreamSourceFreq,
6823 IWineD3DDeviceImpl_GetStreamSourceFreq,
6824 IWineD3DDeviceImpl_SetTexture,
6825 IWineD3DDeviceImpl_GetTexture,
6826 IWineD3DDeviceImpl_SetTextureStageState,
6827 IWineD3DDeviceImpl_GetTextureStageState,
6828 IWineD3DDeviceImpl_SetTransform,
6829 IWineD3DDeviceImpl_GetTransform,
6830 IWineD3DDeviceImpl_SetVertexDeclaration,
6831 IWineD3DDeviceImpl_GetVertexDeclaration,
6832 IWineD3DDeviceImpl_SetVertexShader,
6833 IWineD3DDeviceImpl_GetVertexShader,
6834 IWineD3DDeviceImpl_SetVertexShaderConstant,
6835 IWineD3DDeviceImpl_GetVertexShaderConstant,
6836 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6837 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6838 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6839 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6840 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6841 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6842 IWineD3DDeviceImpl_SetVertexShaderConstantN,
6843 IWineD3DDeviceImpl_SetViewport,
6844 IWineD3DDeviceImpl_GetViewport,
6845 IWineD3DDeviceImpl_MultiplyTransform,
6846 IWineD3DDeviceImpl_ValidateDevice,
6847 IWineD3DDeviceImpl_ProcessVertices,
6848 /*** State block ***/
6849 IWineD3DDeviceImpl_BeginStateBlock,
6850 IWineD3DDeviceImpl_EndStateBlock,
6851 /*** Scene management ***/
6852 IWineD3DDeviceImpl_BeginScene,
6853 IWineD3DDeviceImpl_EndScene,
6854 IWineD3DDeviceImpl_Present,
6855 IWineD3DDeviceImpl_Clear,
6857 IWineD3DDeviceImpl_DrawPrimitive,
6858 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6859 IWineD3DDeviceImpl_DrawPrimitiveUP,
6860 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6861 IWineD3DDeviceImpl_DrawRectPatch,
6862 IWineD3DDeviceImpl_DrawTriPatch,
6863 IWineD3DDeviceImpl_DeletePatch,
6864 IWineD3DDeviceImpl_ColorFill,
6865 IWineD3DDeviceImpl_UpdateTexture,
6866 IWineD3DDeviceImpl_UpdateSurface,
6867 IWineD3DDeviceImpl_CopyRects,
6868 IWineD3DDeviceImpl_StretchRect,
6869 IWineD3DDeviceImpl_GetRenderTargetData,
6870 IWineD3DDeviceImpl_GetFrontBufferData,
6871 /*** Internal use IWineD3DDevice methods ***/
6872 IWineD3DDeviceImpl_SetupTextureStates,
6873 /*** object tracking ***/
6874 IWineD3DDeviceImpl_SwapChainReleased,
6875 IWineD3DDeviceImpl_ResourceReleased
6879 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6880 WINED3DRS_ALPHABLENDENABLE ,
6881 WINED3DRS_ALPHAFUNC ,
6882 WINED3DRS_ALPHAREF ,
6883 WINED3DRS_ALPHATESTENABLE ,
6885 WINED3DRS_COLORWRITEENABLE ,
6886 WINED3DRS_DESTBLEND ,
6887 WINED3DRS_DITHERENABLE ,
6888 WINED3DRS_FILLMODE ,
6889 WINED3DRS_FOGDENSITY ,
6891 WINED3DRS_FOGSTART ,
6892 WINED3DRS_LASTPIXEL ,
6893 WINED3DRS_SHADEMODE ,
6894 WINED3DRS_SRCBLEND ,
6895 WINED3DRS_STENCILENABLE ,
6896 WINED3DRS_STENCILFAIL ,
6897 WINED3DRS_STENCILFUNC ,
6898 WINED3DRS_STENCILMASK ,
6899 WINED3DRS_STENCILPASS ,
6900 WINED3DRS_STENCILREF ,
6901 WINED3DRS_STENCILWRITEMASK ,
6902 WINED3DRS_STENCILZFAIL ,
6903 WINED3DRS_TEXTUREFACTOR ,
6914 WINED3DRS_ZWRITEENABLE
6917 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6918 WINED3DTSS_ADDRESSW ,
6919 WINED3DTSS_ALPHAARG0 ,
6920 WINED3DTSS_ALPHAARG1 ,
6921 WINED3DTSS_ALPHAARG2 ,
6922 WINED3DTSS_ALPHAOP ,
6923 WINED3DTSS_BUMPENVLOFFSET ,
6924 WINED3DTSS_BUMPENVLSCALE ,
6925 WINED3DTSS_BUMPENVMAT00 ,
6926 WINED3DTSS_BUMPENVMAT01 ,
6927 WINED3DTSS_BUMPENVMAT10 ,
6928 WINED3DTSS_BUMPENVMAT11 ,
6929 WINED3DTSS_COLORARG0 ,
6930 WINED3DTSS_COLORARG1 ,
6931 WINED3DTSS_COLORARG2 ,
6932 WINED3DTSS_COLOROP ,
6933 WINED3DTSS_RESULTARG ,
6934 WINED3DTSS_TEXCOORDINDEX ,
6935 WINED3DTSS_TEXTURETRANSFORMFLAGS
6938 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6939 WINED3DSAMP_ADDRESSU ,
6940 WINED3DSAMP_ADDRESSV ,
6941 WINED3DSAMP_ADDRESSW ,
6942 WINED3DSAMP_BORDERCOLOR ,
6943 WINED3DSAMP_MAGFILTER ,
6944 WINED3DSAMP_MINFILTER ,
6945 WINED3DSAMP_MIPFILTER ,
6946 WINED3DSAMP_MIPMAPLODBIAS ,
6947 WINED3DSAMP_MAXMIPLEVEL ,
6948 WINED3DSAMP_MAXANISOTROPY ,
6949 WINED3DSAMP_SRGBTEXTURE ,
6950 WINED3DSAMP_ELEMENTINDEX
6953 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6955 WINED3DRS_AMBIENTMATERIALSOURCE ,
6956 WINED3DRS_CLIPPING ,
6957 WINED3DRS_CLIPPLANEENABLE ,
6958 WINED3DRS_COLORVERTEX ,
6959 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6960 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6961 WINED3DRS_FOGDENSITY ,
6963 WINED3DRS_FOGSTART ,
6964 WINED3DRS_FOGTABLEMODE ,
6965 WINED3DRS_FOGVERTEXMODE ,
6966 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6967 WINED3DRS_LIGHTING ,
6968 WINED3DRS_LOCALVIEWER ,
6969 WINED3DRS_MULTISAMPLEANTIALIAS ,
6970 WINED3DRS_MULTISAMPLEMASK ,
6971 WINED3DRS_NORMALIZENORMALS ,
6972 WINED3DRS_PATCHEDGESTYLE ,
6973 WINED3DRS_POINTSCALE_A ,
6974 WINED3DRS_POINTSCALE_B ,
6975 WINED3DRS_POINTSCALE_C ,
6976 WINED3DRS_POINTSCALEENABLE ,
6977 WINED3DRS_POINTSIZE ,
6978 WINED3DRS_POINTSIZE_MAX ,
6979 WINED3DRS_POINTSIZE_MIN ,
6980 WINED3DRS_POINTSPRITEENABLE ,
6981 WINED3DRS_RANGEFOGENABLE ,
6982 WINED3DRS_SPECULARMATERIALSOURCE ,
6983 WINED3DRS_TWEENFACTOR ,
6984 WINED3DRS_VERTEXBLEND
6987 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6988 WINED3DTSS_TEXCOORDINDEX ,
6989 WINED3DTSS_TEXTURETRANSFORMFLAGS
6992 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6993 WINED3DSAMP_DMAPOFFSET