2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
72 case WINED3D_PT_LINELIST:
75 case WINED3D_PT_LINESTRIP:
78 case WINED3D_PT_TRIANGLELIST:
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3D_PT_POINTLIST;
113 return WINED3D_PT_LINELIST;
116 return WINED3D_PT_LINESTRIP;
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->data;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->stride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.data)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.data)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.data)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.data)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->tex_coords[i].data)
374 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
576 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
577 device->onscreen_depth_stencil->ds_current_size.cx,
578 device->onscreen_depth_stencil->ds_current_size.cy);
579 wined3d_surface_decref(device->onscreen_depth_stencil);
581 device->onscreen_depth_stencil = depth_stencil;
582 wined3d_surface_incref(device->onscreen_depth_stencil);
585 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
587 /* partial draw rect */
588 if (draw_rect->left || draw_rect->top
589 || draw_rect->right < target->resource.width
590 || draw_rect->bottom < target->resource.height)
593 /* partial clear rect */
594 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
595 || clear_rect->right < target->resource.width
596 || clear_rect->bottom < target->resource.height))
602 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
603 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
605 RECT current_rect, r;
607 if (ds->flags & location)
608 SetRect(¤t_rect, 0, 0,
609 ds->ds_current_size.cx,
610 ds->ds_current_size.cy);
612 SetRectEmpty(¤t_rect);
614 IntersectRect(&r, draw_rect, ¤t_rect);
615 if (EqualRect(&r, draw_rect))
617 /* current_rect ⊇ draw_rect, modify only. */
618 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
622 if (EqualRect(&r, ¤t_rect))
624 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
628 /* Full clear, modify only. */
629 *out_rect = *draw_rect;
633 IntersectRect(&r, draw_rect, clear_rect);
634 if (EqualRect(&r, draw_rect))
636 /* clear_rect ⊇ draw_rect, modify only. */
637 *out_rect = *draw_rect;
643 surface_load_ds_location(ds, context, location);
644 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
647 /* Do not call while under the GL lock. */
648 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
649 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
650 float depth, DWORD stencil)
652 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
653 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
654 UINT drawable_width, drawable_height;
655 struct wined3d_context *context;
656 GLbitfield clear_mask = 0;
657 BOOL render_offscreen;
661 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
662 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
663 * for the cleared parts, and the untouched parts.
665 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
666 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
667 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
668 * checking all this if the dest surface is in the drawable anyway. */
669 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
671 for (i = 0; i < rt_count; ++i)
673 struct wined3d_surface *rt = fb->render_targets[i];
675 surface_load_location(rt, rt->draw_binding, NULL);
679 context = context_acquire(device, target);
682 context_release(context);
683 WARN("Invalid context, skipping clear.\n");
689 render_offscreen = context->render_offscreen;
690 target->get_drawable_size(context, &drawable_width, &drawable_height);
694 render_offscreen = TRUE;
695 drawable_width = fb->depth_stencil->pow2Width;
696 drawable_height = fb->depth_stencil->pow2Height;
699 if (flags & WINED3DCLEAR_ZBUFFER)
701 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
703 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
704 device_switch_onscreen_ds(device, context, fb->depth_stencil);
705 prepare_ds_clear(fb->depth_stencil, context, location,
706 draw_rect, rect_count, clear_rect, &ds_rect);
709 if (!context_apply_clear_state(context, device, rt_count, fb))
711 context_release(context);
712 WARN("Failed to apply clear state, skipping clear.\n");
718 /* Only set the values up once, as they are not changing. */
719 if (flags & WINED3DCLEAR_STENCIL)
721 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
723 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
724 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
727 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
728 glClearStencil(stencil);
729 checkGLcall("glClearStencil");
730 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
733 if (flags & WINED3DCLEAR_ZBUFFER)
735 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
737 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
739 glDepthMask(GL_TRUE);
740 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
742 checkGLcall("glClearDepth");
743 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
746 if (flags & WINED3DCLEAR_TARGET)
748 for (i = 0; i < rt_count; ++i)
750 struct wined3d_surface *rt = fb->render_targets[i];
753 surface_modify_location(rt, rt->draw_binding, TRUE);
756 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
758 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
759 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
760 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
761 glClearColor(color->r, color->g, color->b, color->a);
762 checkGLcall("glClearColor");
763 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
768 if (render_offscreen)
770 glScissor(draw_rect->left, draw_rect->top,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
775 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
776 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
778 checkGLcall("glScissor");
780 checkGLcall("glClear");
786 /* Now process each rect in turn. */
787 for (i = 0; i < rect_count; ++i)
789 /* Note that GL uses lower left, width/height. */
790 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
792 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
793 wine_dbgstr_rect(&clear_rect[i]),
794 wine_dbgstr_rect(¤t_rect));
796 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
797 * The rectangle is not cleared, no error is returned, but further rectangles are
798 * still cleared if they are valid. */
799 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
801 TRACE("Rectangle with negative dimensions, ignoring.\n");
805 if (render_offscreen)
807 glScissor(current_rect.left, current_rect.top,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
812 glScissor(current_rect.left, drawable_height - current_rect.bottom,
813 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
815 checkGLcall("glScissor");
818 checkGLcall("glClear");
824 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
825 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
826 && target->container.u.swapchain->front_buffer == target))
827 wglFlush(); /* Flush to ensure ordering across contexts. */
829 context_release(context);
834 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
836 ULONG refcount = InterlockedIncrement(&device->ref);
838 TRACE("%p increasing refcount to %u.\n", device, refcount);
843 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
845 ULONG refcount = InterlockedDecrement(&device->ref);
847 TRACE("%p decreasing refcount to %u.\n", device, refcount);
851 struct wined3d_stateblock *stateblock;
854 if (wined3d_stateblock_decref(device->updateStateBlock)
855 && device->updateStateBlock != device->stateBlock)
856 FIXME("Something's still holding the update stateblock.\n");
857 device->updateStateBlock = NULL;
859 stateblock = device->stateBlock;
860 device->stateBlock = NULL;
861 if (wined3d_stateblock_decref(stateblock))
862 FIXME("Something's still holding the stateblock.\n");
864 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
866 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
867 device->multistate_funcs[i] = NULL;
870 if (!list_empty(&device->resources))
872 struct wined3d_resource *resource;
874 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
876 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
878 FIXME("Leftover resource %p with type %s (%#x).\n",
879 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
883 if (device->contexts)
884 ERR("Context array not freed!\n");
885 if (device->hardwareCursor)
886 DestroyCursor(device->hardwareCursor);
887 device->hardwareCursor = 0;
889 wined3d_decref(device->wined3d);
890 device->wined3d = NULL;
891 HeapFree(GetProcessHeap(), 0, device);
892 TRACE("Freed device %p.\n", device);
898 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
900 TRACE("device %p.\n", device);
902 return device->swapchain_count;
905 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
906 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
908 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
909 device, swapchain_idx, swapchain);
911 if (swapchain_idx >= device->swapchain_count)
913 WARN("swapchain_idx %u >= swapchain_count %u.\n",
914 swapchain_idx, device->swapchain_count);
917 return WINED3DERR_INVALIDCALL;
920 *swapchain = device->swapchains[swapchain_idx];
921 wined3d_swapchain_incref(*swapchain);
922 TRACE("Returning %p.\n", *swapchain);
927 static void device_load_logo(struct wined3d_device *device, const char *filename)
929 struct wined3d_color_key color_key;
933 HDC dcb = NULL, dcs = NULL;
935 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
938 GetObjectA(hbm, sizeof(BITMAP), &bm);
939 dcb = CreateCompatibleDC(NULL);
941 SelectObject(dcb, hbm);
945 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
948 memset(&bm, 0, sizeof(bm));
953 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
954 WINED3DPOOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, SURFACE_OPENGL, WINED3D_SURFACE_MAPPABLE,
955 NULL, &wined3d_null_parent_ops, &device->logo_surface);
958 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
964 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
966 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
967 wined3d_surface_releasedc(device->logo_surface, dcs);
969 color_key.color_space_low_value = 0;
970 color_key.color_space_high_value = 0;
971 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
975 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
976 /* Fill the surface with a white color to show that wined3d is there */
977 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
981 if (dcb) DeleteDC(dcb);
982 if (hbm) DeleteObject(hbm);
985 /* Context activation is done by the caller. */
986 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
988 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
989 unsigned int i, j, count;
990 /* Under DirectX you can sample even if no texture is bound, whereas
991 * OpenGL will only allow that when a valid texture is bound.
992 * We emulate this by creating dummy textures and binding them
993 * to each texture stage when the currently set D3D texture is NULL. */
996 if (gl_info->supported[APPLE_CLIENT_STORAGE])
998 /* The dummy texture does not have client storage backing */
999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1000 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1003 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1004 for (i = 0; i < count; ++i)
1006 DWORD color = 0x000000ff;
1008 /* Make appropriate texture active */
1009 context_active_texture(context, gl_info, i);
1011 glGenTextures(1, &device->dummy_texture_2d[i]);
1012 checkGLcall("glGenTextures");
1013 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1015 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1016 checkGLcall("glBindTexture");
1018 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1019 checkGLcall("glTexImage2D");
1021 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1023 glGenTextures(1, &device->dummy_texture_rect[i]);
1024 checkGLcall("glGenTextures");
1025 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1027 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1028 checkGLcall("glBindTexture");
1030 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1031 checkGLcall("glTexImage2D");
1034 if (gl_info->supported[EXT_TEXTURE3D])
1036 glGenTextures(1, &device->dummy_texture_3d[i]);
1037 checkGLcall("glGenTextures");
1038 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1040 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1041 checkGLcall("glBindTexture");
1043 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1044 checkGLcall("glTexImage3D");
1047 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1049 glGenTextures(1, &device->dummy_texture_cube[i]);
1050 checkGLcall("glGenTextures");
1051 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1053 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1054 checkGLcall("glBindTexture");
1056 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1058 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1059 checkGLcall("glTexImage2D");
1064 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1066 /* Reenable because if supported it is enabled by default */
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1074 /* Context activation is done by the caller. */
1075 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1077 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1080 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1082 glDeleteTextures(count, device->dummy_texture_cube);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1086 if (gl_info->supported[EXT_TEXTURE3D])
1088 glDeleteTextures(count, device->dummy_texture_3d);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1092 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1094 glDeleteTextures(count, device->dummy_texture_rect);
1095 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1098 glDeleteTextures(count, device->dummy_texture_2d);
1099 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1102 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1103 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1104 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1105 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1108 static LONG fullscreen_style(LONG style)
1110 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1111 style |= WS_POPUP | WS_SYSMENU;
1112 style &= ~(WS_CAPTION | WS_THICKFRAME);
1117 static LONG fullscreen_exstyle(LONG exstyle)
1119 /* Filter out window decorations. */
1120 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1125 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1127 BOOL filter_messages;
1128 LONG style, exstyle;
1130 TRACE("Setting up window %p for fullscreen mode.\n", window);
1132 if (device->style || device->exStyle)
1134 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1135 window, device->style, device->exStyle);
1138 device->style = GetWindowLongW(window, GWL_STYLE);
1139 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1141 style = fullscreen_style(device->style);
1142 exstyle = fullscreen_exstyle(device->exStyle);
1144 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1145 device->style, device->exStyle, style, exstyle);
1147 filter_messages = device->filter_messages;
1148 device->filter_messages = TRUE;
1150 SetWindowLongW(window, GWL_STYLE, style);
1151 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1152 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1154 device->filter_messages = filter_messages;
1157 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1159 BOOL filter_messages;
1160 LONG style, exstyle;
1162 if (!device->style && !device->exStyle) return;
1164 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1165 window, device->style, device->exStyle);
1167 style = GetWindowLongW(window, GWL_STYLE);
1168 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1170 filter_messages = device->filter_messages;
1171 device->filter_messages = TRUE;
1173 /* Only restore the style if the application didn't modify it during the
1174 * fullscreen phase. Some applications change it before calling Reset()
1175 * when switching between windowed and fullscreen modes (HL2), some
1176 * depend on the original style (Eve Online). */
1177 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1179 SetWindowLongW(window, GWL_STYLE, device->style);
1180 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1182 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1184 device->filter_messages = filter_messages;
1186 /* Delete the old values. */
1188 device->exStyle = 0;
1191 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1193 TRACE("device %p, window %p.\n", device, window);
1195 if (!wined3d_register_window(window, device))
1197 ERR("Failed to register window %p.\n", window);
1201 device->focus_window = window;
1202 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1207 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1209 TRACE("device %p.\n", device);
1211 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1212 device->focus_window = NULL;
1215 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1216 struct wined3d_swapchain_desc *swapchain_desc)
1218 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220 struct wined3d_swapchain *swapchain = NULL;
1221 struct wined3d_context *context;
1226 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1228 if (device->d3d_initialized)
1229 return WINED3DERR_INVALIDCALL;
1230 if (!device->adapter->opengl)
1231 return WINED3DERR_INVALIDCALL;
1233 device->valid_rt_mask = 0;
1234 for (i = 0; i < gl_info->limits.buffers; ++i)
1235 device->valid_rt_mask |= (1 << i);
1236 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1237 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1239 /* Initialize the texture unit mapping to a 1:1 mapping */
1240 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1242 if (state < gl_info->limits.fragment_samplers)
1244 device->texUnitMap[state] = state;
1245 device->rev_tex_unit_map[state] = state;
1249 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1250 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1254 /* Setup the implicit swapchain. This also initializes a context. */
1255 TRACE("Creating implicit swapchain\n");
1256 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1257 swapchain_desc, &swapchain);
1260 WARN("Failed to create implicit swapchain\n");
1264 device->swapchain_count = 1;
1265 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1266 if (!device->swapchains)
1268 ERR("Out of memory!\n");
1271 device->swapchains[0] = swapchain;
1273 if (swapchain->back_buffers && swapchain->back_buffers[0])
1275 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1276 device->fb.render_targets[0] = swapchain->back_buffers[0];
1280 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1281 device->fb.render_targets[0] = swapchain->front_buffer;
1283 wined3d_surface_incref(device->fb.render_targets[0]);
1285 /* Depth Stencil support */
1286 device->fb.depth_stencil = device->auto_depth_stencil;
1287 if (device->fb.depth_stencil)
1288 wined3d_surface_incref(device->fb.depth_stencil);
1290 hr = device->shader_backend->shader_alloc_private(device);
1293 TRACE("Shader private data couldn't be allocated\n");
1296 hr = device->frag_pipe->alloc_private(device);
1299 TRACE("Fragment pipeline private data couldn't be allocated\n");
1302 hr = device->blitter->alloc_private(device);
1305 TRACE("Blitter private data couldn't be allocated\n");
1309 /* Set up some starting GL setup */
1311 /* Setup all the devices defaults */
1312 stateblock_init_default_state(device->stateBlock);
1314 context = context_acquire(device, swapchain->front_buffer);
1316 create_dummy_textures(device, context);
1320 /* Initialize the current view state */
1321 device->view_ident = 1;
1322 device->contexts[0]->last_was_rhw = 0;
1324 switch (wined3d_settings.offscreen_rendering_mode)
1327 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1330 case ORM_BACKBUFFER:
1332 if (context_get_current()->aux_buffers > 0)
1334 TRACE("Using auxiliary buffer for offscreen rendering\n");
1335 device->offscreenBuffer = GL_AUX0;
1339 TRACE("Using back buffer for offscreen rendering\n");
1340 device->offscreenBuffer = GL_BACK;
1345 TRACE("All defaults now set up, leaving 3D init.\n");
1348 context_release(context);
1350 /* Clear the screen */
1351 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1352 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1355 device->d3d_initialized = TRUE;
1357 if (wined3d_settings.logo)
1358 device_load_logo(device, wined3d_settings.logo);
1362 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1363 HeapFree(GetProcessHeap(), 0, device->swapchains);
1364 device->swapchain_count = 0;
1366 wined3d_swapchain_decref(swapchain);
1367 if (device->blit_priv)
1368 device->blitter->free_private(device);
1369 if (device->fragment_priv)
1370 device->frag_pipe->free_private(device);
1371 if (device->shader_priv)
1372 device->shader_backend->shader_free_private(device);
1377 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1378 struct wined3d_swapchain_desc *swapchain_desc)
1380 struct wined3d_swapchain *swapchain = NULL;
1383 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1385 /* Setup the implicit swapchain */
1386 TRACE("Creating implicit swapchain\n");
1387 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1388 swapchain_desc, &swapchain);
1391 WARN("Failed to create implicit swapchain\n");
1395 device->swapchain_count = 1;
1396 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1397 if (!device->swapchains)
1399 ERR("Out of memory!\n");
1402 device->swapchains[0] = swapchain;
1406 wined3d_swapchain_decref(swapchain);
1410 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1412 struct wined3d_resource *resource, *cursor;
1413 const struct wined3d_gl_info *gl_info;
1414 struct wined3d_context *context;
1415 struct wined3d_surface *surface;
1418 TRACE("device %p.\n", device);
1420 if (!device->d3d_initialized)
1421 return WINED3DERR_INVALIDCALL;
1423 /* Force making the context current again, to verify it is still valid
1424 * (workaround for broken drivers) */
1425 context_set_current(NULL);
1426 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427 * it was created. Thus make sure a context is active for the glDelete* calls
1429 context = context_acquire(device, NULL);
1430 gl_info = context->gl_info;
1432 if (device->logo_surface)
1433 wined3d_surface_decref(device->logo_surface);
1435 stateblock_unbind_resources(device->stateBlock);
1437 /* Unload resources */
1438 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1440 TRACE("Unloading resource %p.\n", resource);
1442 resource->resource_ops->resource_unload(resource);
1445 TRACE("Deleting high order patches\n");
1446 for(i = 0; i < PATCHMAP_SIZE; i++) {
1447 struct list *e1, *e2;
1448 struct WineD3DRectPatch *patch;
1449 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1451 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1452 wined3d_device_delete_patch(device, patch->Handle);
1456 /* Delete the mouse cursor texture */
1457 if (device->cursorTexture)
1460 glDeleteTextures(1, &device->cursorTexture);
1462 device->cursorTexture = 0;
1465 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1466 * private data, it might contain opengl pointers
1468 if (device->depth_blt_texture)
1471 glDeleteTextures(1, &device->depth_blt_texture);
1473 device->depth_blt_texture = 0;
1476 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1477 device->blitter->free_private(device);
1478 device->frag_pipe->free_private(device);
1479 device->shader_backend->shader_free_private(device);
1481 /* Release the buffers (with sanity checks)*/
1482 if (device->onscreen_depth_stencil)
1484 surface = device->onscreen_depth_stencil;
1485 device->onscreen_depth_stencil = NULL;
1486 wined3d_surface_decref(surface);
1489 if (device->fb.depth_stencil)
1491 surface = device->fb.depth_stencil;
1493 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1495 device->fb.depth_stencil = NULL;
1496 if (wined3d_surface_decref(surface)
1497 && surface != device->auto_depth_stencil)
1498 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1501 if (device->auto_depth_stencil)
1503 surface = device->auto_depth_stencil;
1504 device->auto_depth_stencil = NULL;
1505 if (wined3d_surface_decref(surface))
1506 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1509 for (i = 1; i < gl_info->limits.buffers; ++i)
1511 wined3d_device_set_render_target(device, i, NULL, FALSE);
1514 surface = device->fb.render_targets[0];
1515 TRACE("Setting rendertarget 0 to NULL\n");
1516 device->fb.render_targets[0] = NULL;
1517 TRACE("Releasing the render target at %p\n", surface);
1518 wined3d_surface_decref(surface);
1520 context_release(context);
1522 for (i = 0; i < device->swapchain_count; ++i)
1524 TRACE("Releasing the implicit swapchain %u.\n", i);
1525 if (wined3d_swapchain_decref(device->swapchains[i]))
1526 FIXME("Something's still holding the implicit swapchain.\n");
1529 HeapFree(GetProcessHeap(), 0, device->swapchains);
1530 device->swapchains = NULL;
1531 device->swapchain_count = 0;
1533 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1534 device->fb.render_targets = NULL;
1536 device->d3d_initialized = FALSE;
1541 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1545 for (i = 0; i < device->swapchain_count; ++i)
1547 TRACE("Releasing the implicit swapchain %u.\n", i);
1548 if (wined3d_swapchain_decref(device->swapchains[i]))
1549 FIXME("Something's still holding the implicit swapchain.\n");
1552 HeapFree(GetProcessHeap(), 0, device->swapchains);
1553 device->swapchains = NULL;
1554 device->swapchain_count = 0;
1558 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1559 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1560 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1562 * There is no way to deactivate thread safety once it is enabled.
1564 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1566 TRACE("device %p.\n", device);
1568 /* For now just store the flag (needed in case of ddraw). */
1569 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1572 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1573 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1575 struct wined3d_adapter *adapter = device->adapter;
1576 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1581 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1582 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1584 /* Resize the screen even without a window:
1585 * The app could have unset it with SetCooperativeLevel, but not called
1586 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1587 * but we don't have any hwnd
1590 memset(&devmode, 0, sizeof(devmode));
1591 devmode.dmSize = sizeof(devmode);
1592 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1593 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1594 devmode.dmPelsWidth = mode->width;
1595 devmode.dmPelsHeight = mode->height;
1597 devmode.dmDisplayFrequency = mode->refresh_rate;
1598 if (mode->refresh_rate)
1599 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1601 /* Only change the mode if necessary */
1602 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1603 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1606 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1607 if (ret != DISP_CHANGE_SUCCESSFUL)
1609 if (devmode.dmDisplayFrequency)
1611 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1612 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1613 devmode.dmDisplayFrequency = 0;
1614 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1616 if(ret != DISP_CHANGE_SUCCESSFUL) {
1617 return WINED3DERR_NOTAVAILABLE;
1621 /* Store the new values */
1622 adapter->screen_size.cx = mode->width;
1623 adapter->screen_size.cy = mode->height;
1624 adapter->screen_format = mode->format_id;
1626 /* And finally clip mouse to our screen */
1627 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1628 ClipCursor(&clip_rc);
1633 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1635 TRACE("device %p, wined3d %p.\n", device, wined3d);
1637 *wined3d = device->wined3d;
1638 wined3d_incref(*wined3d);
1640 TRACE("Returning %p.\n", *wined3d);
1645 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1647 TRACE("device %p.\n", device);
1649 TRACE("Emulating %d MB, returning %d MB left.\n",
1650 device->adapter->TextureRam / (1024 * 1024),
1651 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1653 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1656 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1657 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1659 struct wined3d_stream_state *stream;
1660 struct wined3d_buffer *prev_buffer;
1662 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1663 device, stream_idx, buffer, offset, stride);
1665 if (stream_idx >= MAX_STREAMS)
1667 WARN("Stream index %u out of range.\n", stream_idx);
1668 return WINED3DERR_INVALIDCALL;
1670 else if (offset & 0x3)
1672 WARN("Offset %u is not 4 byte aligned.\n", offset);
1673 return WINED3DERR_INVALIDCALL;
1676 stream = &device->updateStateBlock->state.streams[stream_idx];
1677 prev_buffer = stream->buffer;
1679 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1681 if (prev_buffer == buffer
1682 && stream->stride == stride
1683 && stream->offset == offset)
1685 TRACE("Application is setting the old values over, nothing to do.\n");
1689 stream->buffer = buffer;
1692 stream->stride = stride;
1693 stream->offset = offset;
1696 /* Handle recording of state blocks. */
1697 if (device->isRecordingState)
1699 TRACE("Recording... not performing anything.\n");
1701 wined3d_buffer_incref(buffer);
1703 wined3d_buffer_decref(prev_buffer);
1709 InterlockedIncrement(&buffer->bind_count);
1710 wined3d_buffer_incref(buffer);
1714 InterlockedDecrement(&prev_buffer->bind_count);
1715 wined3d_buffer_decref(prev_buffer);
1718 device_invalidate_state(device, STATE_STREAMSRC);
1723 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1724 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1726 struct wined3d_stream_state *stream;
1728 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1729 device, stream_idx, buffer, offset, stride);
1731 if (stream_idx >= MAX_STREAMS)
1733 WARN("Stream index %u out of range.\n", stream_idx);
1734 return WINED3DERR_INVALIDCALL;
1737 stream = &device->stateBlock->state.streams[stream_idx];
1738 *buffer = stream->buffer;
1740 wined3d_buffer_incref(*buffer);
1742 *offset = stream->offset;
1743 *stride = stream->stride;
1748 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1750 struct wined3d_stream_state *stream;
1751 UINT old_flags, old_freq;
1753 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1755 /* Verify input. At least in d3d9 this is invalid. */
1756 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1758 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL;
1761 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1763 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1764 return WINED3DERR_INVALIDCALL;
1768 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1769 return WINED3DERR_INVALIDCALL;
1772 stream = &device->updateStateBlock->state.streams[stream_idx];
1773 old_flags = stream->flags;
1774 old_freq = stream->frequency;
1776 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1777 stream->frequency = divider & 0x7fffff;
1779 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1781 if (stream->frequency != old_freq || stream->flags != old_flags)
1782 device_invalidate_state(device, STATE_STREAMSRC);
1787 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1788 UINT stream_idx, UINT *divider)
1790 struct wined3d_stream_state *stream;
1792 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1794 stream = &device->updateStateBlock->state.streams[stream_idx];
1795 *divider = stream->flags | stream->frequency;
1797 TRACE("Returning %#x.\n", *divider);
1802 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1803 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1805 TRACE("device %p, state %s, matrix %p.\n",
1806 device, debug_d3dtstype(d3dts), matrix);
1808 /* Handle recording of state blocks. */
1809 if (device->isRecordingState)
1811 TRACE("Recording... not performing anything.\n");
1812 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1813 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1817 /* If the new matrix is the same as the current one,
1818 * we cut off any further processing. this seems to be a reasonable
1819 * optimization because as was noticed, some apps (warcraft3 for example)
1820 * tend towards setting the same matrix repeatedly for some reason.
1822 * From here on we assume that the new matrix is different, wherever it matters. */
1823 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1825 TRACE("The application is setting the same matrix over again.\n");
1829 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1831 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1832 * where ViewMat = Camera space, WorldMat = world space.
1834 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1835 * matrix. The Projection matrix stay projection matrix. */
1837 if (d3dts == WINED3D_TS_VIEW)
1838 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1840 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1841 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1847 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1848 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1850 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1852 *matrix = device->stateBlock->state.transforms[state];
1857 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1858 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1860 const struct wined3d_matrix *mat = NULL;
1861 struct wined3d_matrix temp;
1863 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1865 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1866 * below means it will be recorded in a state block change, but it
1867 * works regardless where it is recorded.
1868 * If this is found to be wrong, change to StateBlock. */
1869 if (state > HIGHEST_TRANSFORMSTATE)
1871 WARN("Unhandled transform state %#x.\n", state);
1875 mat = &device->updateStateBlock->state.transforms[state];
1876 multiply_matrix(&temp, mat, matrix);
1878 /* Apply change via set transform - will reapply to eg. lights this way. */
1879 return wined3d_device_set_transform(device, state, &temp);
1882 /* Note lights are real special cases. Although the device caps state only
1883 * e.g. 8 are supported, you can reference any indexes you want as long as
1884 * that number max are enabled at any one point in time. Therefore since the
1885 * indices can be anything, we need a hashmap of them. However, this causes
1886 * stateblock problems. When capturing the state block, I duplicate the
1887 * hashmap, but when recording, just build a chain pretty much of commands to
1889 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1890 UINT light_idx, const struct wined3d_light *light)
1892 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1893 struct wined3d_light_info *object = NULL;
1897 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1899 /* Check the parameter range. Need for speed most wanted sets junk lights
1900 * which confuse the GL driver. */
1902 return WINED3DERR_INVALIDCALL;
1904 switch (light->type)
1906 case WINED3D_LIGHT_POINT:
1907 case WINED3D_LIGHT_SPOT:
1908 case WINED3D_LIGHT_PARALLELPOINT:
1909 case WINED3D_LIGHT_GLSPOT:
1910 /* Incorrect attenuation values can cause the gl driver to crash.
1911 * Happens with Need for speed most wanted. */
1912 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1914 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1915 return WINED3DERR_INVALIDCALL;
1919 case WINED3D_LIGHT_DIRECTIONAL:
1920 /* Ignores attenuation */
1924 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1925 return WINED3DERR_INVALIDCALL;
1928 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1930 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1931 if (object->OriginalIndex == light_idx)
1938 TRACE("Adding new light\n");
1939 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1942 ERR("Out of memory error when allocating a light\n");
1943 return E_OUTOFMEMORY;
1945 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1946 object->glIndex = -1;
1947 object->OriginalIndex = light_idx;
1950 /* Initialize the object. */
1951 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1952 light_idx, light->type,
1953 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1954 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1955 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1956 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1957 light->direction.x, light->direction.y, light->direction.z);
1958 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1959 light->range, light->falloff, light->theta, light->phi);
1961 /* Save away the information. */
1962 object->OriginalParms = *light;
1964 switch (light->type)
1966 case WINED3D_LIGHT_POINT:
1968 object->lightPosn[0] = light->position.x;
1969 object->lightPosn[1] = light->position.y;
1970 object->lightPosn[2] = light->position.z;
1971 object->lightPosn[3] = 1.0f;
1972 object->cutoff = 180.0f;
1976 case WINED3D_LIGHT_DIRECTIONAL:
1978 object->lightPosn[0] = -light->direction.x;
1979 object->lightPosn[1] = -light->direction.y;
1980 object->lightPosn[2] = -light->direction.z;
1981 object->lightPosn[3] = 0.0f;
1982 object->exponent = 0.0f;
1983 object->cutoff = 180.0f;
1986 case WINED3D_LIGHT_SPOT:
1988 object->lightPosn[0] = light->position.x;
1989 object->lightPosn[1] = light->position.y;
1990 object->lightPosn[2] = light->position.z;
1991 object->lightPosn[3] = 1.0f;
1994 object->lightDirn[0] = light->direction.x;
1995 object->lightDirn[1] = light->direction.y;
1996 object->lightDirn[2] = light->direction.z;
1997 object->lightDirn[3] = 1.0f;
1999 /* opengl-ish and d3d-ish spot lights use too different models
2000 * for the light "intensity" as a function of the angle towards
2001 * the main light direction, so we only can approximate very
2002 * roughly. However, spot lights are rather rarely used in games
2003 * (if ever used at all). Furthermore if still used, probably
2004 * nobody pays attention to such details. */
2005 if (!light->falloff)
2007 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2008 * equations have the falloff resp. exponent parameter as an
2009 * exponent, so the spot light lighting will always be 1.0 for
2010 * both of them, and we don't have to care for the rest of the
2011 * rather complex calculation. */
2012 object->exponent = 0.0f;
2016 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2019 object->exponent = -0.3f / logf(cosf(rho / 2));
2022 if (object->exponent > 128.0f)
2023 object->exponent = 128.0f;
2025 object->cutoff = (float)(light->phi * 90 / M_PI);
2030 FIXME("Unrecognized light type %#x.\n", light->type);
2033 /* Update the live definitions if the light is currently assigned a glIndex. */
2034 if (object->glIndex != -1 && !device->isRecordingState)
2035 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2040 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2041 UINT light_idx, struct wined3d_light *light)
2043 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2044 struct wined3d_light_info *light_info = NULL;
2047 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2049 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2051 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2052 if (light_info->OriginalIndex == light_idx)
2059 TRACE("Light information requested but light not defined\n");
2060 return WINED3DERR_INVALIDCALL;
2063 *light = light_info->OriginalParms;
2067 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2069 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2070 struct wined3d_light_info *light_info = NULL;
2073 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2075 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2077 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2078 if (light_info->OriginalIndex == light_idx)
2082 TRACE("Found light %p.\n", light_info);
2084 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2087 TRACE("Light enabled requested but light not defined, so defining one!\n");
2088 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2090 /* Search for it again! Should be fairly quick as near head of list. */
2091 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2093 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094 if (light_info->OriginalIndex == light_idx)
2100 FIXME("Adding default lights has failed dismally\n");
2101 return WINED3DERR_INVALIDCALL;
2107 if (light_info->glIndex != -1)
2109 if (!device->isRecordingState)
2110 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2112 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2113 light_info->glIndex = -1;
2117 TRACE("Light already disabled, nothing to do\n");
2119 light_info->enabled = FALSE;
2123 light_info->enabled = TRUE;
2124 if (light_info->glIndex != -1)
2126 TRACE("Nothing to do as light was enabled\n");
2131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2132 /* Find a free GL light. */
2133 for (i = 0; i < gl_info->limits.lights; ++i)
2135 if (!device->updateStateBlock->state.lights[i])
2137 device->updateStateBlock->state.lights[i] = light_info;
2138 light_info->glIndex = i;
2142 if (light_info->glIndex == -1)
2144 /* Our tests show that Windows returns D3D_OK in this situation, even with
2145 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2146 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2147 * as well for those lights.
2149 * TODO: Test how this affects rendering. */
2150 WARN("Too many concurrently active lights\n");
2154 /* i == light_info->glIndex */
2155 if (!device->isRecordingState)
2156 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2163 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2165 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2166 struct wined3d_light_info *light_info = NULL;
2169 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2171 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2173 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2174 if (light_info->OriginalIndex == light_idx)
2181 TRACE("Light enabled state requested but light not defined.\n");
2182 return WINED3DERR_INVALIDCALL;
2184 /* true is 128 according to SetLightEnable */
2185 *enable = light_info->enabled ? 128 : 0;
2189 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2191 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2193 /* Validate plane_idx. */
2194 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2196 TRACE("Application has requested clipplane this device doesn't support.\n");
2197 return WINED3DERR_INVALIDCALL;
2200 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2202 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2203 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2204 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2205 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2207 TRACE("Application is setting old values over, nothing to do.\n");
2211 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2212 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2213 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2214 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2216 /* Handle recording of state blocks. */
2217 if (device->isRecordingState)
2219 TRACE("Recording... not performing anything.\n");
2223 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2228 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2230 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2232 /* Validate plane_idx. */
2233 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2235 TRACE("Application has requested clipplane this device doesn't support.\n");
2236 return WINED3DERR_INVALIDCALL;
2239 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2240 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2241 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2242 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2247 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2248 const struct wined3d_clip_status *clip_status)
2250 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2253 return WINED3DERR_INVALIDCALL;
2258 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2259 struct wined3d_clip_status *clip_status)
2261 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2264 return WINED3DERR_INVALIDCALL;
2269 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2271 TRACE("device %p, material %p.\n", device, material);
2273 device->updateStateBlock->changed.material = TRUE;
2274 device->updateStateBlock->state.material = *material;
2276 /* Handle recording of state blocks */
2277 if (device->isRecordingState)
2279 TRACE("Recording... not performing anything.\n");
2283 device_invalidate_state(device, STATE_MATERIAL);
2288 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2290 TRACE("device %p, material %p.\n", device, material);
2292 *material = device->updateStateBlock->state.material;
2294 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2295 material->diffuse.r, material->diffuse.g,
2296 material->diffuse.b, material->diffuse.a);
2297 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2298 material->ambient.r, material->ambient.g,
2299 material->ambient.b, material->ambient.a);
2300 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2301 material->specular.r, material->specular.g,
2302 material->specular.b, material->specular.a);
2303 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2304 material->emissive.r, material->emissive.g,
2305 material->emissive.b, material->emissive.a);
2306 TRACE("power %.8e.\n", material->power);
2311 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2312 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2314 struct wined3d_buffer *prev_buffer;
2316 TRACE("device %p, buffer %p, format %s.\n",
2317 device, buffer, debug_d3dformat(format_id));
2319 prev_buffer = device->updateStateBlock->state.index_buffer;
2321 device->updateStateBlock->changed.indices = TRUE;
2322 device->updateStateBlock->state.index_buffer = buffer;
2323 device->updateStateBlock->state.index_format = format_id;
2325 /* Handle recording of state blocks. */
2326 if (device->isRecordingState)
2328 TRACE("Recording... not performing anything.\n");
2330 wined3d_buffer_incref(buffer);
2332 wined3d_buffer_decref(prev_buffer);
2336 if (prev_buffer != buffer)
2338 device_invalidate_state(device, STATE_INDEXBUFFER);
2341 InterlockedIncrement(&buffer->bind_count);
2342 wined3d_buffer_incref(buffer);
2346 InterlockedDecrement(&prev_buffer->bind_count);
2347 wined3d_buffer_decref(prev_buffer);
2354 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2356 TRACE("device %p, buffer %p.\n", device, buffer);
2358 *buffer = device->stateBlock->state.index_buffer;
2361 wined3d_buffer_incref(*buffer);
2363 TRACE("Returning %p.\n", *buffer);
2368 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2369 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2371 TRACE("device %p, base_index %d.\n", device, base_index);
2373 if (device->updateStateBlock->state.base_vertex_index == base_index)
2375 TRACE("Application is setting the old value over, nothing to do\n");
2379 device->updateStateBlock->state.base_vertex_index = base_index;
2381 if (device->isRecordingState)
2383 TRACE("Recording... not performing anything\n");
2389 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2391 TRACE("device %p.\n", device);
2393 return device->stateBlock->state.base_vertex_index;
2396 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2398 TRACE("device %p, viewport %p.\n", device, viewport);
2399 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2400 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2402 device->updateStateBlock->changed.viewport = TRUE;
2403 device->updateStateBlock->state.viewport = *viewport;
2405 /* Handle recording of state blocks */
2406 if (device->isRecordingState)
2408 TRACE("Recording... not performing anything\n");
2412 device_invalidate_state(device, STATE_VIEWPORT);
2417 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2419 TRACE("device %p, viewport %p.\n", device, viewport);
2421 *viewport = device->stateBlock->state.viewport;
2426 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2427 enum wined3d_render_state state, DWORD value)
2429 DWORD old_value = device->stateBlock->state.render_states[state];
2431 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2433 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2434 device->updateStateBlock->state.render_states[state] = value;
2436 /* Handle recording of state blocks. */
2437 if (device->isRecordingState)
2439 TRACE("Recording... not performing anything.\n");
2443 /* Compared here and not before the assignment to allow proper stateblock recording. */
2444 if (value == old_value)
2445 TRACE("Application is setting the old value over, nothing to do.\n");
2447 device_invalidate_state(device, STATE_RENDER(state));
2452 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2453 enum wined3d_render_state state, DWORD *value)
2455 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2457 *value = device->stateBlock->state.render_states[state];
2462 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2463 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2467 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2468 device, sampler_idx, debug_d3dsamplerstate(state), value);
2470 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2471 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2473 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2474 / sizeof(*device->stateBlock->state.sampler_states))
2476 WARN("Invalid sampler %u.\n", sampler_idx);
2477 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2480 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2481 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2482 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2484 /* Handle recording of state blocks. */
2485 if (device->isRecordingState)
2487 TRACE("Recording... not performing anything.\n");
2491 if (old_value == value)
2493 TRACE("Application is setting the old value over, nothing to do.\n");
2497 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2502 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2503 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2505 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2506 device, sampler_idx, debug_d3dsamplerstate(state), value);
2508 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2509 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2511 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2512 / sizeof(*device->stateBlock->state.sampler_states))
2514 WARN("Invalid sampler %u.\n", sampler_idx);
2515 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2518 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2519 TRACE("Returning %#x.\n", *value);
2524 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2526 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2528 device->updateStateBlock->changed.scissorRect = TRUE;
2529 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2531 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2534 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2536 if (device->isRecordingState)
2538 TRACE("Recording... not performing anything.\n");
2542 device_invalidate_state(device, STATE_SCISSORRECT);
2547 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2549 TRACE("device %p, rect %p.\n", device, rect);
2551 *rect = device->updateStateBlock->state.scissor_rect;
2552 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2557 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2558 struct wined3d_vertex_declaration *declaration)
2560 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2562 TRACE("device %p, declaration %p.\n", device, declaration);
2565 wined3d_vertex_declaration_incref(declaration);
2567 wined3d_vertex_declaration_decref(prev);
2569 device->updateStateBlock->state.vertex_declaration = declaration;
2570 device->updateStateBlock->changed.vertexDecl = TRUE;
2572 if (device->isRecordingState)
2574 TRACE("Recording... not performing anything.\n");
2577 else if (declaration == prev)
2579 /* Checked after the assignment to allow proper stateblock recording. */
2580 TRACE("Application is setting the old declaration over, nothing to do.\n");
2584 device_invalidate_state(device, STATE_VDECL);
2588 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2589 struct wined3d_vertex_declaration **declaration)
2591 TRACE("device %p, declaration %p.\n", device, declaration);
2593 *declaration = device->stateBlock->state.vertex_declaration;
2595 wined3d_vertex_declaration_incref(*declaration);
2600 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2602 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2604 TRACE("device %p, shader %p.\n", device, shader);
2606 device->updateStateBlock->state.vertex_shader = shader;
2607 device->updateStateBlock->changed.vertexShader = TRUE;
2609 if (device->isRecordingState)
2612 wined3d_shader_incref(shader);
2614 wined3d_shader_decref(prev);
2615 TRACE("Recording... not performing anything.\n");
2621 TRACE("Application is setting the old shader over, nothing to do.\n");
2626 wined3d_shader_incref(shader);
2628 wined3d_shader_decref(prev);
2630 device_invalidate_state(device, STATE_VSHADER);
2635 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2637 struct wined3d_shader *shader;
2639 TRACE("device %p.\n", device);
2641 shader = device->stateBlock->state.vertex_shader;
2643 wined3d_shader_incref(shader);
2645 TRACE("Returning %p.\n", shader);
2649 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2650 UINT start_register, const BOOL *constants, UINT bool_count)
2652 UINT count = min(bool_count, MAX_CONST_B - start_register);
2655 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2656 device, start_register, constants, bool_count);
2658 if (!constants || start_register >= MAX_CONST_B)
2659 return WINED3DERR_INVALIDCALL;
2661 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2662 for (i = 0; i < count; ++i)
2663 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2665 for (i = start_register; i < count + start_register; ++i)
2666 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2668 if (!device->isRecordingState)
2669 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2674 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2675 UINT start_register, BOOL *constants, UINT bool_count)
2677 UINT count = min(bool_count, MAX_CONST_B - start_register);
2679 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2680 device, start_register, constants, bool_count);
2682 if (!constants || start_register >= MAX_CONST_B)
2683 return WINED3DERR_INVALIDCALL;
2685 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2690 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2691 UINT start_register, const int *constants, UINT vector4i_count)
2693 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2696 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2697 device, start_register, constants, vector4i_count);
2699 if (!constants || start_register >= MAX_CONST_I)
2700 return WINED3DERR_INVALIDCALL;
2702 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2703 for (i = 0; i < count; ++i)
2704 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2705 constants[i * 4], constants[i * 4 + 1],
2706 constants[i * 4 + 2], constants[i * 4 + 3]);
2708 for (i = start_register; i < count + start_register; ++i)
2709 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2711 if (!device->isRecordingState)
2712 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2717 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2718 UINT start_register, int *constants, UINT vector4i_count)
2720 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2722 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2723 device, start_register, constants, vector4i_count);
2725 if (!constants || start_register >= MAX_CONST_I)
2726 return WINED3DERR_INVALIDCALL;
2728 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2732 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2733 UINT start_register, const float *constants, UINT vector4f_count)
2737 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2738 device, start_register, constants, vector4f_count);
2740 /* Specifically test start_register > limit to catch MAX_UINT overflows
2741 * when adding start_register + vector4f_count. */
2743 || start_register + vector4f_count > device->d3d_vshader_constantF
2744 || start_register > device->d3d_vshader_constantF)
2745 return WINED3DERR_INVALIDCALL;
2747 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2748 constants, vector4f_count * sizeof(float) * 4);
2751 for (i = 0; i < vector4f_count; ++i)
2752 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2753 constants[i * 4], constants[i * 4 + 1],
2754 constants[i * 4 + 2], constants[i * 4 + 3]);
2757 if (!device->isRecordingState)
2759 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2760 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2763 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2764 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2769 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2770 UINT start_register, float *constants, UINT vector4f_count)
2772 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2774 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2775 device, start_register, constants, vector4f_count);
2777 if (!constants || count < 0)
2778 return WINED3DERR_INVALIDCALL;
2780 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2785 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2789 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2791 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2795 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2797 DWORD i = device->rev_tex_unit_map[unit];
2798 DWORD j = device->texUnitMap[stage];
2800 device->texUnitMap[stage] = unit;
2801 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2802 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2804 device->rev_tex_unit_map[unit] = stage;
2805 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2806 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2809 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2813 device->fixed_function_usage_map = 0;
2814 for (i = 0; i < MAX_TEXTURES; ++i)
2816 const struct wined3d_state *state = &device->stateBlock->state;
2817 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2818 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2819 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2820 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2821 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2822 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2823 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2824 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2826 /* Not used, and disable higher stages. */
2827 if (color_op == WINED3D_TOP_DISABLE)
2830 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2831 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2832 || ((color_arg3 == WINED3DTA_TEXTURE)
2833 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2834 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2835 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2836 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2837 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2838 device->fixed_function_usage_map |= (1 << i);
2840 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2841 && i < MAX_TEXTURES - 1)
2842 device->fixed_function_usage_map |= (1 << (i + 1));
2846 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2848 unsigned int i, tex;
2851 device_update_fixed_function_usage_map(device);
2852 ffu_map = device->fixed_function_usage_map;
2854 if (device->max_ffp_textures == gl_info->limits.texture_stages
2855 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2857 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2859 if (!(ffu_map & 1)) continue;
2861 if (device->texUnitMap[i] != i)
2863 device_map_stage(device, i, i);
2864 device_invalidate_state(device, STATE_SAMPLER(i));
2865 device_invalidate_texture_stage(device, i);
2871 /* Now work out the mapping */
2873 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2875 if (!(ffu_map & 1)) continue;
2877 if (device->texUnitMap[i] != tex)
2879 device_map_stage(device, i, tex);
2880 device_invalidate_state(device, STATE_SAMPLER(i));
2881 device_invalidate_texture_stage(device, i);
2888 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2890 const enum wined3d_sampler_texture_type *sampler_type =
2891 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2894 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2896 if (sampler_type[i] && device->texUnitMap[i] != i)
2898 device_map_stage(device, i, i);
2899 device_invalidate_state(device, STATE_SAMPLER(i));
2900 if (i < gl_info->limits.texture_stages)
2901 device_invalidate_texture_stage(device, i);
2906 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2907 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2908 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2910 DWORD current_mapping = device->rev_tex_unit_map[unit];
2912 /* Not currently used */
2913 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2915 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2916 /* Used by a fragment sampler */
2918 if (!pshader_sampler_tokens) {
2919 /* No pixel shader, check fixed function */
2920 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2923 /* Pixel shader, check the shader's sampler map */
2924 return !pshader_sampler_tokens[current_mapping];
2927 /* Used by a vertex sampler */
2928 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2931 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2933 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2934 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2935 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2936 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2941 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2942 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2943 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2946 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2947 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2948 if (vshader_sampler_type[i])
2950 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2952 /* Already mapped somewhere */
2958 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2960 device_map_stage(device, vsampler_idx, start);
2961 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2973 void device_update_tex_unit_map(struct wined3d_device *device)
2975 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2976 const struct wined3d_state *state = &device->stateBlock->state;
2977 BOOL vs = use_vs(state);
2978 BOOL ps = use_ps(state);
2981 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2982 * that would be really messy and require shader recompilation
2983 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2984 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2987 device_map_psamplers(device, gl_info);
2989 device_map_fixed_function_samplers(device, gl_info);
2992 device_map_vsamplers(device, ps, gl_info);
2995 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2997 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2999 TRACE("device %p, shader %p.\n", device, shader);
3001 device->updateStateBlock->state.pixel_shader = shader;
3002 device->updateStateBlock->changed.pixelShader = TRUE;
3004 if (device->isRecordingState)
3007 wined3d_shader_incref(shader);
3009 wined3d_shader_decref(prev);
3010 TRACE("Recording... not performing anything.\n");
3016 TRACE("Application is setting the old shader over, nothing to do.\n");
3021 wined3d_shader_incref(shader);
3023 wined3d_shader_decref(prev);
3025 device_invalidate_state(device, STATE_PIXELSHADER);
3030 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3032 struct wined3d_shader *shader;
3034 TRACE("device %p.\n", device);
3036 shader = device->stateBlock->state.pixel_shader;
3038 wined3d_shader_incref(shader);
3040 TRACE("Returning %p.\n", shader);
3044 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3045 UINT start_register, const BOOL *constants, UINT bool_count)
3047 UINT count = min(bool_count, MAX_CONST_B - start_register);
3050 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3051 device, start_register, constants, bool_count);
3053 if (!constants || start_register >= MAX_CONST_B)
3054 return WINED3DERR_INVALIDCALL;
3056 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3057 for (i = 0; i < count; ++i)
3058 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3060 for (i = start_register; i < count + start_register; ++i)
3061 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3063 if (!device->isRecordingState)
3064 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3069 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3070 UINT start_register, BOOL *constants, UINT bool_count)
3072 UINT count = min(bool_count, MAX_CONST_B - start_register);
3074 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3075 device, start_register, constants, bool_count);
3077 if (!constants || start_register >= MAX_CONST_B)
3078 return WINED3DERR_INVALIDCALL;
3080 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3085 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3086 UINT start_register, const int *constants, UINT vector4i_count)
3088 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3091 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3092 device, start_register, constants, vector4i_count);
3094 if (!constants || start_register >= MAX_CONST_I)
3095 return WINED3DERR_INVALIDCALL;
3097 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3098 for (i = 0; i < count; ++i)
3099 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3100 constants[i * 4], constants[i * 4 + 1],
3101 constants[i * 4 + 2], constants[i * 4 + 3]);
3103 for (i = start_register; i < count + start_register; ++i)
3104 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3106 if (!device->isRecordingState)
3107 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3112 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3113 UINT start_register, int *constants, UINT vector4i_count)
3115 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3117 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3118 device, start_register, constants, vector4i_count);
3120 if (!constants || start_register >= MAX_CONST_I)
3121 return WINED3DERR_INVALIDCALL;
3123 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3128 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3129 UINT start_register, const float *constants, UINT vector4f_count)
3133 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3134 device, start_register, constants, vector4f_count);
3136 /* Specifically test start_register > limit to catch MAX_UINT overflows
3137 * when adding start_register + vector4f_count. */
3139 || start_register + vector4f_count > device->d3d_pshader_constantF
3140 || start_register > device->d3d_pshader_constantF)
3141 return WINED3DERR_INVALIDCALL;
3143 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3144 constants, vector4f_count * sizeof(float) * 4);
3147 for (i = 0; i < vector4f_count; ++i)
3148 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3149 constants[i * 4], constants[i * 4 + 1],
3150 constants[i * 4 + 2], constants[i * 4 + 3]);
3153 if (!device->isRecordingState)
3155 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3156 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3159 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3160 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3165 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3166 UINT start_register, float *constants, UINT vector4f_count)
3168 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3170 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3171 device, start_register, constants, vector4f_count);
3173 if (!constants || count < 0)
3174 return WINED3DERR_INVALIDCALL;
3176 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3181 /* Context activation is done by the caller. */
3182 /* Do not call while under the GL lock. */
3183 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3184 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3185 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3188 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3189 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3190 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3191 struct wined3d_viewport vp;
3196 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3198 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3201 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3203 ERR("Source has no position mask\n");
3204 return WINED3DERR_INVALIDCALL;
3207 if (!dest->resource.allocatedMemory)
3208 buffer_get_sysmem(dest, gl_info);
3210 /* Get a pointer into the destination vbo(create one if none exists) and
3211 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3213 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3215 dest->flags |= WINED3D_BUFFER_CREATEBO;
3216 wined3d_buffer_preload(dest);
3219 if (dest->buffer_object)
3221 unsigned char extrabytes = 0;
3222 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3223 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3224 * this may write 4 extra bytes beyond the area that should be written
3226 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3227 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3228 if(!dest_conv_addr) {
3229 ERR("Out of memory\n");
3230 /* Continue without storing converted vertices */
3232 dest_conv = dest_conv_addr;
3235 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3237 static BOOL warned = FALSE;
3239 * The clipping code is not quite correct. Some things need
3240 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3241 * so disable clipping for now.
3242 * (The graphics in Half-Life are broken, and my processvertices
3243 * test crashes with IDirect3DDevice3)
3249 FIXME("Clipping is broken and disabled for now\n");
3251 } else doClip = FALSE;
3252 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3254 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3255 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3256 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3258 TRACE("View mat:\n");
3259 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3260 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3261 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3262 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3264 TRACE("Proj mat:\n");
3265 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3266 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3267 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3268 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3270 TRACE("World mat:\n");
3271 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3272 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3273 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3274 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3276 /* Get the viewport */
3277 wined3d_device_get_viewport(device, &vp);
3278 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3279 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3281 multiply_matrix(&mat,&view_mat,&world_mat);
3282 multiply_matrix(&mat,&proj_mat,&mat);
3284 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3286 for (i = 0; i < dwCount; i+= 1) {
3287 unsigned int tex_index;
3289 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3290 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3291 /* The position first */
3292 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3293 const float *p = (const float *)(element->data.addr + i * element->stride);
3295 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3297 /* Multiplication with world, view and projection matrix */
3298 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3299 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3300 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3301 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3303 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3305 /* WARNING: The following things are taken from d3d7 and were not yet checked
3306 * against d3d8 or d3d9!
3309 /* Clipping conditions: From msdn
3311 * A vertex is clipped if it does not match the following requirements
3315 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3317 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3318 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3323 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3324 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3327 /* "Normal" viewport transformation (not clipped)
3328 * 1) The values are divided by rhw
3329 * 2) The y axis is negative, so multiply it with -1
3330 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3331 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3332 * 4) Multiply x with Width/2 and add Width/2
3333 * 5) The same for the height
3334 * 6) Add the viewpoint X and Y to the 2D coordinates and
3335 * The minimum Z value to z
3336 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3338 * Well, basically it's simply a linear transformation into viewport
3350 z *= vp.max_z - vp.min_z;
3352 x += vp.width / 2 + vp.x;
3353 y += vp.height / 2 + vp.y;
3358 /* That vertex got clipped
3359 * Contrary to OpenGL it is not dropped completely, it just
3360 * undergoes a different calculation.
3362 TRACE("Vertex got clipped\n");
3369 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3370 * outside of the main vertex buffer memory. That needs some more
3375 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3378 ( (float *) dest_ptr)[0] = x;
3379 ( (float *) dest_ptr)[1] = y;
3380 ( (float *) dest_ptr)[2] = z;
3381 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3383 dest_ptr += 3 * sizeof(float);
3385 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3386 dest_ptr += sizeof(float);
3391 ( (float *) dest_conv)[0] = x * w;
3392 ( (float *) dest_conv)[1] = y * w;
3393 ( (float *) dest_conv)[2] = z * w;
3394 ( (float *) dest_conv)[3] = w;
3396 dest_conv += 3 * sizeof(float);
3398 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3399 dest_conv += sizeof(float);
3403 if (DestFVF & WINED3DFVF_PSIZE) {
3404 dest_ptr += sizeof(DWORD);
3405 if(dest_conv) dest_conv += sizeof(DWORD);
3407 if (DestFVF & WINED3DFVF_NORMAL)
3409 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3410 const float *normal = (const float *)(element->data.addr + i * element->stride);
3411 /* AFAIK this should go into the lighting information */
3412 FIXME("Didn't expect the destination to have a normal\n");
3413 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3415 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3419 if (DestFVF & WINED3DFVF_DIFFUSE)
3421 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3422 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3423 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3425 static BOOL warned = FALSE;
3428 ERR("No diffuse color in source, but destination has one\n");
3432 *( (DWORD *) dest_ptr) = 0xffffffff;
3433 dest_ptr += sizeof(DWORD);
3436 *( (DWORD *) dest_conv) = 0xffffffff;
3437 dest_conv += sizeof(DWORD);
3441 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3443 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3444 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3445 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3446 dest_conv += sizeof(DWORD);
3451 if (DestFVF & WINED3DFVF_SPECULAR)
3453 /* What's the color value in the feedback buffer? */
3454 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3455 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3456 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3458 static BOOL warned = FALSE;
3461 ERR("No specular color in source, but destination has one\n");
3465 *( (DWORD *) dest_ptr) = 0xFF000000;
3466 dest_ptr += sizeof(DWORD);
3469 *( (DWORD *) dest_conv) = 0xFF000000;
3470 dest_conv += sizeof(DWORD);
3474 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3476 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3477 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3478 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3479 dest_conv += sizeof(DWORD);
3484 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3486 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3487 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3488 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3490 ERR("No source texture, but destination requests one\n");
3491 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3492 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3495 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3497 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3507 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3508 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3509 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3510 dwCount * get_flexible_vertex_size(DestFVF),
3512 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3516 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3521 #undef copy_and_next
3523 /* Do not call while under the GL lock. */
3524 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3525 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3526 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3528 struct wined3d_state *state = &device->stateBlock->state;
3529 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3530 struct wined3d_stream_info stream_info;
3531 const struct wined3d_gl_info *gl_info;
3532 struct wined3d_context *context;
3533 struct wined3d_shader *vs;
3536 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3537 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3538 device, src_start_idx, dst_idx, vertex_count,
3539 dst_buffer, declaration, flags, dst_fvf);
3542 FIXME("Output vertex declaration not implemented yet.\n");
3544 /* Need any context to write to the vbo. */
3545 context = context_acquire(device, NULL);
3546 gl_info = context->gl_info;
3548 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3549 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3550 * restore it afterwards. */
3551 vs = state->vertex_shader;
3552 state->vertex_shader = NULL;
3553 state->user_stream = FALSE;
3554 device_stream_info_from_declaration(device, &stream_info, &vbo);
3555 state->user_stream = streamWasUP;
3556 state->vertex_shader = vs;
3558 if (vbo || src_start_idx)
3561 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3562 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3564 * Also get the start index in, but only loop over all elements if there's something to add at all.
3566 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3568 struct wined3d_stream_info_element *e;
3570 if (!(stream_info.use_map & (1 << i))) continue;
3572 e = &stream_info.elements[i];
3573 if (e->data.buffer_object)
3575 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3576 e->data.buffer_object = 0;
3577 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3579 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3580 vb->buffer_object = 0;
3584 e->data.addr += e->stride * src_start_idx;
3588 hr = process_vertices_strided(device, dst_idx, vertex_count,
3589 &stream_info, dst_buffer, flags, dst_fvf);
3591 context_release(context);
3596 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3597 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3599 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3602 TRACE("device %p, stage %u, state %s, value %#x.\n",
3603 device, stage, debug_d3dtexturestate(state), value);
3605 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3607 WARN("Invalid state %#x passed.\n", state);
3611 if (stage >= gl_info->limits.texture_stages)
3613 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3614 stage, gl_info->limits.texture_stages - 1);
3618 old_value = device->updateStateBlock->state.texture_states[stage][state];
3619 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3620 device->updateStateBlock->state.texture_states[stage][state] = value;
3622 if (device->isRecordingState)
3624 TRACE("Recording... not performing anything.\n");
3628 /* Checked after the assignments to allow proper stateblock recording. */
3629 if (old_value == value)
3631 TRACE("Application is setting the old value over, nothing to do.\n");
3635 if (stage > device->stateBlock->state.lowest_disabled_stage
3636 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3637 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3639 /* Colorop change above lowest disabled stage? That won't change
3640 * anything in the GL setup. Changes in other states are important on
3641 * disabled stages too. */
3645 if (state == WINED3D_TSS_COLOR_OP)
3649 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3651 /* Previously enabled stage disabled now. Make sure to dirtify
3652 * all enabled stages above stage, they have to be disabled.
3654 * The current stage is dirtified below. */
3655 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3657 TRACE("Additionally dirtifying stage %u.\n", i);
3658 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3660 device->stateBlock->state.lowest_disabled_stage = stage;
3661 TRACE("New lowest disabled: %u.\n", stage);
3663 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3665 /* Previously disabled stage enabled. Stages above it may need
3666 * enabling. Stage must be lowest_disabled_stage here, if it's
3667 * bigger success is returned above, and stages below the lowest
3668 * disabled stage can't be enabled (because they are enabled
3671 * Again stage stage doesn't need to be dirtified here, it is
3673 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3675 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3677 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3678 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3680 device->stateBlock->state.lowest_disabled_stage = i;
3681 TRACE("New lowest disabled: %u.\n", i);
3685 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3690 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3691 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3693 TRACE("device %p, stage %u, state %s, value %p.\n",
3694 device, stage, debug_d3dtexturestate(state), value);
3696 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3698 WARN("Invalid state %#x passed.\n", state);
3702 *value = device->updateStateBlock->state.texture_states[stage][state];
3703 TRACE("Returning %#x.\n", *value);
3708 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3709 UINT stage, struct wined3d_texture *texture)
3711 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3712 struct wined3d_texture *prev;
3714 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3716 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3717 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3719 /* Windows accepts overflowing this array... we do not. */
3720 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3722 WARN("Ignoring invalid stage %u.\n", stage);
3726 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3727 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3729 WARN("Rejecting attempt to set scratch texture.\n");
3730 return WINED3DERR_INVALIDCALL;
3733 device->updateStateBlock->changed.textures |= 1 << stage;
3735 prev = device->updateStateBlock->state.textures[stage];
3736 TRACE("Previous texture %p.\n", prev);
3738 if (texture == prev)
3740 TRACE("App is setting the same texture again, nothing to do.\n");
3744 TRACE("Setting new texture to %p.\n", texture);
3745 device->updateStateBlock->state.textures[stage] = texture;
3747 if (device->isRecordingState)
3749 TRACE("Recording... not performing anything\n");
3751 if (texture) wined3d_texture_incref(texture);
3752 if (prev) wined3d_texture_decref(prev);
3759 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3761 wined3d_texture_incref(texture);
3763 if (!prev || texture->target != prev->target)
3764 device_invalidate_state(device, STATE_PIXELSHADER);
3766 if (!prev && stage < gl_info->limits.texture_stages)
3768 /* The source arguments for color and alpha ops have different
3769 * meanings when a NULL texture is bound, so the COLOR_OP and
3770 * ALPHA_OP have to be dirtified. */
3771 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3772 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3775 if (bind_count == 1)
3776 texture->sampler = stage;
3781 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3783 wined3d_texture_decref(prev);
3785 if (!texture && stage < gl_info->limits.texture_stages)
3787 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3788 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3791 if (bind_count && prev->sampler == stage)
3795 /* Search for other stages the texture is bound to. Shouldn't
3796 * happen if applications bind textures to a single stage only. */
3797 TRACE("Searching for other stages the texture is bound to.\n");
3798 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3800 if (device->updateStateBlock->state.textures[i] == prev)
3802 TRACE("Texture is also bound to stage %u.\n", i);
3810 device_invalidate_state(device, STATE_SAMPLER(stage));
3815 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3816 UINT stage, struct wined3d_texture **texture)
3818 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3820 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3821 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3823 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3825 WARN("Ignoring invalid stage %u.\n", stage);
3826 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3829 *texture = device->stateBlock->state.textures[stage];
3831 wined3d_texture_incref(*texture);
3833 TRACE("Returning %p.\n", *texture);
3838 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3839 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3841 struct wined3d_swapchain *swapchain;
3844 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3845 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3847 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3850 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3854 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3855 wined3d_swapchain_decref(swapchain);
3858 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3865 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3867 TRACE("device %p, caps %p.\n", device, caps);
3869 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3870 device->create_parms.device_type, caps);
3873 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3874 UINT swapchain_idx, struct wined3d_display_mode *mode)
3876 struct wined3d_swapchain *swapchain;
3879 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3883 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3886 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3887 wined3d_swapchain_decref(swapchain);
3892 const struct wined3d_adapter *adapter = device->adapter;
3894 /* Don't read the real display mode, but return the stored mode
3895 * instead. X11 can't change the color depth, and some apps are
3896 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3897 * that GetDisplayMode still returns 24 bpp.
3899 * Also don't relay to the swapchain because with ddraw it's possible
3900 * that there isn't a swapchain at all. */
3901 mode->width = adapter->screen_size.cx;
3902 mode->height = adapter->screen_size.cy;
3903 mode->format_id = adapter->screen_format;
3904 mode->refresh_rate = 0;
3911 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3913 struct wined3d_stateblock *stateblock;
3916 TRACE("device %p.\n", device);
3918 if (device->isRecordingState)
3919 return WINED3DERR_INVALIDCALL;
3921 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3925 wined3d_stateblock_decref(device->updateStateBlock);
3926 device->updateStateBlock = stateblock;
3927 device->isRecordingState = TRUE;
3929 TRACE("Recording stateblock %p.\n", stateblock);
3934 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3935 struct wined3d_stateblock **stateblock)
3937 struct wined3d_stateblock *object = device->updateStateBlock;
3939 TRACE("device %p, stateblock %p.\n", device, stateblock);
3941 if (!device->isRecordingState)
3943 WARN("Not recording.\n");
3945 return WINED3DERR_INVALIDCALL;
3948 stateblock_init_contained_states(object);
3950 *stateblock = object;
3951 device->isRecordingState = FALSE;
3952 device->updateStateBlock = device->stateBlock;
3953 wined3d_stateblock_incref(device->updateStateBlock);
3955 TRACE("Returning stateblock %p.\n", *stateblock);
3960 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3962 /* At the moment we have no need for any functionality at the beginning
3964 TRACE("device %p.\n", device);
3966 if (device->inScene)
3968 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3969 return WINED3DERR_INVALIDCALL;
3971 device->inScene = TRUE;
3975 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3977 struct wined3d_context *context;
3979 TRACE("device %p.\n", device);
3981 if (!device->inScene)
3983 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3984 return WINED3DERR_INVALIDCALL;
3987 context = context_acquire(device, NULL);
3988 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3990 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3992 context_release(context);
3994 device->inScene = FALSE;
3998 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3999 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4003 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4004 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4005 dst_window_override, dirty_region);
4007 for (i = 0; i < device->swapchain_count; ++i)
4009 wined3d_swapchain_present(device->swapchains[i], src_rect,
4010 dst_rect, dst_window_override, dirty_region, 0);
4016 /* Do not call while under the GL lock. */
4017 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4018 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4022 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4023 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4025 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4027 struct wined3d_surface *ds = device->fb.depth_stencil;
4030 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4031 /* TODO: What about depth stencil buffers without stencil bits? */
4032 return WINED3DERR_INVALIDCALL;
4034 else if (flags & WINED3DCLEAR_TARGET)
4036 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4037 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4039 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4045 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4047 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4048 &device->fb, rect_count, rects,
4049 &draw_rect, flags, color, depth, stencil);
4052 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4053 enum wined3d_primitive_type primitive_type)
4055 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4057 device->updateStateBlock->changed.primitive_type = TRUE;
4058 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4061 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4062 enum wined3d_primitive_type *primitive_type)
4064 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4066 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4068 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4071 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4073 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4075 if (!device->stateBlock->state.vertex_declaration)
4077 WARN("Called without a valid vertex declaration set.\n");
4078 return WINED3DERR_INVALIDCALL;
4081 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4082 if (device->stateBlock->state.user_stream)
4084 device_invalidate_state(device, STATE_INDEXBUFFER);
4085 device->stateBlock->state.user_stream = FALSE;
4088 if (device->stateBlock->state.load_base_vertex_index)
4090 device->stateBlock->state.load_base_vertex_index = 0;
4091 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4094 /* Account for the loading offset due to index buffers. Instead of
4095 * reloading all sources correct it with the startvertex parameter. */
4096 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4100 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4102 struct wined3d_buffer *index_buffer;
4103 UINT index_size = 2;
4105 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4107 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4109 index_buffer = device->stateBlock->state.index_buffer;
4112 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4113 * without an index buffer set. (The first time at least...)
4114 * D3D8 simply dies, but I doubt it can do much harm to return
4115 * D3DERR_INVALIDCALL there as well. */
4116 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4117 return WINED3DERR_INVALIDCALL;
4120 if (!device->stateBlock->state.vertex_declaration)
4122 WARN("Called without a valid vertex declaration set.\n");
4123 return WINED3DERR_INVALIDCALL;
4126 if (device->stateBlock->state.user_stream)
4128 device_invalidate_state(device, STATE_INDEXBUFFER);
4129 device->stateBlock->state.user_stream = FALSE;
4131 vbo = index_buffer->buffer_object;
4133 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4138 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4139 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4141 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4142 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4145 drawPrimitive(device, index_count, start_idx, index_size,
4146 vbo ? NULL : index_buffer->resource.allocatedMemory);
4151 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4152 const void *stream_data, UINT stream_stride)
4154 struct wined3d_stream_state *stream;
4155 struct wined3d_buffer *vb;
4157 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4158 device, vertex_count, stream_data, stream_stride);
4160 if (!device->stateBlock->state.vertex_declaration)
4162 WARN("Called without a valid vertex declaration set.\n");
4163 return WINED3DERR_INVALIDCALL;
4166 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4167 stream = &device->stateBlock->state.streams[0];
4168 vb = stream->buffer;
4169 stream->buffer = (struct wined3d_buffer *)stream_data;
4171 wined3d_buffer_decref(vb);
4173 stream->stride = stream_stride;
4174 device->stateBlock->state.user_stream = TRUE;
4175 if (device->stateBlock->state.load_base_vertex_index)
4177 device->stateBlock->state.load_base_vertex_index = 0;
4178 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4181 /* TODO: Only mark dirty if drawing from a different UP address */
4182 device_invalidate_state(device, STATE_STREAMSRC);
4184 drawPrimitive(device, vertex_count, 0, 0, NULL);
4186 /* MSDN specifies stream zero settings must be set to NULL */
4187 stream->buffer = NULL;
4190 /* stream zero settings set to null at end, as per the msdn. No need to
4191 * mark dirty here, the app has to set the new stream sources or use UP
4196 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4197 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4198 const void *stream_data, UINT stream_stride)
4200 struct wined3d_stream_state *stream;
4201 struct wined3d_buffer *vb, *ib;
4204 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4205 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4207 if (!device->stateBlock->state.vertex_declaration)
4209 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4210 return WINED3DERR_INVALIDCALL;
4213 if (index_data_format_id == WINED3DFMT_R16_UINT)
4218 stream = &device->stateBlock->state.streams[0];
4219 vb = stream->buffer;
4220 stream->buffer = (struct wined3d_buffer *)stream_data;
4222 wined3d_buffer_decref(vb);
4224 stream->stride = stream_stride;
4225 device->stateBlock->state.user_stream = TRUE;
4227 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4228 device->stateBlock->state.base_vertex_index = 0;
4229 if (device->stateBlock->state.load_base_vertex_index)
4231 device->stateBlock->state.load_base_vertex_index = 0;
4232 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4234 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4235 device_invalidate_state(device, STATE_STREAMSRC);
4236 device_invalidate_state(device, STATE_INDEXBUFFER);
4238 drawPrimitive(device, index_count, 0, index_size, index_data);
4240 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4241 stream->buffer = NULL;
4243 ib = device->stateBlock->state.index_buffer;
4246 wined3d_buffer_decref(ib);
4247 device->stateBlock->state.index_buffer = NULL;
4249 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4250 * SetStreamSource to specify a vertex buffer
4256 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4257 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4259 /* Mark the state dirty until we have nicer tracking. It's fine to change
4260 * baseVertexIndex because that call is only called by ddraw which does
4261 * not need that value. */
4262 device_invalidate_state(device, STATE_VDECL);
4263 device_invalidate_state(device, STATE_STREAMSRC);
4264 device_invalidate_state(device, STATE_INDEXBUFFER);
4266 device->stateBlock->state.base_vertex_index = 0;
4267 device->up_strided = strided_data;
4268 drawPrimitive(device, vertex_count, 0, 0, NULL);
4269 device->up_strided = NULL;
4271 /* Invalidate the states again to make sure the values from the stateblock
4272 * are properly applied in the next regular draw. Note that the application-
4273 * provided strided data has ovwritten pretty much the entire vertex and
4274 * and index stream related states */
4275 device_invalidate_state(device, STATE_VDECL);
4276 device_invalidate_state(device, STATE_STREAMSRC);
4277 device_invalidate_state(device, STATE_INDEXBUFFER);
4281 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4282 UINT index_count, const struct wined3d_strided_data *strided_data,
4283 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4285 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4287 /* Mark the state dirty until we have nicer tracking
4288 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4291 device_invalidate_state(device, STATE_VDECL);
4292 device_invalidate_state(device, STATE_STREAMSRC);
4293 device_invalidate_state(device, STATE_INDEXBUFFER);
4295 device->stateBlock->state.user_stream = TRUE;
4296 device->stateBlock->state.base_vertex_index = 0;
4297 device->up_strided = strided_data;
4298 drawPrimitive(device, index_count, 0, index_size, index_data);
4299 device->up_strided = NULL;
4301 device_invalidate_state(device, STATE_VDECL);
4302 device_invalidate_state(device, STATE_STREAMSRC);
4303 device_invalidate_state(device, STATE_INDEXBUFFER);
4307 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4308 static HRESULT device_update_volume(struct wined3d_device *device,
4309 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4311 struct wined3d_mapped_box src;
4312 struct wined3d_mapped_box dst;
4315 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4316 device, src_volume, dst_volume);
4318 /* TODO: Implement direct loading into the gl volume instead of using
4319 * memcpy and dirtification to improve loading performance. */
4320 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4321 if (FAILED(hr)) return hr;
4322 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4325 wined3d_volume_unmap(src_volume);
4329 memcpy(dst.data, src.data, dst_volume->resource.size);
4331 hr = wined3d_volume_unmap(dst_volume);
4333 wined3d_volume_unmap(src_volume);
4335 hr = wined3d_volume_unmap(src_volume);
4340 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4341 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4343 unsigned int level_count, i;
4344 WINED3DRESOURCETYPE type;
4347 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4349 /* Verify that the source and destination textures are non-NULL. */
4350 if (!src_texture || !dst_texture)
4352 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4353 return WINED3DERR_INVALIDCALL;
4356 if (src_texture == dst_texture)
4358 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4359 return WINED3DERR_INVALIDCALL;
4362 /* Verify that the source and destination textures are the same type. */
4363 type = src_texture->resource.resourceType;
4364 if (dst_texture->resource.resourceType != type)
4366 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4367 return WINED3DERR_INVALIDCALL;
4370 /* Check that both textures have the identical numbers of levels. */
4371 level_count = wined3d_texture_get_level_count(src_texture);
4372 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4374 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4375 return WINED3DERR_INVALIDCALL;
4378 /* Make sure that the destination texture is loaded. */
4379 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4381 /* Update every surface level of the texture. */
4384 case WINED3DRTYPE_TEXTURE:
4386 struct wined3d_surface *src_surface;
4387 struct wined3d_surface *dst_surface;
4389 for (i = 0; i < level_count; ++i)
4391 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4392 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4393 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4396 WARN("Failed to update surface, hr %#x.\n", hr);
4403 case WINED3DRTYPE_CUBETEXTURE:
4405 struct wined3d_surface *src_surface;
4406 struct wined3d_surface *dst_surface;
4408 for (i = 0; i < level_count * 6; ++i)
4410 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4411 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4412 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4415 WARN("Failed to update surface, hr %#x.\n", hr);
4422 case WINED3DRTYPE_VOLUMETEXTURE:
4424 for (i = 0; i < level_count; ++i)
4426 hr = device_update_volume(device,
4427 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4428 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4431 WARN("Failed to update volume, hr %#x.\n", hr);
4439 FIXME("Unsupported texture type %#x.\n", type);
4440 return WINED3DERR_INVALIDCALL;
4446 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4447 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4449 struct wined3d_swapchain *swapchain;
4452 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4454 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4455 if (FAILED(hr)) return hr;
4457 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4458 wined3d_swapchain_decref(swapchain);
4463 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4465 const struct wined3d_state *state = &device->stateBlock->state;
4466 struct wined3d_texture *texture;
4469 TRACE("device %p, num_passes %p.\n", device, num_passes);
4471 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4473 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4475 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4476 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4478 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4480 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4481 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4484 texture = state->textures[i];
4485 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4487 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4489 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4492 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4494 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4497 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4498 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4500 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4505 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4506 || state->render_states[WINED3D_RS_STENCILENABLE])
4508 struct wined3d_surface *ds = device->fb.depth_stencil;
4509 struct wined3d_surface *target = device->fb.render_targets[0];
4512 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4514 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4515 return WINED3DERR_CONFLICTINGRENDERSTATE;
4519 /* return a sensible default */
4522 TRACE("returning D3D_OK\n");
4526 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4530 TRACE("device %p, software %#x.\n", device, software);
4534 FIXME("device %p, software %#x stub!\n", device, software);
4538 device->softwareVertexProcessing = software;
4543 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4547 TRACE("device %p.\n", device);
4551 TRACE("device %p stub!\n", device);
4555 return device->softwareVertexProcessing;
4558 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4559 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4561 struct wined3d_swapchain *swapchain;
4564 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4565 device, swapchain_idx, raster_status);
4567 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4570 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4574 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4575 wined3d_swapchain_decref(swapchain);
4578 WARN("Failed to get raster status, hr %#x.\n", hr);
4585 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4589 TRACE("device %p, segments %.8e.\n", device, segments);
4591 if (segments != 0.0f)
4595 FIXME("device %p, segments %.8e stub!\n", device, segments);
4603 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4607 TRACE("device %p.\n", device);
4611 FIXME("device %p stub!\n", device);
4618 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4619 struct wined3d_surface *src_surface, const RECT *src_rect,
4620 struct wined3d_surface *dst_surface, const POINT *dst_point)
4622 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4623 device, src_surface, wine_dbgstr_rect(src_rect),
4624 dst_surface, wine_dbgstr_point(dst_point));
4626 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4628 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4629 src_surface, dst_surface);
4630 return WINED3DERR_INVALIDCALL;
4633 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4636 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4637 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4639 struct WineD3DRectPatch *patch;
4640 GLenum old_primitive_type;
4645 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4646 device, handle, num_segs, rect_patch_info);
4648 if (!(handle || rect_patch_info))
4650 /* TODO: Write a test for the return value, thus the FIXME */
4651 FIXME("Both handle and rect_patch_info are NULL.\n");
4652 return WINED3DERR_INVALIDCALL;
4657 i = PATCHMAP_HASHFUNC(handle);
4659 LIST_FOR_EACH(e, &device->patches[i])
4661 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4662 if (patch->Handle == handle)
4671 TRACE("Patch does not exist. Creating a new one\n");
4672 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4673 patch->Handle = handle;
4674 list_add_head(&device->patches[i], &patch->entry);
4676 TRACE("Found existing patch %p\n", patch);
4681 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4682 * attributes we have to tesselate, read back, and draw. This needs a patch
4683 * management structure instance. Create one.
4685 * A possible improvement is to check if a vertex shader is used, and if not directly
4688 FIXME("Drawing an uncached patch. This is slow\n");
4689 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4692 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4693 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4694 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4697 TRACE("Tesselation density or patch info changed, retesselating\n");
4699 if (rect_patch_info)
4700 patch->rect_patch_info = *rect_patch_info;
4702 patch->numSegs[0] = num_segs[0];
4703 patch->numSegs[1] = num_segs[1];
4704 patch->numSegs[2] = num_segs[2];
4705 patch->numSegs[3] = num_segs[3];
4707 hr = tesselate_rectpatch(device, patch);
4710 WARN("Patch tesselation failed.\n");
4712 /* Do not release the handle to store the params of the patch */
4714 HeapFree(GetProcessHeap(), 0, patch);
4720 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4721 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4722 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4723 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4725 /* Destroy uncached patches */
4728 HeapFree(GetProcessHeap(), 0, patch->mem);
4729 HeapFree(GetProcessHeap(), 0, patch);
4734 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4735 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4737 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4738 device, handle, segment_count, patch_info);
4743 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4745 struct WineD3DRectPatch *patch;
4749 TRACE("device %p, handle %#x.\n", device, handle);
4751 i = PATCHMAP_HASHFUNC(handle);
4752 LIST_FOR_EACH(e, &device->patches[i])
4754 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4755 if (patch->Handle == handle)
4757 TRACE("Deleting patch %p\n", patch);
4758 list_remove(&patch->entry);
4759 HeapFree(GetProcessHeap(), 0, patch->mem);
4760 HeapFree(GetProcessHeap(), 0, patch);
4765 /* TODO: Write a test for the return value */
4766 FIXME("Attempt to destroy nonexistent patch\n");
4767 return WINED3DERR_INVALIDCALL;
4770 /* Do not call while under the GL lock. */
4771 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4772 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4776 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4777 device, surface, wine_dbgstr_rect(rect),
4778 color->r, color->g, color->b, color->a);
4780 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4782 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4783 return WINED3DERR_INVALIDCALL;
4788 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4792 return surface_color_fill(surface, rect, color);
4795 /* Do not call while under the GL lock. */
4796 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4797 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4799 struct wined3d_resource *resource;
4803 resource = rendertarget_view->resource;
4804 if (resource->resourceType != WINED3DRTYPE_SURFACE)
4806 FIXME("Only supported on surface resources\n");
4810 SetRect(&rect, 0, 0, resource->width, resource->height);
4811 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4812 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4815 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4816 UINT render_target_idx, struct wined3d_surface **render_target)
4818 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4819 device, render_target_idx, render_target);
4821 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4823 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4824 return WINED3DERR_INVALIDCALL;
4827 *render_target = device->fb.render_targets[render_target_idx];
4828 TRACE("Returning render target %p.\n", *render_target);
4830 if (!*render_target)
4831 return WINED3DERR_NOTFOUND;
4833 wined3d_surface_incref(*render_target);
4838 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4839 struct wined3d_surface **depth_stencil)
4841 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4843 *depth_stencil = device->fb.depth_stencil;
4844 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4846 if (!*depth_stencil)
4847 return WINED3DERR_NOTFOUND;
4849 wined3d_surface_incref(*depth_stencil);
4854 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4855 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4857 struct wined3d_surface *prev;
4859 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4860 device, render_target_idx, render_target, set_viewport);
4862 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4864 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4865 return WINED3DERR_INVALIDCALL;
4868 prev = device->fb.render_targets[render_target_idx];
4869 if (render_target == prev)
4871 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4875 /* Render target 0 can't be set to NULL. */
4876 if (!render_target && !render_target_idx)
4878 WARN("Trying to set render target 0 to NULL.\n");
4879 return WINED3DERR_INVALIDCALL;
4882 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4884 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4885 return WINED3DERR_INVALIDCALL;
4889 wined3d_surface_incref(render_target);
4890 device->fb.render_targets[render_target_idx] = render_target;
4891 /* Release after the assignment, to prevent device_resource_released()
4892 * from seeing the surface as still in use. */
4894 wined3d_surface_decref(prev);
4896 /* Render target 0 is special. */
4897 if (!render_target_idx && set_viewport)
4899 /* Set the viewport and scissor rectangles, if requested. Tests show
4900 * that stateblock recording is ignored, the change goes directly
4901 * into the primary stateblock. */
4902 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4903 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4904 device->stateBlock->state.viewport.x = 0;
4905 device->stateBlock->state.viewport.y = 0;
4906 device->stateBlock->state.viewport.max_z = 1.0f;
4907 device->stateBlock->state.viewport.min_z = 0.0f;
4908 device_invalidate_state(device, STATE_VIEWPORT);
4910 device->stateBlock->state.scissor_rect.top = 0;
4911 device->stateBlock->state.scissor_rect.left = 0;
4912 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4913 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4914 device_invalidate_state(device, STATE_SCISSORRECT);
4917 device_invalidate_state(device, STATE_FRAMEBUFFER);
4922 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4924 struct wined3d_surface *prev = device->fb.depth_stencil;
4926 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4927 device, depth_stencil, prev);
4929 if (prev == depth_stencil)
4931 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4937 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4938 || prev->flags & SFLAG_DISCARD)
4940 surface_modify_ds_location(prev, SFLAG_LOST,
4941 prev->resource.width, prev->resource.height);
4942 if (prev == device->onscreen_depth_stencil)
4944 wined3d_surface_decref(device->onscreen_depth_stencil);
4945 device->onscreen_depth_stencil = NULL;
4950 device->fb.depth_stencil = depth_stencil;
4952 wined3d_surface_incref(depth_stencil);
4954 if (!prev != !depth_stencil)
4956 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4957 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4958 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4959 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4960 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4962 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4964 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4967 wined3d_surface_decref(prev);
4969 device_invalidate_state(device, STATE_FRAMEBUFFER);
4974 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4975 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4977 struct wined3d_mapped_rect mapped_rect;
4979 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4980 device, x_hotspot, y_hotspot, cursor_image);
4982 /* some basic validation checks */
4983 if (device->cursorTexture)
4985 struct wined3d_context *context = context_acquire(device, NULL);
4987 glDeleteTextures(1, &device->cursorTexture);
4989 context_release(context);
4990 device->cursorTexture = 0;
4995 struct wined3d_mapped_rect rect;
4997 /* MSDN: Cursor must be A8R8G8B8 */
4998 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5000 WARN("surface %p has an invalid format.\n", cursor_image);
5001 return WINED3DERR_INVALIDCALL;
5004 /* MSDN: Cursor must be smaller than the display mode */
5005 if (cursor_image->resource.width > device->adapter->screen_size.cx
5006 || cursor_image->resource.height > device->adapter->screen_size.cy)
5008 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5009 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5010 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5011 return WINED3DERR_INVALIDCALL;
5014 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5016 /* Do not store the surface's pointer because the application may
5017 * release it after setting the cursor image. Windows doesn't
5018 * addref the set surface, so we can't do this either without
5019 * creating circular refcount dependencies. Copy out the gl texture
5021 device->cursorWidth = cursor_image->resource.width;
5022 device->cursorHeight = cursor_image->resource.height;
5023 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5025 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5026 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5027 struct wined3d_context *context;
5028 char *mem, *bits = rect.data;
5029 GLint intfmt = format->glInternal;
5030 GLint gl_format = format->glFormat;
5031 GLint type = format->glType;
5032 INT height = device->cursorHeight;
5033 INT width = device->cursorWidth;
5034 INT bpp = format->byte_count;
5037 /* Reformat the texture memory (pitch and width can be
5039 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5040 for(i = 0; i < height; i++)
5041 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
5042 wined3d_surface_unmap(cursor_image);
5044 context = context_acquire(device, NULL);
5048 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5050 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5051 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5054 invalidate_active_texture(device, context);
5055 /* Create a new cursor texture */
5056 glGenTextures(1, &device->cursorTexture);
5057 checkGLcall("glGenTextures");
5058 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5059 /* Copy the bitmap memory into the cursor texture */
5060 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5061 checkGLcall("glTexImage2D");
5062 HeapFree(GetProcessHeap(), 0, mem);
5064 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5066 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5067 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5072 context_release(context);
5076 FIXME("A cursor texture was not returned.\n");
5077 device->cursorTexture = 0;
5080 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5082 /* Draw a hardware cursor */
5083 ICONINFO cursorInfo;
5085 /* Create and clear maskBits because it is not needed for
5086 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5088 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5089 (cursor_image->resource.width * cursor_image->resource.height / 8));
5090 wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5091 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5092 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5094 cursorInfo.fIcon = FALSE;
5095 cursorInfo.xHotspot = x_hotspot;
5096 cursorInfo.yHotspot = y_hotspot;
5097 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5099 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5100 1, 32, mapped_rect.data);
5101 wined3d_surface_unmap(cursor_image);
5102 /* Create our cursor and clean up. */
5103 cursor = CreateIconIndirect(&cursorInfo);
5104 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5105 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5106 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5107 device->hardwareCursor = cursor;
5108 if (device->bCursorVisible) SetCursor( cursor );
5109 HeapFree(GetProcessHeap(), 0, maskBits);
5113 device->xHotSpot = x_hotspot;
5114 device->yHotSpot = y_hotspot;
5118 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5119 int x_screen_space, int y_screen_space, DWORD flags)
5121 TRACE("device %p, x %d, y %d, flags %#x.\n",
5122 device, x_screen_space, y_screen_space, flags);
5124 device->xScreenSpace = x_screen_space;
5125 device->yScreenSpace = y_screen_space;
5127 if (device->hardwareCursor)
5131 GetCursorPos( &pt );
5132 if (x_screen_space == pt.x && y_screen_space == pt.y)
5134 SetCursorPos( x_screen_space, y_screen_space );
5136 /* Switch to the software cursor if position diverges from the hardware one. */
5137 GetCursorPos( &pt );
5138 if (x_screen_space != pt.x || y_screen_space != pt.y)
5140 if (device->bCursorVisible) SetCursor( NULL );
5141 DestroyCursor( device->hardwareCursor );
5142 device->hardwareCursor = 0;
5147 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5149 BOOL oldVisible = device->bCursorVisible;
5151 TRACE("device %p, show %#x.\n", device, show);
5154 * When ShowCursor is first called it should make the cursor appear at the OS's last
5155 * known cursor position.
5157 if (show && !oldVisible)
5161 device->xScreenSpace = pt.x;
5162 device->yScreenSpace = pt.y;
5165 if (device->hardwareCursor)
5167 device->bCursorVisible = show;
5169 SetCursor(device->hardwareCursor);
5175 if (device->cursorTexture)
5176 device->bCursorVisible = show;
5182 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5184 struct wined3d_resource *resource, *cursor;
5186 TRACE("device %p.\n", device);
5188 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5190 TRACE("Checking resource %p for eviction.\n", resource);
5192 if (resource->pool == WINED3DPOOL_MANAGED)
5194 TRACE("Evicting %p.\n", resource);
5195 resource->resource_ops->resource_unload(resource);
5199 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5200 device_invalidate_state(device, STATE_STREAMSRC);
5203 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5204 const struct wined3d_swapchain_desc *swapchain_desc)
5206 struct wined3d_display_mode m;
5210 /* All Windowed modes are supported, as is leaving the current mode */
5211 if (swapchain_desc->windowed)
5213 if (!swapchain_desc->backbuffer_width)
5215 if (!swapchain_desc->backbuffer_height)
5218 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5219 for (i = 0; i < count; ++i)
5221 memset(&m, 0, sizeof(m));
5222 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5224 ERR("Failed to enumerate adapter mode.\n");
5225 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5226 /* Mode found, it is supported. */
5229 /* Mode not found -> not supported */
5233 /* Do not call while under the GL lock. */
5234 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5236 struct wined3d_resource *resource, *cursor;
5237 const struct wined3d_gl_info *gl_info;
5238 struct wined3d_context *context;
5239 struct wined3d_shader *shader;
5241 context = context_acquire(device, NULL);
5242 gl_info = context->gl_info;
5244 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5246 TRACE("Unloading resource %p.\n", resource);
5248 resource->resource_ops->resource_unload(resource);
5251 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5253 device->shader_backend->shader_destroy(shader);
5257 if (device->depth_blt_texture)
5259 glDeleteTextures(1, &device->depth_blt_texture);
5260 device->depth_blt_texture = 0;
5262 if (device->cursorTexture)
5264 glDeleteTextures(1, &device->cursorTexture);
5265 device->cursorTexture = 0;
5269 device->blitter->free_private(device);
5270 device->frag_pipe->free_private(device);
5271 device->shader_backend->shader_free_private(device);
5272 destroy_dummy_textures(device, gl_info);
5274 context_release(context);
5276 while (device->context_count)
5278 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5281 HeapFree(GetProcessHeap(), 0, swapchain->context);
5282 swapchain->context = NULL;
5285 /* Do not call while under the GL lock. */
5286 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5288 struct wined3d_context *context;
5289 struct wined3d_surface *target;
5292 /* Recreate the primary swapchain's context */
5293 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5294 if (!swapchain->context)
5296 ERR("Failed to allocate memory for swapchain context array.\n");
5297 return E_OUTOFMEMORY;
5300 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5301 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5303 WARN("Failed to create context.\n");
5304 HeapFree(GetProcessHeap(), 0, swapchain->context);
5308 swapchain->context[0] = context;
5309 swapchain->num_contexts = 1;
5310 create_dummy_textures(device, context);
5311 context_release(context);
5313 hr = device->shader_backend->shader_alloc_private(device);
5316 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5320 hr = device->frag_pipe->alloc_private(device);
5323 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5324 device->shader_backend->shader_free_private(device);
5328 hr = device->blitter->alloc_private(device);
5331 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5332 device->frag_pipe->free_private(device);
5333 device->shader_backend->shader_free_private(device);
5340 context_acquire(device, NULL);
5341 destroy_dummy_textures(device, context->gl_info);
5342 context_release(context);
5343 context_destroy(device, context);
5344 HeapFree(GetProcessHeap(), 0, swapchain->context);
5345 swapchain->num_contexts = 0;
5349 /* Do not call while under the GL lock. */
5350 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5351 const struct wined3d_swapchain_desc *swapchain_desc,
5352 wined3d_device_reset_cb callback)
5354 struct wined3d_resource *resource, *cursor;
5355 struct wined3d_swapchain *swapchain;
5356 struct wined3d_display_mode mode;
5357 BOOL DisplayModeChanged = FALSE;
5358 BOOL update_desc = FALSE;
5361 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5363 stateblock_unbind_resources(device->stateBlock);
5365 if (device->onscreen_depth_stencil)
5367 wined3d_surface_decref(device->onscreen_depth_stencil);
5368 device->onscreen_depth_stencil = NULL;
5371 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5373 TRACE("Enumerating resource %p.\n", resource);
5374 if (FAILED(hr = callback(resource)))
5378 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5381 ERR("Failed to get the first implicit swapchain\n");
5385 if (!is_display_mode_supported(device, swapchain_desc))
5387 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5388 WARN("Requested mode: %ux%u.\n",
5389 swapchain_desc->backbuffer_width,
5390 swapchain_desc->backbuffer_height);
5391 wined3d_swapchain_decref(swapchain);
5392 return WINED3DERR_INVALIDCALL;
5395 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5396 * on an existing gl context, so there's no real need for recreation.
5398 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5400 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5402 TRACE("New params:\n");
5403 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5404 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5405 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5406 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5407 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5408 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5409 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5410 TRACE("device_window %p\n", swapchain_desc->device_window);
5411 TRACE("windowed %#x\n", swapchain_desc->windowed);
5412 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5413 if (swapchain_desc->enable_auto_depth_stencil)
5414 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5415 TRACE("flags %#x\n", swapchain_desc->flags);
5416 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5417 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5418 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5420 /* No special treatment of these parameters. Just store them */
5421 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5422 swapchain->desc.flags = swapchain_desc->flags;
5423 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5424 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5426 /* What to do about these? */
5427 if (swapchain_desc->backbuffer_count
5428 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5429 FIXME("Cannot change the back buffer count yet.\n");
5431 if (swapchain_desc->device_window
5432 && swapchain_desc->device_window != swapchain->desc.device_window)
5433 FIXME("Cannot change the device window yet.\n");
5435 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5439 TRACE("Creating the depth stencil buffer\n");
5441 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5442 swapchain_desc->backbuffer_width,
5443 swapchain_desc->backbuffer_height,
5444 swapchain_desc->auto_depth_stencil_format,
5445 swapchain_desc->multisample_type,
5446 swapchain_desc->multisample_quality,
5448 &device->auto_depth_stencil);
5451 ERR("Failed to create the depth stencil buffer.\n");
5452 wined3d_swapchain_decref(swapchain);
5453 return WINED3DERR_INVALIDCALL;
5457 if (device->onscreen_depth_stencil)
5459 wined3d_surface_decref(device->onscreen_depth_stencil);
5460 device->onscreen_depth_stencil = NULL;
5463 /* Reset the depth stencil */
5464 if (swapchain_desc->enable_auto_depth_stencil)
5465 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5467 wined3d_device_set_depth_stencil(device, NULL);
5469 TRACE("Resetting stateblock\n");
5470 wined3d_stateblock_decref(device->updateStateBlock);
5471 wined3d_stateblock_decref(device->stateBlock);
5473 if (swapchain_desc->windowed)
5475 mode.width = swapchain->orig_width;
5476 mode.height = swapchain->orig_height;
5477 mode.refresh_rate = 0;
5478 mode.format_id = swapchain->desc.backbuffer_format;
5482 mode.width = swapchain_desc->backbuffer_width;
5483 mode.height = swapchain_desc->backbuffer_height;
5484 mode.refresh_rate = swapchain_desc->refresh_rate;
5485 mode.format_id = swapchain_desc->backbuffer_format;
5488 /* Should Width == 800 && Height == 0 set 800x600? */
5489 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5490 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5491 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5493 if (!swapchain_desc->windowed)
5494 DisplayModeChanged = TRUE;
5496 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5497 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5501 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5502 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5504 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5508 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5509 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5511 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5512 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5520 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5521 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5522 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5525 wined3d_swapchain_decref(swapchain);
5529 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5531 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5532 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5533 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5536 wined3d_swapchain_decref(swapchain);
5540 if (device->auto_depth_stencil)
5542 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5543 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5544 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5547 wined3d_swapchain_decref(swapchain);
5553 if (device->d3d_initialized)
5554 delete_opengl_contexts(device, swapchain);
5556 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5557 || DisplayModeChanged)
5559 wined3d_device_set_display_mode(device, 0, &mode);
5561 if (!swapchain_desc->windowed)
5563 if (swapchain->desc.windowed)
5565 HWND focus_window = device->create_parms.focus_window;
5567 focus_window = swapchain_desc->device_window;
5568 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5570 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5571 wined3d_swapchain_decref(swapchain);
5575 /* switch from windowed to fs */
5576 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5577 swapchain_desc->backbuffer_width,
5578 swapchain_desc->backbuffer_height);
5582 /* Fullscreen -> fullscreen mode change */
5583 MoveWindow(swapchain->device_window, 0, 0,
5584 swapchain_desc->backbuffer_width,
5585 swapchain_desc->backbuffer_height,
5589 else if (!swapchain->desc.windowed)
5591 /* Fullscreen -> windowed switch */
5592 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5593 wined3d_device_release_focus_window(device);
5595 swapchain->desc.windowed = swapchain_desc->windowed;
5597 else if (!swapchain_desc->windowed)
5599 DWORD style = device->style;
5600 DWORD exStyle = device->exStyle;
5601 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5602 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5603 * Reset to clear up their mess. Guild Wars also loses the device during that.
5606 device->exStyle = 0;
5607 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5608 swapchain_desc->backbuffer_width,
5609 swapchain_desc->backbuffer_height);
5610 device->style = style;
5611 device->exStyle = exStyle;
5614 /* Note: No parent needed for initial internal stateblock */
5615 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5617 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5619 TRACE("Created stateblock %p.\n", device->stateBlock);
5620 device->updateStateBlock = device->stateBlock;
5621 wined3d_stateblock_incref(device->updateStateBlock);
5623 stateblock_init_default_state(device->stateBlock);
5625 swapchain_update_render_to_fbo(swapchain);
5626 swapchain_update_draw_bindings(swapchain);
5628 if (device->d3d_initialized)
5629 hr = create_primary_opengl_context(device, swapchain);
5630 wined3d_swapchain_decref(swapchain);
5632 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5638 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5640 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5642 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5648 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5649 struct wined3d_device_creation_parameters *parameters)
5651 TRACE("device %p, parameters %p.\n", device, parameters);
5653 *parameters = device->create_parms;
5657 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5658 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5660 struct wined3d_swapchain *swapchain;
5662 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5663 device, swapchain_idx, flags, ramp);
5665 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5667 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5668 wined3d_swapchain_decref(swapchain);
5672 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5673 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5675 struct wined3d_swapchain *swapchain;
5677 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5678 device, swapchain_idx, ramp);
5680 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5682 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5683 wined3d_swapchain_decref(swapchain);
5687 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5689 TRACE("device %p, resource %p.\n", device, resource);
5691 list_add_head(&device->resources, &resource->resource_list_entry);
5694 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5696 TRACE("device %p, resource %p.\n", device, resource);
5698 list_remove(&resource->resource_list_entry);
5701 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5703 WINED3DRESOURCETYPE type = resource->resourceType;
5706 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5708 context_resource_released(device, resource, type);
5712 case WINED3DRTYPE_SURFACE:
5714 struct wined3d_surface *surface = surface_from_resource(resource);
5716 if (!device->d3d_initialized) break;
5718 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5720 if (device->fb.render_targets[i] == surface)
5722 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5723 device->fb.render_targets[i] = NULL;
5727 if (device->fb.depth_stencil == surface)
5729 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5730 device->fb.depth_stencil = NULL;
5735 case WINED3DRTYPE_TEXTURE:
5736 case WINED3DRTYPE_CUBETEXTURE:
5737 case WINED3DRTYPE_VOLUMETEXTURE:
5738 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5740 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5742 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5744 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5745 texture, device->stateBlock, i);
5746 device->stateBlock->state.textures[i] = NULL;
5749 if (device->updateStateBlock != device->stateBlock
5750 && device->updateStateBlock->state.textures[i] == texture)
5752 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5753 texture, device->updateStateBlock, i);
5754 device->updateStateBlock->state.textures[i] = NULL;
5759 case WINED3DRTYPE_BUFFER:
5761 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5763 for (i = 0; i < MAX_STREAMS; ++i)
5765 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5767 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5768 buffer, device->stateBlock, i);
5769 device->stateBlock->state.streams[i].buffer = NULL;
5772 if (device->updateStateBlock != device->stateBlock
5773 && device->updateStateBlock->state.streams[i].buffer == buffer)
5775 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5776 buffer, device->updateStateBlock, i);
5777 device->updateStateBlock->state.streams[i].buffer = NULL;
5782 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5784 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5785 buffer, device->stateBlock);
5786 device->stateBlock->state.index_buffer = NULL;
5789 if (device->updateStateBlock != device->stateBlock
5790 && device->updateStateBlock->state.index_buffer == buffer)
5792 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5793 buffer, device->updateStateBlock);
5794 device->updateStateBlock->state.index_buffer = NULL;
5803 /* Remove the resource from the resourceStore */
5804 device_resource_remove(device, resource);
5806 TRACE("Resource released.\n");
5809 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5810 HDC dc, struct wined3d_surface **surface)
5812 struct wined3d_resource *resource;
5814 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5817 return WINED3DERR_INVALIDCALL;
5819 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5821 if (resource->resourceType == WINED3DRTYPE_SURFACE)
5823 struct wined3d_surface *s = surface_from_resource(resource);
5827 TRACE("Found surface %p for dc %p.\n", s, dc);
5834 return WINED3DERR_INVALIDCALL;
5837 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5838 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5839 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5841 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5842 const struct fragment_pipeline *fragment_pipeline;
5843 struct wined3d_display_mode mode;
5844 struct shader_caps shader_caps;
5845 struct fragment_caps ffp_caps;
5850 device->wined3d = wined3d;
5851 wined3d_incref(device->wined3d);
5852 device->adapter = wined3d->adapter_count ? adapter : NULL;
5853 device->device_parent = device_parent;
5854 list_init(&device->resources);
5855 list_init(&device->shaders);
5856 device->surface_alignment = surface_alignment;
5858 /* Get the initial screen setup for ddraw. */
5859 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5862 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5863 wined3d_decref(device->wined3d);
5866 adapter->screen_size.cx = mode.width;
5867 adapter->screen_size.cy = mode.height;
5868 adapter->screen_format = mode.format_id;
5870 /* Save the creation parameters. */
5871 device->create_parms.adapter_idx = adapter_idx;
5872 device->create_parms.device_type = device_type;
5873 device->create_parms.focus_window = focus_window;
5874 device->create_parms.flags = flags;
5876 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5878 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5879 device->shader_backend = adapter->shader_backend;
5881 if (device->shader_backend)
5883 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5884 device->vshader_version = shader_caps.VertexShaderVersion;
5885 device->pshader_version = shader_caps.PixelShaderVersion;
5886 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5887 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5888 device->vs_clipping = shader_caps.VSClipping;
5890 fragment_pipeline = adapter->fragment_pipe;
5891 device->frag_pipe = fragment_pipeline;
5892 if (fragment_pipeline)
5894 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5895 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5897 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5898 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5901 ERR("Failed to compile state table, hr %#x.\n", hr);
5902 wined3d_decref(device->wined3d);
5906 device->blitter = adapter->blitter;
5908 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5911 WARN("Failed to create stateblock.\n");
5912 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5914 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5916 wined3d_decref(device->wined3d);
5920 TRACE("Created stateblock %p.\n", device->stateBlock);
5921 device->updateStateBlock = device->stateBlock;
5922 wined3d_stateblock_incref(device->updateStateBlock);
5928 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5930 DWORD rep = device->StateTable[state].representative;
5931 struct wined3d_context *context;
5936 for (i = 0; i < device->context_count; ++i)
5938 context = device->contexts[i];
5939 if(isStateDirty(context, rep)) continue;
5941 context->dirtyArray[context->numDirtyEntries++] = rep;
5942 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5943 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5944 context->isStateDirty[idx] |= (1 << shift);
5948 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5950 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5951 *width = context->current_rt->pow2Width;
5952 *height = context->current_rt->pow2Height;
5955 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5957 const struct wined3d_swapchain *swapchain = context->swapchain;
5958 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5959 * current context's drawable, which is the size of the back buffer of the swapchain
5960 * the active context belongs to. */
5961 *width = swapchain->desc.backbuffer_width;
5962 *height = swapchain->desc.backbuffer_height;
5965 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5966 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5968 wined3d_mutex_lock();
5970 if (device->filter_messages)
5972 wined3d_mutex_unlock();
5974 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5975 window, message, wparam, lparam);
5977 return DefWindowProcW(window, message, wparam, lparam);
5979 return DefWindowProcA(window, message, wparam, lparam);
5982 if (message == WM_DESTROY)
5984 TRACE("unregister window %p.\n", window);
5985 wined3d_unregister_window(window);
5987 if (device->focus_window == window) device->focus_window = NULL;
5988 else ERR("Window %p is not the focus window for device %p.\n", window, device);
5990 else if (message == WM_DISPLAYCHANGE)
5992 device->device_parent->ops->mode_changed(device->device_parent);
5995 wined3d_mutex_unlock();
5998 return CallWindowProcW(proc, window, message, wparam, lparam);
6000 return CallWindowProcA(proc, window, message, wparam, lparam);