2 * IWineD3DDevice implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
30 /* x11drv GDI escapes */
31 #define X11DRV_ESCAPE 6789
32 enum x11drv_escape_codes
34 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
35 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
36 X11DRV_GET_FONT, /* get current X font for a DC */
39 /* retrieve the X display to use on a given DC */
40 inline static Display *get_display( HDC hdc )
43 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
45 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
46 sizeof(display), (LPSTR)&display )) display = NULL;
50 /* Memory tracking and object counting */
51 static unsigned int emulated_textureram = 64*1024*1024;
53 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
54 /* enable pbuffer support for offscreen textures */
55 BOOL pbuffer_support = FALSE;
56 /* allocate one pbuffer per surface */
57 BOOL pbuffer_per_surface = FALSE;
59 /* static function declarations */
60 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
62 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
65 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
67 #define D3DCREATEOBJECTINSTANCE(object, type) { \
68 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
69 D3DMEMCHECK(object, pp##type); \
70 object->lpVtbl = &IWineD3D##type##_Vtbl; \
71 object->wineD3DDevice = This; \
72 object->parent = parent; \
74 *pp##type = (IWineD3D##type *) object; \
77 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
78 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
79 D3DMEMCHECK(object, pp##type); \
80 object->lpVtbl = &IWineD3D##type##_Vtbl; \
81 object->resource.wineD3DDevice = This; \
82 object->resource.parent = parent; \
83 object->resource.resourceType = d3dtype; \
84 object->resource.ref = 1; \
85 object->resource.pool = Pool; \
86 object->resource.format = Format; \
87 object->resource.usage = Usage; \
88 object->resource.size = _size; \
89 /* Check that we have enough video ram left */ \
90 if (Pool == D3DPOOL_DEFAULT) { \
91 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
92 WARN("Out of 'bogus' video memory\n"); \
93 HeapFree(GetProcessHeap(), 0, object); \
95 return D3DERR_OUTOFVIDEOMEMORY; \
97 globalChangeGlRam(_size); \
99 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == D3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
100 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != D3DPOOL_DEFAULT) { \
101 FIXME("Out of memory!\n"); \
102 HeapFree(GetProcessHeap(), 0, object); \
104 return D3DERR_OUTOFVIDEOMEMORY; \
106 *pp##type = (IWineD3D##type *) object; \
107 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
108 TRACE("(%p) : Created resource %p\n", This, object); \
111 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
112 _basetexture.levels = Levels; \
113 _basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
114 _basetexture.LOD = 0; \
115 _basetexture.dirty = TRUE; \
118 /**********************************************************
119 * Global variable / Constants follow
120 **********************************************************/
121 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
123 /**********************************************************
124 * Utility functions follow
125 **********************************************************/
126 /* Convert the D3DLIGHT properties into equivalent gl lights */
127 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
130 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
133 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
134 glMatrixMode(GL_MODELVIEW);
136 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
139 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
140 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
141 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
142 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
143 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
144 checkGLcall("glLightfv");
147 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
148 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
149 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
150 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
151 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
152 checkGLcall("glLightfv");
155 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
156 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
157 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
158 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
159 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
160 checkGLcall("glLightfv");
162 /* Attenuation - Are these right? guessing... */
163 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
164 checkGLcall("glLightf");
165 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
166 checkGLcall("glLightf");
168 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) != 0) {
169 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
171 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
174 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
175 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
176 checkGLcall("glLightf");
178 switch (lightInfo->OriginalParms.Type) {
181 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
182 checkGLcall("glLightfv");
183 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
184 checkGLcall("glLightf");
190 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
191 checkGLcall("glLightfv");
193 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
194 checkGLcall("glLightfv");
195 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
196 checkGLcall("glLightf");
197 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
198 checkGLcall("glLightf");
202 case D3DLIGHT_DIRECTIONAL:
204 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
205 checkGLcall("glLightfv");
206 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
207 checkGLcall("glLightf");
208 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
209 checkGLcall("glLightf");
213 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
216 /* Restore the modelview matrix */
220 /* Apply the current values to the specified texture stage */
221 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
222 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
230 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
231 clamping, MIPLOD, etc. This will work for up to 16 samplers.
234 if (Sampler >= GL_LIMITS(samplers)) {
235 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
238 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
239 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
241 GLACTIVETEXTURE(Sampler);
243 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
244 } else if (Sampler > 0) {
245 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
249 /* TODO: change this to a lookup table
250 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
251 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
252 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
253 especially when there are a number of groups of states. */
255 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
257 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
258 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
259 /* these are the only two supported states that need to be applied */
260 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
261 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
262 #if 0 /* not supported at the moment */
263 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
264 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
265 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
266 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
267 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
268 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
269 APPLY_STATE(WINED3DTSS_RESULTARG);
270 APPLY_STATE(WINED3DTSS_CONSTANT);
272 /* a quick sanity check in case someone forgot to update this function */
273 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
274 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
278 /* apply any sampler states that always need applying */
279 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
280 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
281 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
282 GL_TEXTURE_LOD_BIAS_EXT,
284 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
287 /* Note the D3DRS value applies to all textures, but GL has one
288 * per texture, so apply it now ready to be used!
290 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
291 /* Set the default alpha blend color */
292 glBlendColor(col[0], col[1], col[2], col[3]);
293 checkGLcall("glBlendColor");
295 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
296 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
297 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
299 /* TODO: NV_POINT_SPRITE */
300 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
301 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
302 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
303 glDisable(GL_POINT_SMOOTH);
305 /* Centre the texture on the vertex */
306 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
307 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
309 VTRACE("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
310 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
311 checkGLcall("glTexEnvf(...)");
312 VTRACE("glEnable( GL_POINT_SPRITE_ARB )\n");
313 glEnable( GL_POINT_SPRITE_ARB );
314 checkGLcall("glEnable(...)");
316 VTRACE("glDisable( GL_POINT_SPRITE_ARB )\n");
317 glDisable( GL_POINT_SPRITE_ARB );
318 checkGLcall("glEnable(...)");
322 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332 /* FIXME: This needs to extend an IWineD3DBaseObject */
334 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335 if (IsEqualGUID(riid, &IID_IUnknown)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
342 return E_NOINTERFACE;
345 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
346 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
353 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355 ULONG refCount = InterlockedDecrement(&This->ref);
357 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
360 /* TODO: Clean up all the surfaces and textures! */
361 /* FIXME: Create targets and state blocks in d3d8 */
362 if (((IWineD3DImpl *)This->wineD3D)->dxVersion > 8) { /*We don't create a state block in d3d8 yet*/
363 /* NOTE: You must release the parent if the object was created via a callback
364 ** ***************************/
365 /* TODO: this is exactly the same as required by _Reset.., so at some point we need to move the code so that is can be called by reset add release... */
366 /* Release all of the swapchains, except the implicit swapchain */
367 IUnknown* stencilBufferParent;
368 IUnknown* swapChainParent;
370 /* NOTE: Don't release swapchain 0 here, it's 'special' */
371 SwapChainList *nextSwapchain = This->swapchains;
372 if (nextSwapchain != NULL) {
373 nextSwapchain = nextSwapchain->next;
375 WARN("Expected to find the implicit swapchain\n");
378 /* release all the other swapchains */
379 while (nextSwapchain != NULL) {
380 SwapChainList *prevSwapchain = nextSwapchain;
381 nextSwapchain = nextSwapchain->next;
382 IWineD3DSwapChain_Release(prevSwapchain->swapchain);
383 /* NOTE: no need to free the list element, it will be done by the release callback
384 HeapFree(GetProcessHeap(), 0, prevSwapchain); */
386 /* Release the buffers (with sanity checks)*/
387 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
388 if(This->depthStencilBuffer != This->stencilBufferTarget)
389 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
391 This->stencilBufferTarget = NULL;
393 if(IWineD3DSurface_Release(This->renderTarget) >0){
394 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
396 This->renderTarget = NULL;
398 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
399 IUnknown_Release(stencilBufferParent); /* once for the get parent */
400 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
401 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
403 This->depthStencilBuffer = NULL;
405 /* Release the update stateblock */
406 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
407 if(This->updateStateBlock != This->stateBlock)
408 FIXME("(%p) Something's still holding the Update stateblock\n",This);
410 This->updateStateBlock = NULL;
411 { /* because were not doing proper internal refcounts releasing the primary state block
412 causes recursion with the extra checks in ResourceReleased, to avoid this we have
413 to set this->stateBlock = NULL; first */
414 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
415 This->stateBlock = NULL;
417 /* Release the stateblock */
418 if(IWineD3DStateBlock_Release(stateBlock) > 0){
419 FIXME("(%p) Something's still holding the Update stateblock\n",This);
423 if (This->swapchains != NULL) {
424 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
425 IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
426 IUnknown_Release(swapChainParent); /* once for the get parent */
427 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
428 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
432 if (This->resources != NULL ) {
433 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
435 #if 0 /* TODO: Dump a list of all the resources still bound */
436 dumpResources(This->resources);
438 /* TODO: set the resources to a lost state */
442 IWineD3D_Release(This->wineD3D);
443 This->wineD3D = NULL;
444 HeapFree(GetProcessHeap(), 0, This);
445 TRACE("Freed device %p\n", This);
451 /**********************************************************
452 * IWineD3DDevice implementation follows
453 **********************************************************/
454 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
455 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
456 *pParent = This->parent;
457 IUnknown_AddRef(This->parent);
461 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
462 DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
465 IWineD3DVertexBufferImpl *object;
466 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
467 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, D3DRTYPE_VERTEXBUFFER, Size)
470 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
471 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
475 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
476 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
481 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
482 WINED3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
483 HANDLE *sharedHandle, IUnknown *parent) {
484 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
485 IWineD3DIndexBufferImpl *object;
486 TRACE("(%p) Creating index buffer\n", This);
488 /* Allocate the storage for the device */
489 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,D3DRTYPE_INDEXBUFFER, Length)
492 if (Pool == D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
493 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
496 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
497 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
498 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
503 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
506 IWineD3DStateBlockImpl *object;
509 D3DCREATEOBJECTINSTANCE(object, StateBlock)
510 object->blockType = Type;
512 /* Special case - Used during initialization to produce a placeholder stateblock
513 so other functions called can update a state block */
514 if (Type == WINED3DSBT_INIT) {
515 /* Don't bother increasing the reference count otherwise a device will never
516 be freed due to circular dependencies */
520 /* Otherwise, might as well set the whole state block to the appropriate values */
521 if ( This->stateBlock != NULL) {
522 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
524 memset(object->streamFreq, 1, sizeof(object->streamFreq));
527 /* Reset the ref and type after kludging it */
528 object->wineD3DDevice = This;
530 object->blockType = Type;
532 TRACE("Updating changed flags appropriate for type %d\n", Type);
534 if (Type == WINED3DSBT_ALL) {
536 TRACE("ALL => Pretend everything has changed\n");
537 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
538 } else if (Type == WINED3DSBT_PIXELSTATE) {
540 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
541 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
543 object->changed.pixelShader = TRUE;
545 /* Pixel Shader Constants */
546 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
547 object->changed.pixelShaderConstants[i] = TRUE;
549 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
550 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
552 for (j = 0; j < GL_LIMITS(textures); j++) {
553 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
554 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
557 for (j = 0 ; j < 16; j++) {
558 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
560 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
564 } else if (Type == WINED3DSBT_VERTEXSTATE) {
566 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
567 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
569 object->changed.vertexShader = TRUE;
571 /* Vertex Shader Constants */
572 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
573 object->changed.vertexShaderConstants[i] = TRUE;
575 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
576 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
578 for (j = 0; j < GL_LIMITS(textures); j++) {
579 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
580 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
583 for (j = 0 ; j < 16; j++){
584 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
585 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
589 /* Duplicate light chain */
591 PLIGHTINFOEL *src = NULL;
592 PLIGHTINFOEL *dst = NULL;
593 PLIGHTINFOEL *newEl = NULL;
594 src = This->stateBlock->lights;
595 object->lights = NULL;
599 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
600 if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
601 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
603 newEl->changed = TRUE;
604 newEl->enabledChanged = TRUE;
606 object->lights = newEl;
617 FIXME("Unrecognized state block type %d\n", Type);
620 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
625 /* ************************************
627 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
630 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
632 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
634 ******************************** */
636 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,D3DRESOURCETYPE Type, DWORD Usage, D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, IUnknown *parent) {
637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
638 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
639 unsigned int pow2Width, pow2Height;
640 unsigned int Size = 1;
641 TRACE("(%p) Create surface\n",This);
643 /** FIXME: Check ranges on the inputs are valid
646 * [in] Quality level. The valid range is between zero and one less than the level
647 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
648 * Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality
649 * values of paired render targets, depth stencil surfaces, and the MultiSample type
651 *******************************/
656 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
658 * If this flag is set, the contents of the depth stencil buffer will be
659 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
660 * with a different depth surface.
662 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
663 ***************************/
665 if(MultisampleQuality < 0) {
666 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
667 return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
670 if(MultisampleQuality > 0) {
671 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
672 MultisampleQuality=0;
675 /** FIXME: Check that the format is supported
677 *******************************/
679 /* Non-power2 support */
681 /* Find the nearest pow2 match */
682 pow2Width = pow2Height = 1;
683 while (pow2Width < Width) pow2Width <<= 1;
684 while (pow2Height < Height) pow2Height <<= 1;
686 if (pow2Width > Width || pow2Height > Height) {
687 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
688 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
689 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
690 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
691 This, Width, Height);
692 return D3DERR_NOTAVAILABLE;
696 /** Check against the maximum texture sizes supported by the video card **/
697 if (pow2Width > GL_LIMITS(texture_size) || pow2Height > GL_LIMITS(texture_size)) {
698 /* one of three options
699 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
700 2: Set the texture to the maxium size (bad idea)
701 3: WARN and return D3DERR_NOTAVAILABLE;
703 WARN("(%p) Application requested a surface w %d, h %d, but the graphics card only supports %d\n", This, Width, Height, GL_LIMITS(texture_size));
704 return D3DERR_NOTAVAILABLE;
709 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
710 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
712 *********************************/
713 if (WINED3DFMT_UNKNOWN == Format) {
715 } else if (Format == WINED3DFMT_DXT1) {
716 /* DXT1 is half byte per pixel */
717 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
719 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
720 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
721 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
723 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
726 /** Create and initialise the surface resource **/
727 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE, Size)
728 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, (IWineD3DBase *)This);
730 object->currentDesc.Width = Width;
731 object->currentDesc.Height = Height;
732 object->currentDesc.MultiSampleType = MultiSample;
733 object->currentDesc.MultiSampleQuality = MultisampleQuality;
735 /* Setup some glformat defaults */
736 if (WINED3DFMT_UNKNOWN != Format) {
737 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
738 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
739 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
741 object->glDescription.glFormat = 0;
742 object->glDescription.glFormatInternal = 0;
743 object->glDescription.glType = 0;
746 object->glDescription.textureName = 0;
747 object->glDescription.level = Level;
748 object->glDescription.target = GL_TEXTURE_2D;
751 object->pow2Width = pow2Width;
752 object->pow2Height = pow2Height;
753 object->nonpow2 = (pow2Width != Width || pow2Height != Height) ? TRUE : FALSE;
754 object->discard = Discard;
755 object->activeLock = FALSE;
757 if (WINED3DFMT_UNKNOWN != Format) {
758 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
759 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
761 object->bytesPerPixel = 0;
762 object->pow2Size = 0;
765 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
767 TRACE("Pool %d %d %d %d",Pool, D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM);
769 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
770 * this function is too deap to need to care about things like this.
771 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
772 * ****************************************/
774 case D3DPOOL_SCRATCH:
775 if(Lockable == FALSE)
776 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
777 which are mutually exclusive, setting lockable to true\n");
780 case D3DPOOL_SYSTEMMEM:
781 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
782 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
783 case D3DPOOL_MANAGED:
784 if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
785 Usage of DYNAMIC which are mutually exclusive, not doing \
786 anything just telling you.\n");
788 case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
789 if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
790 && !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
791 FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
794 FIXME("(%p) Unknown pool %d\n", This, Pool);
798 if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
799 FIXME("Trying to create a render target that isn't in the default pool\n");
803 object->locked = FALSE;
804 object->lockable = (WINED3DFMT_D16_LOCKABLE == Format) ? TRUE : Lockable;
806 /* mark the texture as dirty so that it get's loaded first time around*/
807 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
808 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
809 This, Width, Height, Format, debug_d3dformat(Format),
810 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
815 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
816 DWORD Usage, WINED3DFORMAT Format, D3DPOOL Pool,
817 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
818 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
820 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
821 IWineD3DTextureImpl *object;
826 unsigned int pow2Width = Width;
827 unsigned int pow2Height = Height;
830 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
832 /* TODO: It should only be possible to create textures for formats
833 that are reported as supported */
834 if (WINED3DFMT_UNKNOWN >= Format) {
835 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
836 return D3DERR_INVALIDCALL;
839 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE, 0);
840 D3DINITIALIZEBASETEXTURE(object->baseTexture);
841 object->width = Width;
842 object->height = Height;
844 /** Non-power2 support **/
845 /* Find the nearest pow2 match */
846 pow2Width = pow2Height = 1;
847 while (pow2Width < Width) pow2Width <<= 1;
848 while (pow2Height < Height) pow2Height <<= 1;
850 /** FIXME: add support for real non-power-two if it's provided by the video card **/
851 /* Precalculated scaling for 'faked' non power of two texture coords */
852 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
853 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
854 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
856 /* Calculate levels for mip mapping */
858 TRACE("calculating levels %d\n", object->baseTexture.levels);
859 object->baseTexture.levels++;
862 while (tmpW > 1 && tmpH > 1) {
863 tmpW = max(1, tmpW >> 1);
864 tmpH = max(1, tmpH >> 1);
865 object->baseTexture.levels++;
867 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
870 /* Generate all the surfaces */
873 for (i = 0; i < object->baseTexture.levels; i++)
875 /* use the callback to create the texture surface */
876 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
879 FIXME("Failed to create surface %p\n", object);
881 for (j = 0 ; j < i ; j++) {
882 IWineD3DSurface_Release(object->surfaces[j]);
884 /* heap free object */
885 HeapFree(GetProcessHeap(), 0, object);
891 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
892 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
893 /* calculate the next mipmap level */
894 tmpW = max(1, tmpW >> 1);
895 tmpH = max(1, tmpH >> 1);
898 TRACE("(%p) : Created texture %p\n", This, object);
902 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
903 UINT Width, UINT Height, UINT Depth,
904 UINT Levels, DWORD Usage,
905 WINED3DFORMAT Format, D3DPOOL Pool,
906 IWineD3DVolumeTexture **ppVolumeTexture,
907 HANDLE *pSharedHandle, IUnknown *parent,
908 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
910 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
911 IWineD3DVolumeTextureImpl *object;
917 /* TODO: It should only be possible to create textures for formats
918 that are reported as supported */
919 if (WINED3DFMT_UNKNOWN >= Format) {
920 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
921 return D3DERR_INVALIDCALL;
924 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE, 0);
925 D3DINITIALIZEBASETEXTURE(object->baseTexture);
927 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
928 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
930 object->width = Width;
931 object->height = Height;
932 object->depth = Depth;
934 /* Calculate levels for mip mapping */
936 object->baseTexture.levels++;
940 while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
941 tmpW = max(1, tmpW >> 1);
942 tmpH = max(1, tmpH >> 1);
943 tmpD = max(1, tmpD >> 1);
944 object->baseTexture.levels++;
946 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
949 /* Generate all the surfaces */
954 for (i = 0; i < object->baseTexture.levels; i++)
956 /* Create the volume */
957 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
958 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
960 /* Set it's container to this object */
961 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
963 /* calcualte the next mipmap level */
964 tmpW = max(1, tmpW >> 1);
965 tmpH = max(1, tmpH >> 1);
966 tmpD = max(1, tmpD >> 1);
969 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
970 TRACE("(%p) : Created volume texture %p\n", This, object);
974 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
975 UINT Width, UINT Height, UINT Depth,
977 WINED3DFORMAT Format, D3DPOOL Pool,
978 IWineD3DVolume** ppVolume,
979 HANDLE* pSharedHandle, IUnknown *parent) {
981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
982 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
984 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, D3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
986 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
987 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
989 object->currentDesc.Width = Width;
990 object->currentDesc.Height = Height;
991 object->currentDesc.Depth = Depth;
992 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
994 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
995 object->lockable = TRUE;
996 object->locked = FALSE;
997 memset(&object->lockedBox, 0, sizeof(D3DBOX));
998 object->dirty = TRUE;
1000 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1003 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1004 UINT Levels, DWORD Usage,
1005 WINED3DFORMAT Format, D3DPOOL Pool,
1006 IWineD3DCubeTexture **ppCubeTexture,
1007 HANDLE *pSharedHandle, IUnknown *parent,
1008 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1011 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1015 unsigned int pow2EdgeLength = EdgeLength;
1017 /* TODO: It should only be possible to create textures for formats
1018 that are reported as supported */
1019 if (WINED3DFMT_UNKNOWN >= Format) {
1020 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1021 return D3DERR_INVALIDCALL;
1024 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE, 0);
1025 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1027 TRACE("(%p) Create Cube Texture\n", This);
1029 /** Non-power2 support **/
1031 /* Find the nearest pow2 match */
1033 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1035 object->edgeLength = EdgeLength;
1036 /* TODO: support for native non-power 2 */
1037 /* Precalculated scaling for 'faked' non power of two texture coords */
1038 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1040 /* Calculate levels for mip mapping */
1042 object->baseTexture.levels++;
1045 tmpW = max(1, tmpW >> 1);
1046 object->baseTexture.levels++;
1048 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1051 /* Generate all the surfaces */
1053 for (i = 0; i < object->baseTexture.levels; i++) {
1055 /* Create the 6 faces */
1056 for (j = 0; j < 6; j++) {
1058 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1059 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1065 for (l = 0; l < j; l++) {
1066 IWineD3DSurface_Release(object->surfaces[j][i]);
1068 for (k = 0; k < i; k++) {
1069 for (l = 0; l < 6; l++) {
1070 IWineD3DSurface_Release(object->surfaces[l][j]);
1074 FIXME("(%p) Failed to create surface\n",object);
1075 HeapFree(GetProcessHeap(),0,object);
1076 *ppCubeTexture = NULL;
1079 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1080 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1082 tmpW = max(1, tmpW >> 1);
1085 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1086 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1090 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1092 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1094 if (NULL == ppQuery) {
1095 /* Just a check to see if we support this type of query */
1096 HRESULT hr = D3DERR_NOTAVAILABLE;
1097 /* Lie and say everything is good (we can return ok fake data from a stub) */
1099 case WINED3DQUERYTYPE_VCACHE:
1100 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1101 case WINED3DQUERYTYPE_VERTEXSTATS:
1102 case WINED3DQUERYTYPE_EVENT:
1103 case WINED3DQUERYTYPE_TIMESTAMP:
1104 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1105 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1106 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1107 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1108 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1109 case WINED3DQUERYTYPE_PIXELTIMINGS:
1110 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1111 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1113 case WINED3DQUERYTYPE_OCCLUSION:
1114 TRACE("(%p) occlusion query\n", This);
1115 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1119 FIXME("(%p) Unhandled query type %d\n",This , Type);
1121 FIXME("(%p) : Stub request for query type %d returned %ld\n", This, Type, hr);
1125 D3DCREATEOBJECTINSTANCE(object, Query)
1126 object->type = Type;
1127 /* allocated the 'extended' data based on the type of query requested */
1129 case D3DQUERYTYPE_OCCLUSION:
1130 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1131 TRACE("(%p) Allocating data for an occlusion query\n", This);
1132 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1135 case D3DQUERYTYPE_VCACHE:
1136 case D3DQUERYTYPE_RESOURCEMANAGER:
1137 case D3DQUERYTYPE_VERTEXSTATS:
1138 case D3DQUERYTYPE_EVENT:
1139 case D3DQUERYTYPE_TIMESTAMP:
1140 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1141 case D3DQUERYTYPE_TIMESTAMPFREQ:
1142 case D3DQUERYTYPE_PIPELINETIMINGS:
1143 case D3DQUERYTYPE_INTERFACETIMINGS:
1144 case D3DQUERYTYPE_VERTEXTIMINGS:
1145 case D3DQUERYTYPE_PIXELTIMINGS:
1146 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1147 case D3DQUERYTYPE_CACHEUTILIZATION:
1149 object->extendedData = 0;
1150 FIXME("(%p) Unhandled query type %d\n",This , Type);
1152 TRACE("(%p) : Created Query %p\n", This, object);
1156 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1157 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1159 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1160 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1164 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1166 XVisualInfo template;
1167 GLXContext oldContext;
1168 Drawable oldDrawable;
1169 HRESULT hr = D3D_OK;
1171 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1173 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1174 * does a device hold a reference to a swap chain giving them a lifetime of the device
1175 * or does the swap chain notify the device of its destruction.
1176 *******************************/
1178 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1180 /* Initialize other useful values */
1181 object->presentParms.BackBufferCount = 1; /* TODO:? support for gl_aux buffers */
1183 /*********************
1184 * Lookup the window Handle and the relating X window handle
1185 ********************/
1187 /* Setup hwnd we are using, plus which display this equates to */
1188 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1189 if (!object->win_handle) {
1190 object->win_handle = This->createParms.hFocusWindow;
1193 object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window" );
1194 hDc = GetDC(object->win_handle);
1195 object->display = get_display(hDc);
1196 ReleaseDC(object->win_handle, hDc);
1197 TRACE("Using a display of %p %p\n", object->display, hDc);
1199 if (NULL == object->display || NULL == hDc) {
1200 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1201 return D3DERR_NOTAVAILABLE;
1204 if (object->win == 0) {
1205 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1206 return D3DERR_NOTAVAILABLE;
1209 * Create an opengl context for the display visual
1210 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1211 * use different properties after that point in time. FIXME: How to handle when requested format
1212 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1213 * it chooses is identical to the one already being used!
1214 **********************************/
1216 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1219 /* Create a new context for this swapchain */
1220 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1221 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1222 (or the best possible if none is requested) */
1223 TRACE("Found x visual ID : %ld\n", template.visualid);
1225 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1226 if (NULL == object->visInfo) {
1227 ERR("cannot really get XVisual\n");
1229 return D3DERR_NOTAVAILABLE;
1232 /* Write out some debug info about the visual/s */
1233 TRACE("Using x visual ID : %ld\n", template.visualid);
1234 TRACE(" visual info: %p\n", object->visInfo);
1235 TRACE(" num items : %d\n", num);
1236 for (n = 0;n < num; n++) {
1237 TRACE("=====item=====: %d\n", n + 1);
1238 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1239 TRACE(" screen : %d\n", object->visInfo[n].screen);
1240 TRACE(" depth : %u\n", object->visInfo[n].depth);
1241 TRACE(" class : %d\n", object->visInfo[n].class);
1242 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1243 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1244 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1245 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1246 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1247 /* log some extra glx info */
1248 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1249 TRACE(" gl_aux_buffers : %d\n", value);
1250 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1251 TRACE(" gl_buffer_size : %d\n", value);
1252 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1253 TRACE(" gl_red_size : %d\n", value);
1254 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1255 TRACE(" gl_green_size : %d\n", value);
1256 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1257 TRACE(" gl_blue_size : %d\n", value);
1258 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1259 TRACE(" gl_alpha_size : %d\n", value);
1260 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1261 TRACE(" gl_depth_size : %d\n", value);
1262 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1263 TRACE(" gl_stencil_size : %d\n", value);
1265 /* Now choose a simila visual ID*/
1267 #ifdef USE_CONTEXT_MANAGER
1269 /** TODO: use a context mamager **/
1273 IWineD3DSwapChain *implSwapChain;
1274 if (D3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1275 /* The first time around we create the context that is shared with all other swapchains and render targets */
1276 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1277 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1280 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1281 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1282 /* and create a new context with the implicit swapchains context as the shared context */
1283 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1284 IWineD3DSwapChain_Release(implSwapChain);
1289 XFree(object->visInfo);
1290 object->visInfo = NULL;
1292 if (NULL == object->glCtx) {
1293 ERR("cannot create glxContext\n");
1295 return D3DERR_NOTAVAILABLE;
1299 if (object->glCtx == NULL) {
1300 ERR("Error in context creation !\n");
1301 return D3DERR_INVALIDCALL;
1303 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1304 object->win_handle, object->glCtx, object->win, object->visInfo);
1307 /*********************
1308 * Windowed / Fullscreen
1309 *******************/
1312 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1313 * so we should really check to see if there is a fullscreen swapchain already
1314 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1315 **************************************/
1317 if (!*(pPresentationParameters->Windowed)) {
1323 /* Get info on the current display setup */
1324 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1325 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1328 /* Change the display settings */
1329 memset(&devmode, 0, sizeof(DEVMODEW));
1330 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1331 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1332 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1333 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1334 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1335 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1337 /* Make popup window */
1338 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1339 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1340 *(pPresentationParameters->BackBufferWidth),
1341 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1347 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1348 * then the corresponding dimension of the client area of the hDeviceWindow
1349 * (or the focus window, if hDeviceWindow is NULL) is taken.
1350 **********************/
1352 if (*(pPresentationParameters->Windowed) &&
1353 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1354 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1357 GetClientRect(object->win_handle, &Rect);
1359 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1360 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1361 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1363 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1364 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1365 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1369 /*********************
1370 * finish off parameter initialization
1371 *******************/
1373 /* Put the correct figures in the presentation parameters */
1374 TRACE("Coppying accross presentaion paraneters\n");
1375 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1376 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1377 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1378 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1379 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1380 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1381 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1382 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1383 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1384 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1385 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1386 object->presentParms.Flags = *(pPresentationParameters->Flags);
1387 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1388 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1391 /*********************
1392 * Create the back, front and stencil buffers
1393 *******************/
1394 TRACE("calling rendertarget CB\n");
1395 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1396 object->presentParms.BackBufferWidth,
1397 object->presentParms.BackBufferHeight,
1398 object->presentParms.BackBufferFormat,
1399 object->presentParms.MultiSampleType,
1400 object->presentParms.MultiSampleQuality,
1401 TRUE /* Lockable */,
1402 &object->frontBuffer,
1403 NULL /* pShared (always null)*/);
1404 if (object->frontBuffer != NULL)
1405 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1406 TRACE("calling rendertarget CB\n");
1407 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1408 object->presentParms.BackBufferWidth,
1409 object->presentParms.BackBufferHeight,
1410 object->presentParms.BackBufferFormat,
1411 object->presentParms.MultiSampleType,
1412 object->presentParms.MultiSampleQuality,
1413 TRUE /* Lockable */,
1414 &object->backBuffer,
1415 NULL /* pShared (always null)*/);
1416 if (object->backBuffer != NULL)
1417 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1419 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1420 if (pPresentationParameters->EnableAutoDepthStencil) {
1421 TRACE("Creating depth stencil buffer\n");
1422 if (This->depthStencilBuffer == NULL ) {
1423 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1424 object->presentParms.BackBufferWidth,
1425 object->presentParms.BackBufferHeight,
1426 object->presentParms.AutoDepthStencilFormat,
1427 object->presentParms.MultiSampleType,
1428 object->presentParms.MultiSampleQuality,
1429 FALSE /* FIXME: Discard */,
1430 &This->depthStencilBuffer,
1431 NULL /* pShared (always null)*/ );
1432 if (This->depthStencilBuffer != NULL)
1433 IWineD3DSurface_SetContainer(This->depthStencilBuffer, (IWineD3DBase *)iface);
1436 /** TODO: A check on width, height and multisample types
1437 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1438 ****************************/
1439 object->wantsDepthStencilBuffer = TRUE;
1441 object->wantsDepthStencilBuffer = FALSE;
1444 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1447 /*********************
1448 * init the default renderTarget management
1449 *******************/
1450 object->drawable = object->win;
1451 object->render_ctx = object->glCtx;
1454 /*********************
1455 * Setup some defaults and clear down the buffers
1456 *******************/
1458 /** save current context and drawable **/
1459 oldContext = glXGetCurrentContext();
1460 oldDrawable = glXGetCurrentDrawable();
1462 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1463 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1464 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1466 checkGLcall("glXMakeCurrent");
1468 TRACE("Setting up the screen\n");
1469 /* Clear the screen */
1470 glClearColor(1.0, 0.0, 0.0, 0.0);
1471 checkGLcall("glClearColor");
1474 glClearStencil(0xffff);
1476 checkGLcall("glClear");
1478 glColor3f(1.0, 1.0, 1.0);
1479 checkGLcall("glColor3f");
1481 glEnable(GL_LIGHTING);
1482 checkGLcall("glEnable");
1484 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1487 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1488 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1490 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1491 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1493 /* switch back to the original context (if there was one)*/
1494 if (This->swapchains != NULL) {
1495 /** TODO: restore the context and drawable **/
1496 glXMakeCurrent(object->display, oldDrawable, oldContext);
1501 { /* Finally add the swapchain to the end of the devices' swapchain list */
1502 SwapChainList **nextSwapchain;
1503 nextSwapchain = &This->swapchains;
1504 while (*nextSwapchain != NULL) {
1505 nextSwapchain = &((*nextSwapchain)->next);
1507 (*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
1508 (*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
1510 TRACE("Set swapchain to %p\n", object);
1511 } else { /* something went wrong so clean up */
1512 IUnknown* bufferParent;
1513 if (object->frontBuffer) {
1515 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1516 IUnknown_Release(bufferParent); /* once for the get parent */
1517 if (IUnknown_Release(bufferParent) > 0) {
1518 FIXME("(%p) Something's still holding the front buffer\n",This);
1521 if (object->backBuffer) {
1522 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1523 IUnknown_Release(bufferParent); /* once for the get parent */
1524 if (IUnknown_Release(bufferParent) > 0) {
1525 FIXME("(%p) Something's still holding the back buffer\n",This);
1528 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1529 /* Clean up the context */
1530 /* check that we are the current context first (we shouldn't be though!) */
1531 if (object->glCtx != 0) {
1532 if(glXGetCurrentContext() == object->glCtx) {
1533 glXMakeCurrent(object->display, None, NULL);
1535 glXDestroyContext(object->display, object->glCtx);
1537 HeapFree(GetProcessHeap(), 0, object);
1544 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1545 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1547 unsigned int numberOfSwapChains = 0;
1548 SwapChainList *swapchain;
1550 swapchain = This->swapchains;
1551 /* itterate through the list to get a count */
1552 while (swapchain != NULL) {
1553 swapchain = swapchain->next;
1554 numberOfSwapChains++;
1557 TRACE("(%p) returning %d\n", This, numberOfSwapChains);
1558 return numberOfSwapChains;
1561 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1563 SwapChainList *swapchain;
1565 HRESULT hr = D3DERR_INVALIDCALL;
1566 swapchain = This->swapchains;
1567 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1570 TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
1571 while (i > 0 && swapchain != NULL) {
1572 swapchain = swapchain->next;
1577 FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
1579 } else if (swapchain != NULL) {
1580 /** TODO: move off to a linkesList implementation **/
1581 *pSwapChain = swapchain->swapchain;
1582 IWineD3DSwapChain_AddRef(*pSwapChain);
1586 TRACE("(%p) returning %p\n", This, *pSwapChain);
1590 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
1591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1593 FIXME("(%p) : Stub\n",This);
1599 * Vertex Declaration
1601 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1603 IWineD3DVertexDeclarationImpl *object = NULL;
1604 HRESULT hr = D3D_OK;
1605 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1606 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1609 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1614 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1615 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1616 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1617 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1618 HRESULT hr = D3D_OK;
1619 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1621 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1622 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1625 FIXME("(%p) : Failed to set the function, returning D3DERR_INVALIDCALL\n", iface);
1626 IWineD3DVertexShader_Release(*ppVertexShader);
1627 return D3DERR_INVALIDCALL;
1630 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1631 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1640 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1641 if (pDeclaration != NULL) {
1642 IWineD3DVertexDeclaration *vertexDeclaration;
1643 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1645 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1646 object->vertexDeclaration = vertexDeclaration;
1648 FIXME("(%p) : Failed to set the declaration, returning D3DERR_INVALIDCALL\n", iface);
1649 IWineD3DVertexShader_Release(*ppVertexShader);
1650 return D3DERR_INVALIDCALL;
1657 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1659 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1660 HRESULT hr = D3D_OK;
1662 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1663 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1665 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1667 WARN("(%p) : Failed to create pixel shader\n", This);
1673 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1674 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1675 *ppD3D= This->wineD3D;
1676 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1677 IWineD3D_AddRef(*ppD3D);
1681 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1682 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1683 * Into the video ram as possible and seeing how many fit
1684 * you can also get the correct initial value from via X and ATI's driver
1685 *******************/
1686 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1687 static BOOL showfixmes = TRUE;
1689 FIXME("(%p) : stub, emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1690 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1693 TRACE("(%p) : emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)),
1694 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1695 /* videomemory is simulated videomemory + AGP memory left */
1696 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1704 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1706 HRESULT hr = D3D_OK;
1708 /* Update the current state block */
1709 This->updateStateBlock->fvf = fvf;
1710 This->updateStateBlock->changed.fvf = TRUE;
1711 This->updateStateBlock->set.fvf = TRUE;
1713 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
1716 /* clear down the vertex declaration
1717 NOTE: Axis and Allies doesn't work properly otherwise
1718 (may be a stateblock problem though!)
1720 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
1727 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
1728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1729 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
1730 *pfvf = This->stateBlock->fvf;
1735 * Get / Set Stream Source
1737 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
1738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1739 IWineD3DVertexBuffer *oldSrc;
1741 /**TODO: instance and index data, see
1742 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1744 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
1747 /* D3d9 only, but shouldn't hurt d3d8 */
1750 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1752 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1753 FIXME("stream index data not supported\n");
1755 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1756 FIXME("stream instance data not supported\n");
1760 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1762 if (StreamNumber >= MAX_STREAMS) {
1763 WARN("Stream out of range %d\n", StreamNumber);
1764 return D3DERR_INVALIDCALL;
1767 oldSrc = This->stateBlock->streamSource[StreamNumber];
1768 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
1770 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
1771 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
1772 This->updateStateBlock->streamStride[StreamNumber] = Stride;
1773 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
1774 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
1775 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
1777 /* Handle recording of state blocks */
1778 if (This->isRecordingState) {
1779 TRACE("Recording... not performing anything\n");
1783 /* Not recording... */
1784 /* Need to do a getParent and pass the reffs up */
1785 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
1786 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
1787 so for now, just count internally */
1788 if (pStreamData != NULL) {
1789 IWineD3DVertexBuffer_AddRef(pStreamData);
1791 if (oldSrc != NULL) {
1792 IWineD3DVertexBuffer_Release(oldSrc);
1798 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
1799 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1802 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
1803 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
1806 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1808 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1809 FIXME("stream index data not supported\n");
1811 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
1812 FIXME("stream instance data not supported\n");
1816 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
1818 if (StreamNumber >= MAX_STREAMS) {
1819 WARN("Stream out of range %d\n", StreamNumber);
1820 return D3DERR_INVALIDCALL;
1822 *pStream = This->stateBlock->streamSource[StreamNumber];
1823 *pStride = This->stateBlock->streamStride[StreamNumber];
1824 *pOffset = This->stateBlock->streamOffset[StreamNumber];
1826 if (*pStream == NULL) {
1827 FIXME("Attempting to get an empty stream %d, returning D3DERR_INVALIDCALL\n", StreamNumber);
1828 return D3DERR_INVALIDCALL;
1831 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
1835 /*Should be quite easy, just an extension of vertexdata
1837 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
1839 The divider is a bit odd though
1841 VertexOffset = StartVertex / Divider * StreamStride +
1842 VertexIndex / Divider * StreamStride + StreamOffset
1845 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
1846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1848 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
1849 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
1851 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
1852 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
1853 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
1855 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
1856 FIXME("Stream indexing not fully supported\n");
1862 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
1863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1865 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
1866 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
1868 TRACE("(%p) : returning %d\n", This, *Divider);
1874 * Get / Set & Multiply Transform
1876 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
1877 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1879 /* Most of this routine, comments included copied from ddraw tree initially: */
1880 TRACE("(%p) : Transform State=%d\n", This, d3dts);
1882 /* Handle recording of state blocks */
1883 if (This->isRecordingState) {
1884 TRACE("Recording... not performing anything\n");
1885 This->updateStateBlock->changed.transform[d3dts] = TRUE;
1886 This->updateStateBlock->set.transform[d3dts] = TRUE;
1887 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
1892 * If the new matrix is the same as the current one,
1893 * we cut off any further processing. this seems to be a reasonable
1894 * optimization because as was noticed, some apps (warcraft3 for example)
1895 * tend towards setting the same matrix repeatedly for some reason.
1897 * From here on we assume that the new matrix is different, wherever it matters.
1899 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
1900 TRACE("The app is setting the same matrix over again\n");
1903 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
1907 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1908 where ViewMat = Camera space, WorldMat = world space.
1910 In OpenGL, camera and world space is combined into GL_MODELVIEW
1911 matrix. The Projection matrix stay projection matrix.
1914 /* Capture the times we can just ignore the change for now */
1915 if (d3dts == D3DTS_WORLDMATRIX(0)) {
1916 This->modelview_valid = FALSE;
1919 } else if (d3dts == D3DTS_PROJECTION) {
1920 This->proj_valid = FALSE;
1923 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
1924 /* Indexed Vertex Blending Matrices 256 -> 511 */
1925 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
1926 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
1930 /* Now we really are going to have to change a matrix */
1933 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
1934 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
1935 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
1938 /* If we are changing the View matrix, reset the light and clipping planes to the new view
1939 * NOTE: We have to reset the positions even if the light/plane is not currently
1940 * enabled, since the call to enable it will not reset the position.
1941 * NOTE2: Apparently texture transforms do NOT need reapplying
1944 PLIGHTINFOEL *lightChain = NULL;
1945 This->modelview_valid = FALSE;
1946 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
1948 glMatrixMode(GL_MODELVIEW);
1949 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1951 glLoadMatrixf((float *)lpmatrix);
1952 checkGLcall("glLoadMatrixf(...)");
1955 lightChain = This->stateBlock->lights;
1956 while (lightChain && lightChain->glIndex != -1) {
1957 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
1958 checkGLcall("glLightfv posn");
1959 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
1960 checkGLcall("glLightfv dirn");
1961 lightChain = lightChain->next;
1964 /* Reset Clipping Planes if clipping is enabled */
1965 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
1966 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
1967 checkGLcall("glClipPlane");
1971 } else { /* What was requested!?? */
1972 WARN("invalid matrix specified: %i\n", d3dts);
1975 /* Release lock, all done */
1980 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
1981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1982 TRACE("(%p) : for Transform State %d\n", This, State);
1983 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
1987 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
1988 D3DMATRIX *mat = NULL;
1991 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1992 * below means it will be recorded in a state block change, but it
1993 * works regardless where it is recorded.
1994 * If this is found to be wrong, change to StateBlock.
1996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1997 TRACE("(%p) : For state %u\n", This, State);
1999 if (State < HIGHEST_TRANSFORMSTATE)
2001 mat = &This->updateStateBlock->transforms[State];
2003 FIXME("Unhandled transform state!!\n");
2006 /* Copied from ddraw code: */
2007 temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
2008 (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
2009 temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
2010 (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
2011 temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
2012 (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
2013 temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
2014 (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
2016 temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
2017 (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
2018 temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
2019 (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
2020 temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
2021 (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
2022 temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
2023 (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
2025 temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
2026 (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
2027 temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
2028 (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
2029 temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
2030 (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
2031 temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
2032 (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
2034 temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
2035 (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
2036 temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
2037 (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
2038 temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
2039 (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
2040 temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
2041 (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
2043 /* Apply change via set transform - will reapply to eg. lights this way */
2044 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2049 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2051 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2052 you can reference any indexes you want as long as that number max are enabled at any
2053 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2054 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2055 but when recording, just build a chain pretty much of commands to be replayed. */
2057 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2059 PLIGHTINFOEL *object, *temp;
2061 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2062 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2064 /* If recording state block, just add to end of lights chain */
2065 if (This->isRecordingState) {
2066 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2067 if (NULL == object) {
2068 return D3DERR_OUTOFVIDEOMEMORY;
2070 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2071 object->OriginalIndex = Index;
2072 object->glIndex = -1;
2073 object->changed = TRUE;
2075 /* Add to the END of the chain of lights changes to be replayed */
2076 if (This->updateStateBlock->lights == NULL) {
2077 This->updateStateBlock->lights = object;
2079 temp = This->updateStateBlock->lights;
2080 while (temp->next != NULL) temp=temp->next;
2081 temp->next = object;
2083 TRACE("Recording... not performing anything more\n");
2087 /* Ok, not recording any longer so do real work */
2088 object = This->stateBlock->lights;
2089 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2091 /* If we didn't find it in the list of lights, time to add it */
2092 if (object == NULL) {
2093 PLIGHTINFOEL *insertAt,*prevPos;
2095 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2096 if (NULL == object) {
2097 return D3DERR_OUTOFVIDEOMEMORY;
2099 object->OriginalIndex = Index;
2100 object->glIndex = -1;
2102 /* Add it to the front of list with the idea that lights will be changed as needed
2103 BUT after any lights currently assigned GL indexes */
2104 insertAt = This->stateBlock->lights;
2106 while (insertAt != NULL && insertAt->glIndex != -1) {
2108 insertAt = insertAt->next;
2111 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2112 This->stateBlock->lights = object;
2113 } else if (insertAt == NULL) { /* End of list */
2114 prevPos->next = object;
2115 object->prev = prevPos;
2116 } else { /* Middle of chain */
2117 if (prevPos == NULL) {
2118 This->stateBlock->lights = object;
2120 prevPos->next = object;
2122 object->prev = prevPos;
2123 object->next = insertAt;
2124 insertAt->prev = object;
2128 /* Initialize the object */
2129 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2130 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2131 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2132 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2133 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2134 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2135 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2137 /* Save away the information */
2138 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2140 switch (pLight->Type) {
2141 case D3DLIGHT_POINT:
2143 object->lightPosn[0] = pLight->Position.x;
2144 object->lightPosn[1] = pLight->Position.y;
2145 object->lightPosn[2] = pLight->Position.z;
2146 object->lightPosn[3] = 1.0f;
2147 object->cutoff = 180.0f;
2151 case D3DLIGHT_DIRECTIONAL:
2153 object->lightPosn[0] = -pLight->Direction.x;
2154 object->lightPosn[1] = -pLight->Direction.y;
2155 object->lightPosn[2] = -pLight->Direction.z;
2156 object->lightPosn[3] = 0.0;
2157 object->exponent = 0.0f;
2158 object->cutoff = 180.0f;
2163 object->lightPosn[0] = pLight->Position.x;
2164 object->lightPosn[1] = pLight->Position.y;
2165 object->lightPosn[2] = pLight->Position.z;
2166 object->lightPosn[3] = 1.0;
2169 object->lightDirn[0] = pLight->Direction.x;
2170 object->lightDirn[1] = pLight->Direction.y;
2171 object->lightDirn[2] = pLight->Direction.z;
2172 object->lightDirn[3] = 1.0;
2175 * opengl-ish and d3d-ish spot lights use too different models for the
2176 * light "intensity" as a function of the angle towards the main light direction,
2177 * so we only can approximate very roughly.
2178 * however spot lights are rather rarely used in games (if ever used at all).
2179 * furthermore if still used, probably nobody pays attention to such details.
2181 if (pLight->Falloff == 0) {
2184 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2186 if (rho < 0.0001) rho = 0.0001f;
2187 object->exponent = -0.3/log(cos(rho/2));
2188 object->cutoff = pLight->Phi*90/M_PI;
2194 FIXME("Unrecognized light type %d\n", pLight->Type);
2197 /* Update the live definitions if the light is currently assigned a glIndex */
2198 if (object->glIndex != -1) {
2199 setup_light(iface, object->glIndex, object);
2204 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2205 PLIGHTINFOEL *lightInfo = NULL;
2206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2207 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2209 /* Locate the light in the live lights */
2210 lightInfo = This->stateBlock->lights;
2211 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2213 if (lightInfo == NULL) {
2214 TRACE("Light information requested but light not defined\n");
2215 return D3DERR_INVALIDCALL;
2218 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2223 * Get / Set Light Enable
2224 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2226 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2227 PLIGHTINFOEL *lightInfo = NULL;
2228 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2229 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2231 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2232 if (This->isRecordingState) {
2233 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2234 if (NULL == lightInfo) {
2235 return D3DERR_OUTOFVIDEOMEMORY;
2237 lightInfo->OriginalIndex = Index;
2238 lightInfo->glIndex = -1;
2239 lightInfo->enabledChanged = TRUE;
2241 /* Add to the END of the chain of lights changes to be replayed */
2242 if (This->updateStateBlock->lights == NULL) {
2243 This->updateStateBlock->lights = lightInfo;
2245 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2246 while (temp->next != NULL) temp=temp->next;
2247 temp->next = lightInfo;
2249 TRACE("Recording... not performing anything more\n");
2253 /* Not recording... So, locate the light in the live lights */
2254 lightInfo = This->stateBlock->lights;
2255 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2257 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2258 if (lightInfo == NULL) {
2259 D3DLIGHT9 lightParms;
2260 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2261 wait until someone confirms it seems to work! */
2262 TRACE("Light enabled requested but light not defined, so defining one!\n");
2263 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2264 lightParms.Diffuse.r = 1.0;
2265 lightParms.Diffuse.g = 1.0;
2266 lightParms.Diffuse.b = 1.0;
2267 lightParms.Diffuse.a = 0.0;
2268 lightParms.Specular.r = 0.0;
2269 lightParms.Specular.g = 0.0;
2270 lightParms.Specular.b = 0.0;
2271 lightParms.Specular.a = 0.0;
2272 lightParms.Ambient.r = 0.0;
2273 lightParms.Ambient.g = 0.0;
2274 lightParms.Ambient.b = 0.0;
2275 lightParms.Ambient.a = 0.0;
2276 lightParms.Position.x = 0.0;
2277 lightParms.Position.y = 0.0;
2278 lightParms.Position.z = 0.0;
2279 lightParms.Direction.x = 0.0;
2280 lightParms.Direction.y = 0.0;
2281 lightParms.Direction.z = 1.0;
2282 lightParms.Range = 0.0;
2283 lightParms.Falloff = 0.0;
2284 lightParms.Attenuation0 = 0.0;
2285 lightParms.Attenuation1 = 0.0;
2286 lightParms.Attenuation2 = 0.0;
2287 lightParms.Theta = 0.0;
2288 lightParms.Phi = 0.0;
2289 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2291 /* Search for it again! Should be fairly quick as near head of list */
2292 lightInfo = This->stateBlock->lights;
2293 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2294 if (lightInfo == NULL) {
2295 FIXME("Adding default lights has failed dismally\n");
2296 return D3DERR_INVALIDCALL;
2300 /* OK, we now have a light... */
2301 if (Enable == FALSE) {
2303 /* If we are disabling it, check it was enabled, and
2304 still only do something if it has assigned a glIndex (which it should have!) */
2305 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2306 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2308 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2309 checkGLcall("glDisable GL_LIGHT0+Index");
2312 TRACE("Nothing to do as light was not enabled\n");
2314 lightInfo->lightEnabled = FALSE;
2317 /* We are enabling it. If it is enabled, it's really simple */
2318 if (lightInfo->lightEnabled) {
2320 TRACE("Nothing to do as light was enabled\n");
2322 /* If it already has a glIndex, it's still simple */
2323 } else if (lightInfo->glIndex != -1) {
2324 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2325 lightInfo->lightEnabled = TRUE;
2327 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2328 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2331 /* Otherwise got to find space - lights are ordered gl indexes first */
2333 PLIGHTINFOEL *bsf = NULL;
2334 PLIGHTINFOEL *pos = This->stateBlock->lights;
2335 PLIGHTINFOEL *prev = NULL;
2339 /* Try to minimize changes as much as possible */
2340 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2342 /* Try to remember which index can be replaced if necessary */
2343 if (bsf==NULL && pos->lightEnabled == FALSE) {
2344 /* Found a light we can replace, save as best replacement */
2348 /* Step to next space */
2354 /* If we have too many active lights, fail the call */
2355 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2356 FIXME("Program requests too many concurrent lights\n");
2357 return D3DERR_INVALIDCALL;
2359 /* If we have allocated all lights, but not all are enabled,
2360 reuse one which is not enabled */
2361 } else if (Index == This->maxConcurrentLights) {
2362 /* use bsf - Simply swap the new light and the BSF one */
2363 PLIGHTINFOEL *bsfNext = bsf->next;
2364 PLIGHTINFOEL *bsfPrev = bsf->prev;
2367 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2368 if (bsf->prev != NULL) {
2369 bsf->prev->next = lightInfo;
2371 This->stateBlock->lights = lightInfo;
2374 /* If not side by side, lots of chains to update */
2375 if (bsf->next != lightInfo) {
2376 lightInfo->prev->next = bsf;
2377 bsf->next->prev = lightInfo;
2378 bsf->next = lightInfo->next;
2379 bsf->prev = lightInfo->prev;
2380 lightInfo->next = bsfNext;
2381 lightInfo->prev = bsfPrev;
2385 bsf->prev = lightInfo;
2386 bsf->next = lightInfo->next;
2387 lightInfo->next = bsf;
2388 lightInfo->prev = bsfPrev;
2393 glIndex = bsf->glIndex;
2395 lightInfo->glIndex = glIndex;
2396 lightInfo->lightEnabled = TRUE;
2398 /* Finally set up the light in gl itself */
2399 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2401 setup_light(iface, glIndex, lightInfo);
2402 glEnable(GL_LIGHT0 + glIndex);
2403 checkGLcall("glEnable GL_LIGHT0 new setup");
2406 /* If we reached the end of the allocated lights, with space in the
2407 gl lights, setup a new light */
2408 } else if (pos->glIndex == -1) {
2410 /* We reached the end of the allocated gl lights, so already
2411 know the index of the next one! */
2413 lightInfo->glIndex = glIndex;
2414 lightInfo->lightEnabled = TRUE;
2416 /* In an ideal world, it's already in the right place */
2417 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2418 /* No need to move it */
2420 /* Remove this light from the list */
2421 lightInfo->prev->next = lightInfo->next;
2422 if (lightInfo->next != NULL) {
2423 lightInfo->next->prev = lightInfo->prev;
2426 /* Add in at appropriate place (inbetween prev and pos) */
2427 lightInfo->prev = prev;
2428 lightInfo->next = pos;
2430 This->stateBlock->lights = lightInfo;
2432 prev->next = lightInfo;
2435 pos->prev = lightInfo;
2439 /* Finally set up the light in gl itself */
2440 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2442 setup_light(iface, glIndex, lightInfo);
2443 glEnable(GL_LIGHT0 + glIndex);
2444 checkGLcall("glEnable GL_LIGHT0 new setup");
2453 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2455 PLIGHTINFOEL *lightInfo = NULL;
2456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2457 TRACE("(%p) : for idx(%ld)\n", This, Index);
2459 /* Locate the light in the live lights */
2460 lightInfo = This->stateBlock->lights;
2461 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2463 if (lightInfo == NULL) {
2464 TRACE("Light enabled state requested but light not defined\n");
2465 return D3DERR_INVALIDCALL;
2467 *pEnable = lightInfo->lightEnabled;
2472 * Get / Set Clip Planes
2474 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2476 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2478 /* Validate Index */
2479 if (Index >= GL_LIMITS(clipplanes)) {
2480 TRACE("Application has requested clipplane this device doesn't support\n");
2481 return D3DERR_INVALIDCALL;
2484 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2485 This->updateStateBlock->set.clipplane[Index] = TRUE;
2486 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2487 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2488 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2489 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2491 /* Handle recording of state blocks */
2492 if (This->isRecordingState) {
2493 TRACE("Recording... not performing anything\n");
2501 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2502 glMatrixMode(GL_MODELVIEW);
2504 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2506 TRACE("Clipplane [%f,%f,%f,%f]\n",
2507 This->updateStateBlock->clipplane[Index][0],
2508 This->updateStateBlock->clipplane[Index][1],
2509 This->updateStateBlock->clipplane[Index][2],
2510 This->updateStateBlock->clipplane[Index][3]);
2511 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2512 checkGLcall("glClipPlane");
2520 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2522 TRACE("(%p) : for idx %ld\n", This, Index);
2524 /* Validate Index */
2525 if (Index >= GL_LIMITS(clipplanes)) {
2526 TRACE("Application has requested clipplane this device doesn't support\n");
2527 return D3DERR_INVALIDCALL;
2530 pPlane[0] = This->stateBlock->clipplane[Index][0];
2531 pPlane[1] = This->stateBlock->clipplane[Index][1];
2532 pPlane[2] = This->stateBlock->clipplane[Index][2];
2533 pPlane[3] = This->stateBlock->clipplane[Index][3];
2538 * Get / Set Clip Plane Status
2539 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2541 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2543 FIXME("(%p) : stub\n", This);
2544 if (NULL == pClipStatus) {
2545 return D3DERR_INVALIDCALL;
2547 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2548 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2552 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2554 FIXME("(%p) : stub\n", This);
2555 if (NULL == pClipStatus) {
2556 return D3DERR_INVALIDCALL;
2558 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2559 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2564 * Get / Set Material
2565 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2567 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2568 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2570 This->updateStateBlock->changed.material = TRUE;
2571 This->updateStateBlock->set.material = TRUE;
2572 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2574 /* Handle recording of state blocks */
2575 if (This->isRecordingState) {
2576 TRACE("Recording... not performing anything\n");
2581 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2582 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2583 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2584 pMaterial->Ambient.b, pMaterial->Ambient.a);
2585 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2586 pMaterial->Specular.b, pMaterial->Specular.a);
2587 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2588 pMaterial->Emissive.b, pMaterial->Emissive.a);
2589 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2591 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2592 checkGLcall("glMaterialfv(GL_AMBIENT)");
2593 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2594 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2596 /* Only change material color if specular is enabled, otherwise it is set to black */
2597 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2598 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2599 checkGLcall("glMaterialfv(GL_SPECULAR");
2601 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2602 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2603 checkGLcall("glMaterialfv(GL_SPECULAR");
2605 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2606 checkGLcall("glMaterialfv(GL_EMISSION)");
2607 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2608 checkGLcall("glMaterialf(GL_SHININESS");
2614 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2616 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2617 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2618 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2619 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2620 pMaterial->Ambient.b, pMaterial->Ambient.a);
2621 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2622 pMaterial->Specular.b, pMaterial->Specular.a);
2623 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2624 pMaterial->Emissive.b, pMaterial->Emissive.a);
2625 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2633 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2634 UINT BaseVertexIndex) {
2635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2636 IWineD3DIndexBuffer *oldIdxs;
2638 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2639 oldIdxs = This->updateStateBlock->pIndexData;
2641 This->updateStateBlock->changed.indices = TRUE;
2642 This->updateStateBlock->set.indices = TRUE;
2643 This->updateStateBlock->pIndexData = pIndexData;
2644 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2646 /* Handle recording of state blocks */
2647 if (This->isRecordingState) {
2648 TRACE("Recording... not performing anything\n");
2652 if (NULL != pIndexData) {
2653 IWineD3DIndexBuffer_AddRef(pIndexData);
2655 if (NULL != oldIdxs) {
2656 IWineD3DIndexBuffer_Release(oldIdxs);
2661 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2662 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2664 *ppIndexData = This->stateBlock->pIndexData;
2666 /* up ref count on ppindexdata */
2668 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2669 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2670 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2672 TRACE("(%p) No index data set\n", This);
2674 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2680 * Get / Set Viewports
2682 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2685 TRACE("(%p)\n", This);
2686 This->updateStateBlock->changed.viewport = TRUE;
2687 This->updateStateBlock->set.viewport = TRUE;
2688 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2690 /* Handle recording of state blocks */
2691 if (This->isRecordingState) {
2692 TRACE("Recording... not performing anything\n");
2698 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2699 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2701 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2702 checkGLcall("glDepthRange");
2703 /* Note: GL requires lower left, DirectX supplies upper left */
2704 /* TODO: replace usage of renderTarget with context management */
2705 glViewport(pViewport->X,
2706 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2707 pViewport->Width, pViewport->Height);
2709 checkGLcall("glViewport");
2717 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2719 TRACE("(%p)\n", This);
2720 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2725 * Get / Set Render States
2726 * TODO: Verify against dx9 definitions
2728 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2731 DWORD OldValue = This->stateBlock->renderState[State];
2733 /* Simple way of referring to either a DWORD or a 4 byte float */
2739 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
2740 This->updateStateBlock->changed.renderState[State] = TRUE;
2741 This->updateStateBlock->set.renderState[State] = TRUE;
2742 This->updateStateBlock->renderState[State] = Value;
2744 /* Handle recording of state blocks */
2745 if (This->isRecordingState) {
2746 TRACE("Recording... not performing anything\n");
2753 case WINED3DRS_FILLMODE :
2754 switch ((D3DFILLMODE) Value) {
2755 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
2756 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
2757 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
2759 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
2761 checkGLcall("glPolygonMode (fillmode)");
2764 case WINED3DRS_LIGHTING :
2766 glEnable(GL_LIGHTING);
2767 checkGLcall("glEnable GL_LIGHTING");
2769 glDisable(GL_LIGHTING);
2770 checkGLcall("glDisable GL_LIGHTING");
2774 case WINED3DRS_ZENABLE :
2775 switch ((D3DZBUFFERTYPE) Value) {
2777 glDisable(GL_DEPTH_TEST);
2778 checkGLcall("glDisable GL_DEPTH_TEST");
2781 glEnable(GL_DEPTH_TEST);
2782 checkGLcall("glEnable GL_DEPTH_TEST");
2785 glEnable(GL_DEPTH_TEST);
2786 checkGLcall("glEnable GL_DEPTH_TEST");
2787 FIXME("W buffer is not well handled\n");
2790 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
2794 case WINED3DRS_CULLMODE :
2796 /* If we are culling "back faces with clockwise vertices" then
2797 set front faces to be counter clockwise and enable culling
2799 switch ((D3DCULL) Value) {
2801 glDisable(GL_CULL_FACE);
2802 checkGLcall("glDisable GL_CULL_FACE");
2805 glEnable(GL_CULL_FACE);
2806 checkGLcall("glEnable GL_CULL_FACE");
2807 if (This->renderUpsideDown) {
2809 checkGLcall("glFrontFace GL_CW");
2811 glFrontFace(GL_CCW);
2812 checkGLcall("glFrontFace GL_CCW");
2814 glCullFace(GL_BACK);
2817 glEnable(GL_CULL_FACE);
2818 checkGLcall("glEnable GL_CULL_FACE");
2819 if (This->renderUpsideDown) {
2820 glFrontFace(GL_CCW);
2821 checkGLcall("glFrontFace GL_CCW");
2824 checkGLcall("glFrontFace GL_CW");
2826 glCullFace(GL_BACK);
2829 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
2833 case WINED3DRS_SHADEMODE :
2834 switch ((D3DSHADEMODE) Value) {
2836 glShadeModel(GL_FLAT);
2837 checkGLcall("glShadeModel");
2839 case D3DSHADE_GOURAUD:
2840 glShadeModel(GL_SMOOTH);
2841 checkGLcall("glShadeModel");
2843 case D3DSHADE_PHONG:
2844 FIXME("D3DSHADE_PHONG isn't supported?\n");
2847 return D3DERR_INVALIDCALL;
2849 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
2853 case WINED3DRS_DITHERENABLE :
2855 glEnable(GL_DITHER);
2856 checkGLcall("glEnable GL_DITHER");
2858 glDisable(GL_DITHER);
2859 checkGLcall("glDisable GL_DITHER");
2863 case WINED3DRS_ZWRITEENABLE :
2866 checkGLcall("glDepthMask");
2869 checkGLcall("glDepthMask");
2873 case WINED3DRS_ZFUNC :
2875 int glParm = GL_LESS;
2877 switch ((D3DCMPFUNC) Value) {
2878 case D3DCMP_NEVER: glParm=GL_NEVER; break;
2879 case D3DCMP_LESS: glParm=GL_LESS; break;
2880 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
2881 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
2882 case D3DCMP_GREATER: glParm=GL_GREATER; break;
2883 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
2884 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
2885 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
2887 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2889 glDepthFunc(glParm);
2890 checkGLcall("glDepthFunc");
2894 case WINED3DRS_AMBIENT :
2897 D3DCOLORTOGLFLOAT4(Value, col);
2898 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
2899 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
2900 checkGLcall("glLightModel for MODEL_AMBIENT");
2905 case WINED3DRS_ALPHABLENDENABLE :
2908 checkGLcall("glEnable GL_BLEND");
2910 glDisable(GL_BLEND);
2911 checkGLcall("glDisable GL_BLEND");
2915 case WINED3DRS_SRCBLEND :
2916 case WINED3DRS_DESTBLEND :
2918 int newVal = GL_ZERO;
2920 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
2921 case D3DBLEND_ONE : newVal = GL_ONE; break;
2922 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
2923 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
2924 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
2925 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
2926 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
2927 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
2928 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
2929 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
2930 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
2932 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
2933 This->srcBlend = newVal;
2934 This->dstBlend = newVal;
2937 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
2938 This->srcBlend = newVal;
2939 This->dstBlend = newVal;
2942 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
2945 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
2946 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
2947 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
2948 glBlendFunc(This->srcBlend, This->dstBlend);
2950 checkGLcall("glBlendFunc");
2954 case WINED3DRS_ALPHATESTENABLE :
2956 glEnable(GL_ALPHA_TEST);
2957 checkGLcall("glEnable GL_ALPHA_TEST");
2959 glDisable(GL_ALPHA_TEST);
2960 checkGLcall("glDisable GL_ALPHA_TEST");
2964 case WINED3DRS_ALPHAFUNC :
2966 int glParm = GL_LESS;
2967 float ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
2969 switch ((D3DCMPFUNC) Value) {
2970 case D3DCMP_NEVER: glParm = GL_NEVER; break;
2971 case D3DCMP_LESS: glParm = GL_LESS; break;
2972 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
2973 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
2974 case D3DCMP_GREATER: glParm = GL_GREATER; break;
2975 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
2976 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
2977 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
2979 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
2981 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2982 glAlphaFunc(glParm, ref);
2983 This->alphafunc = glParm;
2984 checkGLcall("glAlphaFunc");
2988 case WINED3DRS_ALPHAREF :
2990 int glParm = This->alphafunc;
2993 ref = ((float) Value) / 255.0f;
2994 TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
2995 glAlphaFunc(glParm, ref);
2996 checkGLcall("glAlphaFunc");
3000 case WINED3DRS_CLIPPLANEENABLE :
3001 case WINED3DRS_CLIPPING :
3003 /* Ensure we only do the changed clip planes */
3004 DWORD enable = 0xFFFFFFFF;
3005 DWORD disable = 0x00000000;
3007 /* If enabling / disabling all */
3008 if (State == WINED3DRS_CLIPPING) {
3010 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3013 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3017 enable = Value & ~OldValue;
3018 disable = ~Value & OldValue;
3021 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3022 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3023 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3024 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3025 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3026 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3028 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3029 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3030 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3031 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3032 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3033 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3035 /** update clipping status */
3037 This->stateBlock->clip_status.ClipUnion = 0;
3038 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3040 This->stateBlock->clip_status.ClipUnion = 0;
3041 This->stateBlock->clip_status.ClipIntersection = 0;
3046 case WINED3DRS_BLENDOP :
3048 int glParm = GL_FUNC_ADD;
3050 switch ((D3DBLENDOP) Value) {
3051 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3052 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3053 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3054 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3055 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3057 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3059 TRACE("glBlendEquation(%x)\n", glParm);
3060 glBlendEquation(glParm);
3061 checkGLcall("glBlendEquation");
3065 case WINED3DRS_TEXTUREFACTOR :
3069 /* Note the texture color applies to all textures whereas
3070 GL_TEXTURE_ENV_COLOR applies to active only */
3072 D3DCOLORTOGLFLOAT4(Value, col);
3073 /* Set the default alpha blend color */
3074 glBlendColor(col[0], col[1], col[2], col[3]);
3075 checkGLcall("glBlendColor");
3077 /* And now the default texture color as well */
3078 for (i = 0; i < GL_LIMITS(textures); i++) {
3080 /* Note the D3DRS value applies to all textures, but GL has one
3081 per texture, so apply it now ready to be used! */
3082 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3085 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3088 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3089 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3094 case WINED3DRS_SPECULARENABLE :
3096 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3097 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3098 specular color. This is wrong:
3099 Separate specular color means the specular colour is maintained separately, whereas
3100 single color means it is merged in. However in both cases they are being used to
3102 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3103 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3107 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3108 checkGLcall("glMaterialfv");
3109 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3110 glEnable(GL_COLOR_SUM_EXT);
3112 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3114 checkGLcall("glEnable(GL_COLOR_SUM)");
3116 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3118 /* for the case of enabled lighting: */
3119 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3120 checkGLcall("glMaterialfv");
3122 /* for the case of disabled lighting: */
3123 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3124 glDisable(GL_COLOR_SUM_EXT);
3126 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3128 checkGLcall("glDisable(GL_COLOR_SUM)");
3133 case WINED3DRS_STENCILENABLE :
3135 glEnable(GL_STENCIL_TEST);
3136 checkGLcall("glEnable GL_STENCIL_TEST");
3138 glDisable(GL_STENCIL_TEST);
3139 checkGLcall("glDisable GL_STENCIL_TEST");
3143 case WINED3DRS_STENCILFUNC :
3145 int glParm = GL_ALWAYS;
3146 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3147 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3149 switch ((D3DCMPFUNC) Value) {
3150 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3151 case D3DCMP_LESS: glParm=GL_LESS; break;
3152 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3153 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3154 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3155 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3156 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3157 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3159 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3161 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3162 This->stencilfunc = glParm;
3163 glStencilFunc(glParm, ref, mask);
3164 checkGLcall("glStencilFunc");
3168 case WINED3DRS_STENCILREF :
3170 int glParm = This->stencilfunc;
3172 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3175 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3176 glStencilFunc(glParm, ref, mask);
3177 checkGLcall("glStencilFunc");
3181 case WINED3DRS_STENCILMASK :
3183 int glParm = This->stencilfunc;
3184 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3185 GLuint mask = Value;
3187 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3188 glStencilFunc(glParm, ref, mask);
3189 checkGLcall("glStencilFunc");
3193 case WINED3DRS_STENCILFAIL :
3199 fail = StencilOp(Value);
3200 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3201 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3202 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3203 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3205 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3206 glStencilOp(fail, zfail, zpass);
3207 checkGLcall("glStencilOp(fail, zfail, zpass);");
3210 case WINED3DRS_STENCILZFAIL :
3216 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3217 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3218 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
3219 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
3220 zfail = StencilOp(Value);
3222 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3223 glStencilOp(fail, zfail, zpass);
3224 checkGLcall("glStencilOp(fail, zfail, zpass);");
3227 case WINED3DRS_STENCILPASS :
3233 glGetIntegerv(GL_STENCIL_FAIL, &fail);
3234 checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
3235 zpass = StencilOp(Value);
3236 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
3237 checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
3239 TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
3240 glStencilOp(fail, zfail, zpass);
3241 checkGLcall("glStencilOp(fail, zfail, zpass);");
3245 case WINED3DRS_STENCILWRITEMASK :
3247 glStencilMask(Value);
3248 TRACE("glStencilMask(%lu)\n", Value);
3249 checkGLcall("glStencilMask");
3253 case WINED3DRS_FOGENABLE :
3255 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3257 checkGLcall("glEnable GL_FOG");
3260 checkGLcall("glDisable GL_FOG");
3265 case WINED3DRS_RANGEFOGENABLE :
3268 TRACE("Enabled RANGEFOG");
3270 TRACE("Disabled RANGEFOG");
3275 case WINED3DRS_FOGCOLOR :
3278 D3DCOLORTOGLFLOAT4(Value, col);
3279 /* Set the default alpha blend color */
3280 glFogfv(GL_FOG_COLOR, &col[0]);
3281 checkGLcall("glFog GL_FOG_COLOR");
3285 case WINED3DRS_FOGTABLEMODE :
3287 glHint(GL_FOG_HINT, GL_NICEST);
3289 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3290 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3291 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3292 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3294 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3296 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3297 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3302 case WINED3DRS_FOGVERTEXMODE :
3304 glHint(GL_FOG_HINT, GL_FASTEST);
3306 case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3307 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3308 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3309 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3311 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3313 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3314 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3319 case WINED3DRS_FOGSTART :
3322 glFogfv(GL_FOG_START, &tmpvalue.f);
3323 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3324 TRACE("Fog Start == %f\n", tmpvalue.f);
3328 case WINED3DRS_FOGEND :
3331 glFogfv(GL_FOG_END, &tmpvalue.f);
3332 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3333 TRACE("Fog End == %f\n", tmpvalue.f);
3337 case WINED3DRS_FOGDENSITY :
3340 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3341 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3345 case WINED3DRS_VERTEXBLEND :
3347 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3348 TRACE("Vertex Blending state to %ld\n", Value);
3352 case WINED3DRS_TWEENFACTOR :
3355 This->updateStateBlock->tween_factor = tmpvalue.f;
3356 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3360 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3362 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3366 case WINED3DRS_COLORVERTEX :
3367 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3368 case WINED3DRS_SPECULARMATERIALSOURCE :
3369 case WINED3DRS_AMBIENTMATERIALSOURCE :
3370 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3372 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3374 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3375 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3376 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3377 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3378 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3379 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3381 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3382 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3383 Parm = GL_AMBIENT_AND_DIFFUSE;
3387 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3389 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3391 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3398 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3400 This->tracking_color = NEEDS_TRACKING;
3401 This->tracking_parm = Parm;
3405 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3410 case WINED3DRS_LINEPATTERN :
3416 tmppattern.d = Value;
3418 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3420 if (tmppattern.lp.wRepeatFactor) {
3421 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3422 checkGLcall("glLineStipple(repeat, linepattern)");
3423 glEnable(GL_LINE_STIPPLE);
3424 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3426 glDisable(GL_LINE_STIPPLE);
3427 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3432 case WINED3DRS_ZBIAS : /* D3D8 only */
3436 TRACE("ZBias value %f\n", tmpvalue.f);
3437 glPolygonOffset(0, -tmpvalue.f);
3438 checkGLcall("glPolygonOffset(0, -Value)");
3439 glEnable(GL_POLYGON_OFFSET_FILL);
3440 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3441 glEnable(GL_POLYGON_OFFSET_LINE);
3442 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3443 glEnable(GL_POLYGON_OFFSET_POINT);
3444 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3446 glDisable(GL_POLYGON_OFFSET_FILL);
3447 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3448 glDisable(GL_POLYGON_OFFSET_LINE);
3449 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3450 glDisable(GL_POLYGON_OFFSET_POINT);
3451 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3456 case WINED3DRS_NORMALIZENORMALS :
3458 glEnable(GL_NORMALIZE);
3459 checkGLcall("glEnable(GL_NORMALIZE);");
3461 glDisable(GL_NORMALIZE);
3462 checkGLcall("glDisable(GL_NORMALIZE);");
3466 case WINED3DRS_POINTSIZE :
3467 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3469 TRACE("Set point size to %f\n", tmpvalue.f);
3470 glPointSize(tmpvalue.f);
3471 checkGLcall("glPointSize(...);");
3474 case WINED3DRS_POINTSIZE_MIN :
3475 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3477 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3478 checkGLcall("glPointParameterfEXT(...);");
3480 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3484 case WINED3DRS_POINTSIZE_MAX :
3485 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3487 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3488 checkGLcall("glPointParameterfEXT(...);");
3490 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3494 case WINED3DRS_POINTSCALE_A :
3495 case WINED3DRS_POINTSCALE_B :
3496 case WINED3DRS_POINTSCALE_C :
3497 case WINED3DRS_POINTSCALEENABLE :
3500 * POINTSCALEENABLE controls how point size value is treated. If set to
3501 * true, the point size is scaled with repsect to height of viewport.
3502 * When set to false point size is in pixels.
3504 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3507 /* Default values */
3508 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3511 * Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3512 * This means that OpenGL will clamp really small point sizes to 1.0f.
3513 * To correct for this we need to multiply by the scale factor when sizes
3514 * are less than 1.0f. scale_factor = 1.0f / point_size.
3516 GLfloat pointSize = *((float*)&This->stateBlock->renderState[D3DRS_POINTSIZE]);
3517 GLfloat scaleFactor;
3518 if(pointSize < 1.0f) {
3519 scaleFactor = pointSize * pointSize;
3524 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3525 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3526 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3527 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3528 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3529 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3530 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3533 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3534 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3535 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3537 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3538 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3539 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3541 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3545 case WINED3DRS_COLORWRITEENABLE :
3547 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3548 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3549 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3550 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3551 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3552 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3553 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3554 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3555 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3556 checkGLcall("glColorMask(...)");
3560 case WINED3DRS_LOCALVIEWER :
3562 GLint state = (Value) ? 1 : 0;
3563 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3564 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3568 case WINED3DRS_LASTPIXEL :
3571 TRACE("Last Pixel Drawing Enabled\n");
3573 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3578 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3581 TRACE("Software Processing Enabled\n");
3583 TRACE("Software Processing Disabled\n");
3588 /** not supported */
3589 case WINED3DRS_ZVISIBLE :
3592 return D3DERR_INVALIDCALL;
3594 case WINED3DRS_POINTSPRITEENABLE :
3596 /* TODO: NV_POINT_SPRITE */
3597 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3598 TRACE("Point sprites not supported\n");
3603 * Point sprites are always enabled. Value controls texture coordinate
3604 * replacement mode. Must be set true for point sprites to use
3607 glEnable(GL_POINT_SPRITE_ARB);
3608 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3611 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3612 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3614 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3615 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3619 case WINED3DRS_EDGEANTIALIAS :
3622 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3624 checkGLcall("glEnable(GL_BLEND)");
3625 glEnable(GL_LINE_SMOOTH);
3626 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3628 glDisable(GL_BLEND);
3629 checkGLcall("glDisable(GL_BLEND)");
3630 glDisable(GL_LINE_SMOOTH);
3631 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3635 case WINED3DRS_WRAP0 :
3636 case WINED3DRS_WRAP1 :
3637 case WINED3DRS_WRAP2 :
3638 case WINED3DRS_WRAP3 :
3639 case WINED3DRS_WRAP4 :
3640 case WINED3DRS_WRAP5 :
3641 case WINED3DRS_WRAP6 :
3642 case WINED3DRS_WRAP7 :
3644 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3645 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3646 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3647 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3648 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3650 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3652 TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
3654 case WINED3DRS_MULTISAMPLEANTIALIAS :
3656 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3657 TRACE("Multisample antialiasing not supported\n");
3662 glEnable(GL_MULTISAMPLE_ARB);
3663 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3665 glDisable(GL_MULTISAMPLE_ARB);
3666 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3670 case WINED3DRS_MULTISAMPLEMASK :
3671 case WINED3DRS_PATCHEDGESTYLE :
3672 case WINED3DRS_PATCHSEGMENTS :
3673 case WINED3DRS_DEBUGMONITORTOKEN :
3674 case WINED3DRS_POSITIONORDER :
3675 case WINED3DRS_NORMALORDER :
3676 /*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
3677 FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
3680 FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
3688 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
3689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3690 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
3691 *pValue = This->stateBlock->renderState[State];
3696 * Get / Set Sampler States
3697 * TODO: Verify against dx9 definitions
3700 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3701 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3703 * SetSampler is designed to allow for more than the standard up to 8 textures
3704 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3705 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3707 * http://developer.nvidia.com/object/General_FAQ.html#t6
3709 * There are two new settings for GForce
3711 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3712 * and the texture one:
3713 * GL_MAX_TEXTURE_COORDS_ARB.
3714 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3716 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3717 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
3719 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3720 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
3721 return D3DERR_INVALIDCALL;
3723 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
3724 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3725 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3726 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3728 /* Handle recording of state blocks */
3729 if (This->isRecordingState) {
3730 TRACE("Recording... not performing anything\n");
3737 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3739 /** TODO: check that sampler is in range **/
3740 *Value = This->updateStateBlock->samplerState[Sampler][Type];
3741 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
3746 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3750 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3751 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3752 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3758 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3760 GLint scissorBox[4];
3763 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3764 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3765 pRect->left = scissorBox[1];
3766 pRect->top = scissorBox[2];
3767 pRect->right = scissorBox[1] + scissorBox[3];
3768 pRect->bottom = scissorBox[2] + scissorBox[4];
3769 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3774 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3775 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3777 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3779 This->updateStateBlock->vertexDecl = pDecl;
3780 This->updateStateBlock->changed.vertexDecl = TRUE;
3781 This->updateStateBlock->set.vertexDecl = TRUE;
3783 if (This->isRecordingState) {
3784 TRACE("Recording... not performing anything\n");
3787 if (NULL != pDecl) {
3788 IWineD3DVertexDeclaration_AddRef(pDecl);
3790 if (NULL != This->updateStateBlock->vertexDecl) {
3791 IWineD3DVertexDeclaration_Release(This->updateStateBlock->vertexDecl);
3796 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3797 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3799 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3801 *ppDecl = This->stateBlock->vertexDecl;
3802 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3806 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3807 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3808 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3810 This->updateStateBlock->vertexShader = pShader;
3811 This->updateStateBlock->changed.vertexShader = TRUE;
3812 This->updateStateBlock->set.vertexShader = TRUE;
3814 if (This->isRecordingState) {
3815 TRACE("Recording... not performing anything\n");
3818 if (NULL != pShader) {
3819 IWineD3DVertexShader_AddRef(pShader);
3821 if (NULL != oldShader) {
3822 IWineD3DVertexShader_Release(oldShader);
3825 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3827 * TODO: merge HAL shaders context switching from prototype
3832 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3833 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3835 if (NULL == ppShader) {
3836 return D3DERR_INVALIDCALL;
3838 *ppShader = This->stateBlock->vertexShader;
3839 if( NULL != *ppShader)
3840 IWineD3DVertexShader_AddRef(*ppShader);
3842 TRACE("(%p) : returning %p\n", This, *ppShader);
3846 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3847 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3850 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3852 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3853 iface, dstData, srcData, type, start, count, registersize);
3855 if (type != WINESHADERCNST_NONE) {
3856 if (srcData == NULL || cnt < 0) {
3857 return D3DERR_INVALIDCALL;
3860 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
3863 for (i = start; i < cnt + start; ++i) {
3864 This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
3865 This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
3866 This->updateStateBlock->vertexShaderConstantT[i] = type;
3872 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
3873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3876 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
3878 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
3879 iface, dstData, srcData, type, start, count, registersize);
3881 /* Verify that the requested shader constant was populated with the correct type */
3882 for (i = start; i < cnt + start; ++i) {
3883 if (This->updateStateBlock->vertexShaderConstantT[i] != type) {
3884 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
3885 This, type, This->updateStateBlock->vertexShaderConstantT[i]);
3886 return D3DERR_INVALIDCALL;
3890 if (dstData == NULL || cnt < 0) {
3891 return D3DERR_INVALIDCALL;
3894 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
3899 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
3900 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3902 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3903 This->updateStateBlock->vertexShaderConstantB,
3905 WINESHADERCNST_BOOL,
3908 sizeof(*pConstantData));
3911 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
3912 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3914 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3916 This->updateStateBlock->vertexShaderConstantB,
3917 WINESHADERCNST_BOOL,
3920 sizeof(*pConstantData));
3923 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
3924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3926 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3927 This->updateStateBlock->vertexShaderConstantI,
3929 WINESHADERCNST_INTEGER,
3932 4 * sizeof(*pConstantData));
3935 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
3936 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3938 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3940 This->updateStateBlock->vertexShaderConstantI,
3941 WINESHADERCNST_INTEGER,
3944 4 * sizeof(*pConstantData));
3948 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
3949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3951 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3952 This->updateStateBlock->vertexShaderConstantF,
3954 WINESHADERCNST_FLOAT,
3957 4 * sizeof(*pConstantData));
3960 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
3961 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3963 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
3965 This->updateStateBlock->vertexShaderConstantF,
3966 WINESHADERCNST_FLOAT,
3969 4 * sizeof(*pConstantData));
3972 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
3973 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
3976 WINESHADERCNST_NONE,
3982 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3983 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3984 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3985 This->updateStateBlock->pixelShader = pShader;
3986 This->updateStateBlock->changed.pixelShader = TRUE;
3987 This->updateStateBlock->set.pixelShader = TRUE;
3989 /* Handle recording of state blocks */
3990 if (This->isRecordingState) {
3991 TRACE("Recording... not performing anything\n");
3994 if (NULL != pShader) {
3995 IWineD3DPixelShader_AddRef(pShader);
3997 if (NULL != oldShader) {
3998 IWineD3DPixelShader_Release(oldShader);
4001 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4003 * TODO: merge HAL shaders context switching from prototype
4008 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4009 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4011 if (NULL == ppShader) {
4012 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4013 return D3DERR_INVALIDCALL;
4016 *ppShader = This->stateBlock->pixelShader;
4017 if (NULL != ppShader) {
4018 IWineD3DPixelShader_AddRef(*ppShader);
4020 TRACE("(%p) : returning %p\n", This, *ppShader);
4024 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4025 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4028 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4030 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4031 iface, dstData, srcData, type, start, count, registersize);
4033 if (type != WINESHADERCNST_NONE) {
4034 if (srcData == NULL || cnt < 0) {
4035 return D3DERR_INVALIDCALL;
4038 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4041 for (i = start; i < cnt + start; ++i) {
4042 This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
4043 This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
4044 This->updateStateBlock->pixelShaderConstantT[i] = type;
4050 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4051 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4054 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4056 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4057 iface, dstData, srcData, type, start, count, registersize);
4059 /* Verify that the requested shader constant was populated with the correct type */
4060 for (i = start; i < cnt + start; ++i) {
4061 if (This->updateStateBlock->pixelShaderConstantT[i] != type) {
4062 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning D3DERR_INVALIDCALL\n",
4063 This, type, This->updateStateBlock->pixelShaderConstantT[i]);
4064 return D3DERR_INVALIDCALL;
4068 if (dstData == NULL || cnt < 0) {
4069 return D3DERR_INVALIDCALL;
4072 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4077 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
4078 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4080 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4081 This->updateStateBlock->pixelShaderConstantB,
4083 WINESHADERCNST_BOOL,
4086 sizeof(*pConstantData));
4089 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
4090 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4092 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4094 This->updateStateBlock->pixelShaderConstantB,
4095 WINESHADERCNST_BOOL,
4098 sizeof(*pConstantData));
4101 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
4102 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4104 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4105 This->updateStateBlock->pixelShaderConstantI,
4107 WINESHADERCNST_INTEGER,
4110 4 * sizeof(*pConstantData));
4113 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
4114 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4116 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4118 This->updateStateBlock->pixelShaderConstantI,
4119 WINESHADERCNST_INTEGER,
4122 4 * sizeof(*pConstantData));
4125 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
4126 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4128 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4129 This->updateStateBlock->pixelShaderConstantF,
4131 WINESHADERCNST_FLOAT,
4134 4 * sizeof(*pConstantData));
4137 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
4138 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4140 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4142 This->updateStateBlock->pixelShaderConstantF,
4143 WINESHADERCNST_FLOAT,
4146 4 * sizeof(*pConstantData));
4149 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4150 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4153 WINESHADERCNST_NONE,
4159 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4161 FIXME("(%p) : stub\n", This);
4166 * Apply / Get / Set Texture Stage States
4167 * TODO: Verify against dx9 definitions
4170 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4171 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4172 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4173 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4174 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4176 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4178 /* Check that the stage is within limits */
4179 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4180 TRACE("Attempt to access invalid texture rejected\n");
4187 case WINED3DTSS_ALPHAOP :
4188 case WINED3DTSS_COLOROP :
4189 /* nothing to do as moved to drawprim for now */
4191 case WINED3DTSS_ADDRESSW :
4192 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4193 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4194 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4197 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4198 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4199 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4200 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4203 case WINED3DTSS_TEXCOORDINDEX :
4205 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4207 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4208 one flag, you can still specify an index value, which the system uses to
4209 determine the texture wrapping mode.
4210 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4211 means use the vertex position (camera-space) as the input texture coordinates
4212 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4213 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4214 to the TEXCOORDINDEX value */
4217 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4219 switch (Value & 0xFFFF0000) {
4220 case D3DTSS_TCI_PASSTHRU:
4221 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4222 glDisable(GL_TEXTURE_GEN_S);
4223 glDisable(GL_TEXTURE_GEN_T);
4224 glDisable(GL_TEXTURE_GEN_R);
4225 glDisable(GL_TEXTURE_GEN_Q);
4226 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
4229 case D3DTSS_TCI_CAMERASPACEPOSITION:
4230 /* CameraSpacePosition means use the vertex position, transformed to camera space,
4231 as the input texture coordinates for this stage's texture transformation. This
4232 equates roughly to EYE_LINEAR */
4234 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4235 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4236 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4237 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4238 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
4240 glMatrixMode(GL_MODELVIEW);
4243 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4244 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4245 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4246 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4249 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
4250 glEnable(GL_TEXTURE_GEN_S);
4251 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4252 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4253 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4254 glEnable(GL_TEXTURE_GEN_T);
4255 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4256 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4257 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4258 glEnable(GL_TEXTURE_GEN_R);
4259 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4260 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4261 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4265 case D3DTSS_TCI_CAMERASPACENORMAL:
4267 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4268 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4269 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4270 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4271 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4272 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
4274 glMatrixMode(GL_MODELVIEW);
4277 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4278 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4279 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4280 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4283 glEnable(GL_TEXTURE_GEN_S);
4284 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4285 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4286 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4287 glEnable(GL_TEXTURE_GEN_T);
4288 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4289 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4290 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4291 glEnable(GL_TEXTURE_GEN_R);
4292 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4293 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4294 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4299 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
4301 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4302 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4303 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4304 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4305 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4306 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
4308 glMatrixMode(GL_MODELVIEW);
4311 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4312 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4313 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4314 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4317 glEnable(GL_TEXTURE_GEN_S);
4318 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4319 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4320 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4321 glEnable(GL_TEXTURE_GEN_T);
4322 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4323 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4324 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4325 glEnable(GL_TEXTURE_GEN_R);
4326 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4327 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4328 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4333 /* Unhandled types: */
4336 /* ? disable GL_TEXTURE_GEN_n ? */
4337 glDisable(GL_TEXTURE_GEN_S);
4338 glDisable(GL_TEXTURE_GEN_T);
4339 glDisable(GL_TEXTURE_GEN_R);
4340 glDisable(GL_TEXTURE_GEN_Q);
4341 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
4348 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4349 set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
4352 case WINED3DTSS_BUMPENVMAT00 :
4353 case WINED3DTSS_BUMPENVMAT01 :
4354 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4356 case WINED3DTSS_BUMPENVMAT10 :
4357 case WINED3DTSS_BUMPENVMAT11 :
4358 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4361 case WINED3DTSS_BUMPENVLSCALE :
4362 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4365 case WINED3DTSS_BUMPENVLOFFSET :
4366 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4369 case WINED3DTSS_RESULTARG :
4370 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4374 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
4375 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
4384 * Get / Set Texture Stage States
4385 * TODO: Verify against dx9 definitions
4387 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4390 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4392 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4394 /* Reject invalid texture units */
4395 if (Stage >= GL_LIMITS(textures)) {
4396 TRACE("Attempt to access invalid texture rejected\n");
4397 return D3DERR_INVALIDCALL;
4400 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4401 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4402 This->updateStateBlock->textureState[Stage][Type] = Value;
4407 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4409 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4410 *pValue = This->updateStateBlock->textureState[Stage][Type];
4417 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4419 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4420 IWineD3DBaseTexture *oldTexture;
4422 oldTexture = This->updateStateBlock->textures[Stage];
4423 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
4425 #if 0 /* TODO: check so vertex textures */
4426 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4427 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4432 /* Reject invalid texture units */
4433 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4434 WARN("Attempt to access invalid texture rejected\n");
4435 return D3DERR_INVALIDCALL;
4438 oldTexture = This->updateStateBlock->textures[Stage];
4439 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
4440 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4442 This->updateStateBlock->set.textures[Stage] = TRUE;
4443 This->updateStateBlock->changed.textures[Stage] = TRUE;
4444 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4445 This->updateStateBlock->textures[Stage] = pTexture;
4447 /* Handle recording of state blocks */
4448 if (This->isRecordingState) {
4449 TRACE("Recording... not performing anything\n");
4453 /** NOTE: MSDN says that setTexture increases the reference count,
4454 * and the the application nust set the texture back to null (or have a leaky application),
4455 * This means we should pass the refcount up to the parent
4456 *******************************/
4457 if (NULL != This->updateStateBlock->textures[Stage]) {
4458 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4461 if (NULL != oldTexture) {
4462 IWineD3DBaseTexture_Release(oldTexture);
4468 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4469 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4470 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4472 /* Reject invalid texture units */
4473 if (Stage >= GL_LIMITS(textures)) {
4474 TRACE("Attempt to access invalid texture rejected\n");
4475 return D3DERR_INVALIDCALL;
4477 *ppTexture=This->updateStateBlock->textures[Stage];
4479 IWineD3DBaseTexture_AddRef(*ppTexture);
4481 return D3DERR_INVALIDCALL;
4488 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
4489 IWineD3DSurface **ppBackBuffer) {
4490 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4491 IWineD3DSwapChain *swapChain;
4494 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4496 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4498 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4499 IWineD3DSwapChain_Release(swapChain);
4501 *ppBackBuffer = NULL;
4506 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4507 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4508 WARN("(%p) : stub, calling idirect3d for now\n", This);
4509 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4512 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, D3DDISPLAYMODE* pMode) {
4513 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4514 IWineD3DSwapChain *swapChain;
4517 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4519 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4520 IWineD3DSwapChain_Release(swapChain);
4522 FIXME("(%p) Error getting display mode\n", This);
4527 * Stateblock related functions
4530 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4532 IWineD3DStateBlockImpl *object;
4533 TRACE("(%p)", This);
4535 if (This->isRecordingState) {
4536 return D3DERR_INVALIDCALL;
4539 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4540 if (NULL == object ) {
4541 FIXME("(%p)Error allocating memory for stateblock\n", This);
4542 return E_OUTOFMEMORY;
4544 TRACE("(%p) creted object %p\n", This, object);
4545 object->wineD3DDevice= This;
4546 /** FIXME: object->parent = parent; **/
4547 object->parent = NULL;
4548 object->blockType = WINED3DSBT_ALL;
4550 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4552 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4553 This->updateStateBlock = object;
4554 This->isRecordingState = TRUE;
4556 TRACE("(%p) recording stateblock %p\n",This , object);
4560 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4561 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4563 if (!This->isRecordingState) {
4564 FIXME("(%p) not recording! returning error\n", This);
4565 *ppStateBlock = NULL;
4566 return D3DERR_INVALIDCALL;
4569 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4570 This->isRecordingState = FALSE;
4571 This->updateStateBlock = This->stateBlock;
4572 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4573 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4574 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4579 * Scene related functions
4581 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4582 /* At the moment we have no need for any functionality at the beginning
4584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4585 TRACE("(%p) : stub\n", This);
4589 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4591 TRACE("(%p)\n", This);
4593 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4595 checkGLcall("glFlush");
4597 TRACE("End Scene\n");
4598 if(This->renderTarget != NULL) {
4600 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4601 IUnknown *targetContainer = NULL;
4602 if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4603 || D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
4604 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
4605 /** always dirtify for now. we must find a better way to see that surface have been modified
4606 (Modifications should will only occur via draw-primitive, but we do need better locking
4607 switching to render-to-texture should remove the overhead though.
4609 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
4610 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
4611 IWineD3DSurface_PreLoad(This->renderTarget);
4612 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
4613 IUnknown_Release(targetContainer);
4616 This->sceneEnded = TRUE;
4621 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4622 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4623 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4625 IWineD3DSwapChain *swapChain = NULL;
4627 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4629 TRACE("(%p) Presenting the frame\n", This);
4631 for(i = 0 ; i < swapchains ; i ++) {
4633 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4634 TRACE("presentinng chain %d, %p\n", i, swapChain);
4635 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4636 IWineD3DSwapChain_Release(swapChain);
4642 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
4643 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
4644 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4646 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
4647 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
4648 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4649 GLbitfield glMask = 0;
4650 GLboolean old_ztest;
4651 GLfloat old_z_clear_value;
4652 GLint old_stencil_clear_value;
4653 GLfloat old_color_clear_value[4];
4655 CONST D3DRECT* curRect;
4657 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
4658 Count, pRects, Flags, Z, Stencil);
4662 glEnable(GL_SCISSOR_TEST);
4663 checkGLcall("glEnable GL_SCISSOR_TEST");
4665 if (Count > 0 && pRects) {
4671 /* Only set the values up once, as they are not changing */
4672 if (Flags & D3DCLEAR_STENCIL) {
4673 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4674 glClearStencil(Stencil);
4675 checkGLcall("glClearStencil");
4676 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4677 glStencilMask(0xFFFFFFFF);
4680 if (Flags & D3DCLEAR_ZBUFFER) {
4681 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4682 glDepthMask(GL_TRUE);
4683 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4685 checkGLcall("glClearDepth");
4686 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4689 if (Flags & D3DCLEAR_TARGET) {
4690 TRACE("Clearing screen with glClear to color %lx\n", Color);
4691 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4692 glClearColor(D3DCOLOR_R(Color),
4696 checkGLcall("glClearColor");
4698 /* Clear ALL colors! */
4699 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4700 glMask = glMask | GL_COLOR_BUFFER_BIT;
4703 /* Now process each rect in turn */
4704 for (i = 0; i < Count || i == 0; i++) {
4707 /* Note gl uses lower left, width/height */
4708 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
4709 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
4710 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4711 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4712 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
4713 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
4714 checkGLcall("glScissor");
4716 glScissor(This->stateBlock->viewport.X,
4717 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
4718 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4719 This->stateBlock->viewport.Width,
4720 This->stateBlock->viewport.Height);
4721 checkGLcall("glScissor");
4724 /* Clear the selected rectangle (or full screen) */
4726 checkGLcall("glClear");
4728 /* Step to the next rectangle */
4729 if (curRect) curRect = curRect + sizeof(D3DRECT);
4732 /* Restore the old values (why..?) */
4733 if (Flags & D3DCLEAR_STENCIL) {
4734 glClearStencil(old_stencil_clear_value);
4735 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4737 if (Flags & D3DCLEAR_ZBUFFER) {
4738 glDepthMask(old_ztest);
4739 glClearDepth(old_z_clear_value);
4741 if (Flags & D3DCLEAR_TARGET) {
4742 glClearColor(old_color_clear_value[0],
4743 old_color_clear_value[1],
4744 old_color_clear_value[2],
4745 old_color_clear_value[3]);
4746 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4747 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4748 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4749 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4752 glDisable(GL_SCISSOR_TEST);
4753 checkGLcall("glDisable");
4762 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4763 UINT PrimitiveCount) {
4765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4766 This->stateBlock->streamIsUP = FALSE;
4768 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4769 debug_d3dprimitivetype(PrimitiveType),
4770 StartVertex, PrimitiveCount);
4771 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4772 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4778 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4779 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4780 D3DPRIMITIVETYPE PrimitiveType,
4781 INT baseVIndex, UINT minIndex,
4782 UINT NumVertices, UINT startIndex, UINT primCount) {
4784 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4786 IWineD3DIndexBuffer *pIB;
4787 D3DINDEXBUFFER_DESC IdxBufDsc;
4789 pIB = This->stateBlock->pIndexData;
4790 This->stateBlock->streamIsUP = FALSE;
4792 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
4793 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4794 minIndex, NumVertices, startIndex, baseVIndex, primCount);
4796 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4797 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4803 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
4804 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4809 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4810 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4811 UINT VertexStreamZeroStride) {
4812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4814 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4815 debug_d3dprimitivetype(PrimitiveType),
4816 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4818 /* release the stream source */
4819 if (This->stateBlock->streamSource[0] != NULL) {
4820 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4823 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4824 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4825 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4826 This->stateBlock->streamIsUP = TRUE;
4828 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4829 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4830 /* stream zero settings set to null at end, as per the msdn
4831 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4833 This->stateBlock->streamStride[0] = 0;
4834 This->stateBlock->streamSource[0] = NULL;
4836 /*stream zero settings set to null at end, as per the msdn */
4840 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
4841 UINT MinVertexIndex, UINT NumVertices,
4842 UINT PrimitiveCount, CONST void* pIndexData,
4843 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4844 UINT VertexStreamZeroStride) {
4846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4848 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4849 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4850 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4851 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4853 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4859 /* release the stream and index data */
4860 if (This->stateBlock->streamSource[0] != NULL) {
4861 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
4863 if (This->stateBlock->pIndexData) {
4864 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
4867 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4868 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4869 This->stateBlock->streamIsUP = TRUE;
4870 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4872 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4873 /* stream zero settings set to null at end as per the msdn
4874 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
4877 /* stream zero settings set to null at end as per the msdn */
4878 This->stateBlock->streamSource[0] = NULL;
4879 This->stateBlock->streamStride[0] = 0;
4884 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4885 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4886 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4887 HRESULT hr = D3D_OK;
4888 D3DRESOURCETYPE sourceType;
4889 D3DRESOURCETYPE destinationType;
4892 /* TODO: think about moving the code into IWineD3DBaseTexture */
4894 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4896 /* verify that the source and destination textures aren't NULL */
4897 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4898 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning D3DERR_INVALIDCALL\n",
4899 This, pSourceTexture, pDestinationTexture);
4900 hr = D3DERR_INVALIDCALL;
4903 if (pSourceTexture == pDestinationTexture) {
4904 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning D3DERR_INVALIDCALL\n",
4905 This, pSourceTexture, pDestinationTexture);
4906 hr = D3DERR_INVALIDCALL;
4908 /* Verify that the source and destination textures are the same type */
4909 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4910 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4912 if (sourceType != destinationType) {
4913 WARN("(%p) Sorce and destination types must match, returning D3DERR_INVALIDCALL\n",
4915 hr = D3DERR_INVALIDCALL;
4918 /* check that both textures have the identical numbers of levels */
4919 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4920 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning D3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4921 hr = D3DERR_INVALIDCALL;
4926 /* Make sure that the destination texture is loaded */
4927 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4929 /* Update every surface level of the texture */
4930 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4932 switch (sourceType) {
4933 case D3DRTYPE_TEXTURE:
4935 IWineD3DSurface *srcSurface;
4936 IWineD3DSurface *destSurface;
4938 for (i = 0 ; i < levels ; ++i) {
4939 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4940 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4941 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4942 IWineD3DSurface_Release(srcSurface);
4943 IWineD3DSurface_Release(destSurface);
4945 WARN("(%p) : Call to update surface failed\n", This);
4951 case D3DRTYPE_CUBETEXTURE:
4953 IWineD3DSurface *srcSurface;
4954 IWineD3DSurface *destSurface;
4955 D3DCUBEMAP_FACES faceType;
4957 for (i = 0 ; i < levels ; ++i) {
4958 /* Update each cube face */
4959 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4960 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4962 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4964 TRACE("Got srcSurface %p\n", srcSurface);
4966 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4968 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4970 TRACE("Got desrSurface %p\n", destSurface);
4972 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4973 IWineD3DSurface_Release(srcSurface);
4974 IWineD3DSurface_Release(destSurface);
4976 WARN("(%p) : Call to update surface failed\n", This);
4983 #if 0 /* TODO: Add support for volume textures */
4984 case D3DRTYPE_VOLUMETEXTURE:
4986 IWineD3DVolume srcVolume = NULL;
4987 IWineD3DSurface destVolume = NULL;
4989 for (i = 0 ; i < levels ; ++i) {
4990 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4991 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4992 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4993 IWineD3DVolume_Release(srcSurface);
4994 IWineD3DVolume_Release(destSurface);
4996 WARN("(%p) : Call to update volume failed\n", This);
5004 FIXME("(%p) : Unsupported source and destination type\n", This);
5005 hr = D3DERR_INVALIDCALL;
5012 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5013 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5014 CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) {
5015 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5017 TRACE("(%p) : stub\n", This);
5020 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5021 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5022 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5023 * NOTE It may be best to move the code into surface to occomplish this
5024 ****************************************/
5026 WINED3DSURFACE_DESC surfaceDesc;
5027 unsigned int surfaceWidth, surfaceHeight;
5028 glDescriptor *targetGlDescription = NULL;
5029 glDescriptor *surfaceGlDescription = NULL;
5030 IWineD3DSwapChainImpl *container = NULL;
5032 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5033 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5034 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5036 surfaceDesc.Width = &surfaceWidth;
5037 surfaceDesc.Height = &surfaceHeight;
5038 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5039 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5041 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5042 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5044 /* TODO: opengl Context switching for swapchains etc... */
5045 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5046 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5047 glReadBuffer(GL_BACK);
5048 vcheckGLcall("glReadBuffer(GL_BACK)");
5049 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5050 glReadBuffer(GL_FRONT);
5051 vcheckGLcall("glReadBuffer(GL_FRONT)");
5052 } else if (pRenderTarget == This->depthStencilBuffer) {
5053 FIXME("Reading of depthstencil not yet supported\n");
5056 glReadPixels(surfaceGlDescription->target,
5057 surfaceGlDescription->level,
5060 surfaceGlDescription->glFormat,
5061 surfaceGlDescription->glType,
5062 (void *)IWineD3DSurface_GetData(pSurface));
5063 vcheckGLcall("glReadPixels(...)");
5064 if(NULL != container ){
5065 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5068 IWineD3DBaseTexture *container;
5069 GLenum textureDimensions = GL_TEXTURE_2D;
5071 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5072 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5073 IWineD3DBaseTexture_Release(container);
5075 /* TODO: 2D -> Cube surface coppies etc.. */
5076 if (surfaceGlDescription->target != textureDimensions) {
5077 FIXME("(%p) : Texture dimension mismatch\n", This);
5079 glEnable(textureDimensions);
5080 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5081 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5082 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5083 vcheckGLcall("glBindTexture");
5084 glGetTexImage(surfaceGlDescription->target,
5085 surfaceGlDescription->level,
5086 surfaceGlDescription->glFormat,
5087 surfaceGlDescription->glType,
5088 (void *)IWineD3DSurface_GetData(pSurface));
5089 glDisable(textureDimensions);
5090 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5097 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5098 IWineD3DSwapChain *swapChain;
5100 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5102 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5103 IWineD3DSwapChain_Release(swapChain);
5108 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5110 /* return a sensible default */
5112 /* TODO: If the window is minimized then validate device should return something other than d3d_ok */
5113 FIXME("(%p) : stub\n", This);
5117 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5120 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5121 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5122 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5123 return D3DERR_INVALIDCALL;
5125 for (j = 0; j < 256; ++j) {
5126 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5127 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5128 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5129 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5131 TRACE("(%p) : returning\n", This);
5135 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5136 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5138 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5139 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5140 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5141 return D3DERR_INVALIDCALL;
5143 for (j = 0; j < 256; ++j) {
5144 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5145 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5146 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5147 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5149 TRACE("(%p) : returning\n", This);
5153 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5155 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5156 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5157 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5158 return D3DERR_INVALIDCALL;
5160 /*TODO: stateblocks */
5161 This->currentPalette = PaletteNumber;
5162 TRACE("(%p) : returning\n", This);
5166 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5167 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5168 if (PaletteNumber == NULL) {
5169 WARN("(%p) : returning Invalid Call\n", This);
5170 return D3DERR_INVALIDCALL;
5172 /*TODO: stateblocks */
5173 *PaletteNumber = This->currentPalette;
5174 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5178 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5180 static BOOL showFixmes = TRUE;
5182 FIXME("(%p) : stub\n", This);
5186 This->softwareVertexProcessing = bSoftware;
5191 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5193 static BOOL showFixmes = TRUE;
5195 FIXME("(%p) : stub\n", This);
5198 return This->softwareVertexProcessing;
5202 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) {
5203 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5204 IWineD3DSwapChain *swapChain;
5207 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5209 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5211 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5212 IWineD3DSwapChain_Release(swapChain);
5214 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5220 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5221 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5222 static BOOL showfixmes = TRUE;
5223 if(nSegments != 0.0f) {
5225 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5232 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5234 static BOOL showfixmes = TRUE;
5236 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5242 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5243 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5244 /** TODO: remove casts to IWineD3DSurfaceImpl
5245 * NOTE: move code to surface to accomplish this
5246 ****************************************/
5247 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5248 int srcWidth, srcHeight;
5249 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5250 WINED3DFORMAT destFormat, srcFormat;
5252 int destLeft, destTop;
5253 D3DPOOL srcPool, destPool;
5255 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5256 glDescriptor *glDescription = NULL;
5257 GLenum textureDimensions = GL_TEXTURE_2D;
5258 IWineD3DBaseTexture *baseTexture;
5260 WINED3DSURFACE_DESC winedesc;
5262 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5263 memset(&winedesc, 0, sizeof(winedesc));
5264 winedesc.Width = &srcSurfaceWidth;
5265 winedesc.Height = &srcSurfaceHeight;
5266 winedesc.Pool = &srcPool;
5267 winedesc.Format = &srcFormat;
5269 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5271 winedesc.Width = &destSurfaceWidth;
5272 winedesc.Height = &destSurfaceHeight;
5273 winedesc.Pool = &destPool;
5274 winedesc.Format = &destFormat;
5275 winedesc.Size = &destSize;
5277 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5279 if(srcPool != D3DPOOL_SYSTEMMEM || destPool != D3DPOOL_DEFAULT){
5280 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning D3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5281 return D3DERR_INVALIDCALL;
5284 if (destFormat == WINED3DFMT_UNKNOWN) {
5285 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5286 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5288 /* Get the update surface description */
5289 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5292 /* Make sure the surface is loaded and up to date */
5293 IWineD3DSurface_PreLoad(pDestinationSurface);
5295 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5299 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5300 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5301 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5302 destLeft = pDestPoint ? pDestPoint->x : 0;
5303 destTop = pDestPoint ? pDestPoint->y : 0;
5306 /* This function doesn't support compressed textures
5307 the pitch is just bytesPerPixel * width */
5308 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5309 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5310 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5311 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5313 /* TODO DXT formats */
5315 if(pSourceRect != NULL && pSourceRect->top != 0){
5316 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5318 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5320 ,glDescription->level
5325 ,glDescription->glFormat
5326 ,glDescription->glType
5327 ,IWineD3DSurface_GetData(pSourceSurface)
5331 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5333 /* need to lock the surface to get the data */
5334 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5337 /* TODO: Cube and volume support */
5339 /* not a whole row so we have to do it a line at a time */
5342 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5343 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5345 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5347 glTexSubImage2D(glDescription->target
5348 ,glDescription->level
5353 ,glDescription->glFormat
5354 ,glDescription->glType
5355 ,data /* could be quicker using */
5360 } else { /* Full width, so just write out the whole texture */
5362 if (WINED3DFMT_DXT1 == destFormat ||
5363 WINED3DFMT_DXT2 == destFormat ||
5364 WINED3DFMT_DXT3 == destFormat ||
5365 WINED3DFMT_DXT4 == destFormat ||
5366 WINED3DFMT_DXT5 == destFormat) {
5367 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5368 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5369 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
5370 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5371 } if (destFormat != srcFormat) {
5372 FIXME("Updating mixed format compressed texture is not curretly support\n");
5374 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5375 glDescription->level,
5376 glDescription->glFormatInternal,
5381 IWineD3DSurface_GetData(pSourceSurface));
5384 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5389 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5391 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5392 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5393 data returned by GetData non-power2 width/height with hardware non-power2
5394 pow2Width/height are set to surface width height, repacking isn't needed so it
5395 doesn't matter which function gets called. */
5396 glTexSubImage2D(glDescription->target
5397 ,glDescription->level
5402 ,glDescription->glFormat
5403 ,glDescription->glType
5404 ,IWineD3DSurface_GetData(pSourceSurface)
5408 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5409 glTexSubImage2D(glDescription->target
5410 ,glDescription->level
5413 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5414 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5415 ,glDescription->glFormat
5416 ,glDescription->glType
5417 ,IWineD3DSurface_GetData(pSourceSurface)
5423 checkGLcall("glTexSubImage2D");
5425 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5426 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5427 * surface bigger than it needs to be hmm.. */
5428 if (D3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5429 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5430 IWineD3DBaseTexture_Release(baseTexture);
5433 glDisable(textureDimensions); /* This needs to be managed better.... */
5439 /* Implementation details at http://developer.nvidia.com/attach/6494
5441 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5442 hmm.. no longer supported use
5443 OpenGL evaluators or tessellate surfaces within your application.
5446 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5447 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
5448 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5449 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5450 FIXME("(%p) : Stub\n", This);
5455 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5456 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
5457 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5458 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5459 FIXME("(%p) : Stub\n", This);
5463 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5465 TRACE("(%p) Handle(%d)\n", This, Handle);
5466 FIXME("(%p) : Stub\n", This);
5470 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
5471 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
5472 fill a surface with a block of color! */
5473 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5474 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
5475 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
5476 IWineD3DSwapChainImpl *container = NULL;
5477 BOOL isRenderTarget = FALSE;
5478 unsigned int width, height;
5479 unsigned int top, left;
5482 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
5484 if (surface->resource.pool != D3DPOOL_DEFAULT) {
5485 FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
5486 return D3DERR_INVALIDCALL;
5489 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
5490 if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
5491 if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
5492 /* TODO: make sure we set everything back to the way it was, and context management!
5493 glGetIntegerv(GL_READ_BUFFER, &prev_read);
5494 vcheckGLcall("glIntegerv");
5495 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
5496 vcheckGLcall("glIntegerv");
5498 TRACE("Color fill to render targets may cause some graphics issues\n");
5499 if (pSurface == container->frontBuffer) {
5500 glDrawBuffer(GL_FRONT);
5502 glDrawBuffer(GL_BACK);
5505 if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
5506 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
5508 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
5510 if (container != NULL) {
5511 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5513 /* we can use GL_STENCIL_INDEX etc...*/
5516 if (container != NULL) {
5517 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
5519 isRenderTarget = TRUE;
5521 /* TODO: drawing to GL_FRONT and GL_BACK */
5522 /* TODO: see if things can be speeded up by using the correct
5523 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
5524 if (pRect == NULL) {
5527 width = surface->currentDesc.Width;
5528 height = surface->currentDesc.Height;
5532 width = pRect->x2 - left;
5533 height = pRect->y2 - top;
5536 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
5537 /* Create a 'line' of color color, in the correct format for the surface */
5538 for (u = 0 ; u < width ; u ++) {
5543 if (isRenderTarget == FALSE) {
5544 glDescriptor *glDesc;
5545 IWineD3DSurface_PreLoad(pSurface);
5547 /* draw a block of the coloured line on the sufrace */
5548 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
5549 for (v = 0 ; v< height;v++) {
5550 glTexSubImage2D(glDesc->target
5551 ,glDesc->level /* level */
5561 checkGLcall("glTexSubImage2D");
5563 glDisable(glDesc->target);
5565 /** FIXME: Using GLClear may be faster **/
5566 glRasterPos2i(left, top);
5567 glPixelZoom((float)width ,(float)height);
5568 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
5569 checkGLcall("glDrawPixels");
5571 HeapFree(GetProcessHeap(), 0, data);
5577 /* rendertarget and deptth stencil functions */
5578 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5581 /* FIXME: Implelent RenderTargetIndex >0 */
5582 if(RenderTargetIndex > 0)
5583 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
5585 *ppRenderTarget = This->renderTarget;
5586 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5587 /* Note inc ref on returned surface */
5588 if(*ppRenderTarget != NULL)
5589 IWineD3DSurface_AddRef(*ppRenderTarget);
5593 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5595 *ppZStencilSurface = This->depthStencilBuffer;
5596 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5598 if(*ppZStencilSurface != NULL) {
5599 /* Note inc ref on returned surface */
5600 IWineD3DSurface_AddRef(*ppZStencilSurface);
5605 /* internal static helper functions */
5606 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5607 IWineD3DSurface *RenderSurface);
5609 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5610 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5611 HRESULT hr = D3D_OK;
5612 WINED3DVIEWPORT viewport;
5614 TRACE("(%p) Swapping rendertarget\n",This);
5615 if (RenderTargetIndex > 0) {
5616 FIXME("(%p) Render targets other than the first are not supported\n",This);
5617 RenderTargetIndex = 0;
5620 /* MSDN says that null disables the render target
5621 but a device must always be associated with a render target
5622 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5624 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5627 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5628 FIXME("Trying to set render target 0 to NULL\n");
5629 return D3DERR_INVALIDCALL;
5631 /* TODO: replace Impl* usage with interface usage */
5632 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & D3DUSAGE_RENDERTARGET) {
5633 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5634 return D3DERR_INVALIDCALL;
5636 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
5637 * builds, but I think wine counts as a 'debug' build for now.
5638 ******************************/
5639 /* If we are trying to set what we already have, don't bother */
5640 if (pRenderTarget == This->renderTarget) {
5641 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5643 /* Otherwise, set the render target up */
5645 if (FALSE == This->sceneEnded) {
5646 IWineD3DDevice_EndScene(iface);
5648 TRACE("clearing renderer\n");
5649 /* IWineD3DDeviceImpl_CleanRender(iface); */
5650 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5651 depending on the renter target implementation being used.
5652 A shared context implementation will share all buffers between all rendertargets (including swapchains),
5653 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5654 stencil buffer and incure an extra memory overhead */
5655 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
5658 if (SUCCEEDED(hr)) {
5659 /* Finally, reset the viewport as the MSDN states. */
5660 /* TODO: Replace impl usage */
5661 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
5662 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
5665 viewport.MaxZ = 1.0f;
5666 viewport.MinZ = 0.0f;
5667 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5669 FIXME("Unknown error setting the render target\n");
5671 This->sceneEnded = FALSE;
5675 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5676 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5677 HRESULT hr = D3D_OK;
5678 IWineD3DSurface *tmp;
5680 TRACE("(%p) Swapping z-buffer\n",This);
5682 if (pNewZStencil == This->stencilBufferTarget) {
5683 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5685 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5686 * depending on the renter target implementation being used.
5687 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5688 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5689 * stencil buffer and incure an extra memory overhead
5690 ******************************************************/
5693 tmp = This->stencilBufferTarget;
5694 This->stencilBufferTarget = pNewZStencil;
5695 /* should we be calling the parent or the wined3d surface? */
5696 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5697 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5699 /** TODO: glEnable/glDisable on depth/stencil depending on
5700 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
5701 **********************************************************/
5708 #ifdef GL_VERSION_1_3
5709 /* Internal functions not in DirectX */
5710 /** TODO: move this off to the opengl context manager
5711 *(the swapchain doesn't need to know anything about offscreen rendering!)
5712 ****************************************************/
5714 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
5716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5718 TRACE("(%p), %p\n", This, swapchain);
5720 if (swapchain->win != swapchain->drawable) {
5721 /* Set everything back the way it ws */
5722 swapchain->render_ctx = swapchain->glCtx;
5723 swapchain->drawable = swapchain->win;
5728 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
5729 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
5730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5733 unsigned int height;
5734 WINED3DFORMAT format;
5735 WINED3DSURFACE_DESC surfaceDesc;
5736 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5737 surfaceDesc.Width = &width;
5738 surfaceDesc.Height = &height;
5739 surfaceDesc.Format = &format;
5740 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5742 /* I need a get width/height function (and should do something with the format) */
5743 for (i = 0; i < CONTEXT_CACHE; ++i) {
5744 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
5745 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
5746 the pSurface can be set to 0 allowing it to be reused from cache **/
5747 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
5748 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
5749 *context = &This->contextCache[i];
5752 if (This->contextCache[i].Width == 0) {
5753 This->contextCache[i].pSurface = pSurface;
5754 This->contextCache[i].Width = width;
5755 This->contextCache[i].Height = height;
5756 *context = &This->contextCache[i];
5760 if (i == CONTEXT_CACHE) {
5761 int minUsage = 0x7FFFFFFF; /* MAX_INT */
5762 glContext *dropContext = 0;
5763 for (i = 0; i < CONTEXT_CACHE; i++) {
5764 if (This->contextCache[i].usedcount < minUsage) {
5765 dropContext = &This->contextCache[i];
5766 minUsage = This->contextCache[i].usedcount;
5769 /* clean up the context (this doesn't work for ATI at the moment */
5771 glXDestroyContext(swapchain->display, dropContext->context);
5772 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
5775 dropContext->Width = 0;
5776 dropContext->pSurface = pSurface;
5777 *context = dropContext;
5779 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
5780 for (i = 0; i < CONTEXT_CACHE; i++) {
5781 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
5785 if (*context != NULL)
5788 return E_OUTOFMEMORY;
5792 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
5793 * the functionality needs splitting up so that we don't do more than we should do.
5794 * this only seems to impact performance a little.
5795 ******************************/
5796 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5797 IWineD3DSurface *RenderSurface) {
5798 HRESULT ret = D3DERR_INVALIDCALL;
5801 * Currently only active for GLX >= 1.3
5802 * for others versions we'll have to use GLXPixmaps
5804 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
5805 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
5806 * so only check OpenGL version
5807 * ..........................
5808 * I don't believe that it is a problem with NVidia headers,
5809 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
5810 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
5812 * Your application will report GLX version 1.2 on glXQueryVersion.
5813 * However, it is safe to call the GLX 1.3 functions as described below.
5815 #if defined(GL_VERSION_1_3)
5817 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5818 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
5819 IWineD3DSurface *tmp;
5820 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
5821 GLXFBConfig* cfgs = NULL;
5825 IWineD3DSwapChain *currentSwapchain;
5826 IWineD3DSwapChainImpl *swapchain;
5827 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
5828 * but switch them off if the StencilSurface is set to NULL
5829 ** *********************************************************/
5830 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
5831 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
5834 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
5835 it StencilSurface != NULL && zBufferTarget == NULL switch it on
5838 #define PUSH1(att) attribs[nAttribs++] = (att);
5839 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
5841 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
5843 /** TODO: remove the reff to Impl (context manager should fix this!) **/
5844 IWineD3DSwapChainImpl *impSwapChain;
5845 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
5846 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
5847 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
5852 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
5853 PUSH2(GLX_X_RENDERABLE, TRUE);
5854 PUSH2(GLX_DOUBLEBUFFER, TRUE);
5855 TRACE("calling makeglcfg\n");
5856 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
5859 TRACE("calling chooseFGConfig\n");
5860 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
5863 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
5864 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
5865 why we failed and only show this message once! */
5866 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
5868 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
5869 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
5870 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
5871 PUSH2(GLX_DOUBLEBUFFER, FALSE);
5872 TRACE("calling makeglcfg\n");
5873 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
5875 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
5882 for (i = 0; i < nCfgs; ++i) {
5883 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
5884 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
5885 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
5888 if (NULL != This->renderTarget) {
5890 vcheckGLcall("glFlush");
5891 /** This is only useful if the old render target was a swapchain,
5892 * we need to supercede this with a function that displays
5893 * the current buffer on the screen. This is easy to do in glx1.3 but
5894 * we need to do copy-write pixels in glx 1.2.
5895 ************************************************/
5896 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
5898 printf("Hit Enter to get next frame ...\n");
5904 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain) != D3D_OK) {
5905 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
5906 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
5910 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
5911 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
5912 **********************************************************************/
5913 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK) {
5914 /* We also need to make sure that the lights &co are also in the context of the swapchains */
5915 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
5916 TRACE("making swapchain active\n");
5917 if (RenderSurface != This->renderTarget) {
5918 if (RenderSurface == swapchain->backBuffer) {
5920 /* This could be flagged so that some operations work directly with the front buffer */
5921 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
5923 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
5925 TRACE("Error in setting current context: context %p drawable %ld !\n",
5926 impSwapChain->glCtx, impSwapChain->win);
5929 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
5931 checkGLcall("glXMakeContextCurrent");
5933 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5935 else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
5937 /** ********************************************************************
5938 * This is a quickly hacked out implementation of offscreen textures.
5939 * It will work in most cases but there may be problems if the client
5940 * modifies the texture directly, or expects the contents of the rendertarget
5943 * There are some real speed vs compatibility issues here:
5944 * we should really use a new context for every texture, but that eats ram.
5945 * we should also be restoring the texture to the pbuffer but that eats CPU
5946 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
5947 * but if this means reusing the display backbuffer then we need to make sure that
5948 * states are correctly preserved.
5949 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
5950 * and gain a good performance increase at the cost of compatibility.
5951 * I would suggest that, when this is the case, a user configurable flag be made
5952 * available, allowing the user to choose the best emulated experience for them.
5953 *********************************************************************/
5955 XVisualInfo *visinfo;
5956 glContext *newContext;
5958 /* Here were using a shared context model */
5959 if (D3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
5960 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
5963 /* If the context doesn't exist then create a new one */
5964 /* TODO: This should really be part of findGlContext */
5965 if (NULL == newContext->context) {
5967 TRACE("making new buffer\n");
5969 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
5970 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
5973 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
5975 /** ****************************************
5976 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
5978 * In future releases, we may provide the calls glXCreateNewContext,
5979 * glXQueryDrawable and glXMakeContextCurrent.
5980 * so until then we have to use glXGetVisualFromFBConfig &co..
5981 ********************************************/
5984 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
5986 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
5988 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
5992 if (NULL == newContext || NULL == newContext->context) {
5993 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
5995 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
5996 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
5997 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
6000 /* Clean up the old context */
6001 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6002 /* Set the current context of the swapchain to the new context */
6003 impSwapChain->drawable = newContext->drawable;
6004 impSwapChain->render_ctx = newContext->context;
6008 #if 1 /* Apply the stateblock to the new context
6009 FIXME: This is a bit of a hack, each context should know it's own state,
6010 the directX current directX state should then be applied to the context */
6013 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6014 oldUpdateStateBlock = This->updateStateBlock;
6015 oldRecording= This->isRecordingState;
6016 This->isRecordingState = FALSE;
6017 This->updateStateBlock = This->stateBlock;
6018 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6020 This->isRecordingState = oldRecording;
6021 This->updateStateBlock = oldUpdateStateBlock;
6026 /* clean up the current rendertargets swapchain (if it belonged to one) */
6027 if (currentSwapchain != NULL) {
6028 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
6031 /* Were done with the opengl context management, setup the rendertargets */
6033 tmp = This->renderTarget;
6034 This->renderTarget = RenderSurface;
6035 IWineD3DSurface_AddRef(This->renderTarget);
6036 IWineD3DSurface_Release(tmp);
6042 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
6043 /* Check that the container is not a swapchain member */
6045 IWineD3DSwapChain *tmpSwapChain;
6046 if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
6047 This->renderUpsideDown = TRUE;
6049 This->renderUpsideDown = FALSE;
6050 IWineD3DSwapChain_Release(tmpSwapChain);
6052 /* Force updating the cull mode */
6053 TRACE("setting render state\n");
6054 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
6055 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
6057 /* Force updating projection matrix */
6058 This->last_was_rhw = FALSE;
6059 This->proj_valid = FALSE;
6067 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
6068 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6073 if ( NULL != impSwapChain) {
6074 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
6082 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6083 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6084 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6085 /* TODO: the use of Impl is deprecated. */
6086 /* some basic validation checks */
6087 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6089 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6091 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6092 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6093 return D3DERR_INVALIDCALL;
6095 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
6096 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
6097 return D3DERR_INVALIDCALL;
6099 /* TODO: make the cursor 'real' */
6101 This->xHotSpot = XHotSpot;
6102 This->yHotSpot = YHotSpot;
6107 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6108 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6109 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6111 This->xScreenSpace = XScreenSpace;
6112 This->yScreenSpace = YScreenSpace;
6118 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6120 TRACE("(%p) : visible(%d)\n", This, bShow);
6122 This->bCursorVisible = bShow;
6127 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6129 TRACE("(%p) : state (%lu)\n", This, This->state);
6130 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6131 switch (This->state) {
6134 case D3DERR_DEVICELOST:
6136 ResourceList *resourceList = This->resources;
6137 while (NULL != resourceList) {
6138 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == D3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6139 return D3DERR_DEVICENOTRESET;
6140 resourceList = resourceList->next;
6142 return D3DERR_DEVICELOST;
6144 case D3DERR_DRIVERINTERNALERROR:
6145 return D3DERR_DRIVERINTERNALERROR;
6149 return D3DERR_DRIVERINTERNALERROR;
6153 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6155 /** FIXME: Resource tracking needs to be done,
6156 * The closes we can do to this is set the priorities of all managed textures low
6157 * and then reset them.
6158 ***********************************************************/
6159 FIXME("(%p) : stub\n", This);
6163 HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
6164 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6165 /** FIXME: Resource trascking needs to be done.
6166 * in effect this pulls all non only default
6167 * textures out of video memory and deletes all glTextures (glDeleteTextures)
6168 * and should clear down the context and set it up according to pPresentationParameters
6169 ***********************************************************/
6170 FIXME("(%p) : stub\n", This);
6174 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6175 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6176 /** FIXME: always true at the moment **/
6177 if(bEnableDialogs == FALSE) {
6178 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6184 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
6185 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6187 FIXME("(%p) : stub\n", This);
6188 /* Setup some reasonable defaults */
6189 pParameters->AdapterOrdinal = 0; /* always for now */
6190 pParameters->DeviceType = D3DDEVTYPE_HAL; /* always for now */
6191 pParameters->hFocusWindow = 0;
6192 pParameters->BehaviorFlags =0;
6196 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
6197 IWineD3DSwapChain *swapchain;
6198 HRESULT hrc = D3D_OK;
6200 TRACE("Relaying to swapchain\n");
6202 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6203 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (D3DGAMMARAMP *)pRamp);
6204 IWineD3DSwapChain_Release(swapchain);
6209 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, D3DGAMMARAMP* pRamp) {
6210 IWineD3DSwapChain *swapchain;
6211 HRESULT hrc = D3D_OK;
6213 TRACE("Relaying to swapchain\n");
6215 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
6216 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6217 IWineD3DSwapChain_Release(swapchain);
6223 /** ********************************************************
6224 * Notification functions
6225 ** ********************************************************/
6226 /** This function must be called in the release of a resource when ref == 0,
6227 * the contents of resource must still be correct,
6228 * any handels to other resource held by the caller must be closed
6229 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6230 *****************************************************/
6231 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6232 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6233 ResourceList* resourceList;
6235 TRACE("(%p) : resource %p\n", This, resource);
6237 EnterCriticalSection(&resourceStoreCriticalSection);
6239 /* add a new texture to the frot of the linked list */
6240 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6241 resourceList->resource = resource;
6243 /* Get the old head */
6244 resourceList->next = This->resources;
6246 This->resources = resourceList;
6247 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6250 LeaveCriticalSection(&resourceStoreCriticalSection);
6255 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6256 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6257 ResourceList* resourceList = NULL;
6258 ResourceList* previousResourceList = NULL;
6260 TRACE("(%p) : resource %p\n", This, resource);
6263 EnterCriticalSection(&resourceStoreCriticalSection);
6265 resourceList = This->resources;
6267 while (resourceList != NULL) {
6268 if(resourceList->resource == resource) break;
6269 previousResourceList = resourceList;
6270 resourceList = resourceList->next;
6273 if (resourceList == NULL) {
6274 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6276 LeaveCriticalSection(&resourceStoreCriticalSection);
6280 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6282 /* make sure we don't leave a hole in the list */
6283 if (previousResourceList != NULL) {
6284 previousResourceList->next = resourceList->next;
6286 This->resources = resourceList->next;
6290 LeaveCriticalSection(&resourceStoreCriticalSection);
6296 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6300 TRACE("(%p) : resource %p\n", This, resource);
6301 switch(IWineD3DResource_GetType(resource)){
6302 case D3DRTYPE_SURFACE:
6303 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6305 case D3DRTYPE_TEXTURE:
6306 case D3DRTYPE_CUBETEXTURE:
6307 case D3DRTYPE_VOLUMETEXTURE:
6308 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
6309 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6310 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6311 This->stateBlock->textures[counter] = NULL;
6313 if (This->updateStateBlock != This->stateBlock ){
6314 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6315 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6316 This->updateStateBlock->textures[counter] = NULL;
6321 case D3DRTYPE_VOLUME:
6322 /* TODO: nothing really? */
6324 case D3DRTYPE_VERTEXBUFFER:
6325 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6328 TRACE("Cleaning up stream pointers\n");
6330 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6331 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6332 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6334 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6335 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6336 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6337 This->updateStateBlock->streamSource[streamNumber] = 0;
6338 /* Set changed flag? */
6341 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6342 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6343 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
6344 This->stateBlock->streamSource[streamNumber] = 0;
6347 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6348 else { /* This shouldn't happen */
6349 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6356 case D3DRTYPE_INDEXBUFFER:
6357 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6358 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6359 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6360 This->updateStateBlock->pIndexData = NULL;
6363 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6364 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6365 This->stateBlock->pIndexData = NULL;
6371 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6376 /* Remove the resoruce from the resourceStore */
6377 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6379 TRACE("Resource released\n");
6384 /** This function is to be called by the swapchain when it is released and it's ref = 0
6385 *****************************************************/
6386 void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
6387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6388 SwapChainList **nextSwapchain;
6389 nextSwapchain = &This->swapchains;
6391 /* Check to see if the swapchian is being used as the render target */
6392 if (This->renderTarget != NULL) {
6393 IWineD3DSurface *swapchainBackBuffer;
6395 IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
6396 if (This->renderTarget == swapchainBackBuffer) {
6397 /* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
6398 FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
6402 /* Go through the swapchain list and try to find the swapchain being released */
6403 while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
6404 nextSwapchain = &(*nextSwapchain)->next;
6407 /* Check to see if we found the swapchain */
6408 if (NULL != *nextSwapchain) {
6409 /* We found the swapchain so remove it from the list */
6410 TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
6411 HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
6412 *nextSwapchain = (*nextSwapchain)->next;
6414 /* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
6415 FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
6418 TRACE("swapchain (%p) released\n", swapChain);
6422 /**********************************************************
6423 * IWineD3DDevice VTbl follows
6424 **********************************************************/
6426 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6428 /*** IUnknown methods ***/
6429 IWineD3DDeviceImpl_QueryInterface,
6430 IWineD3DDeviceImpl_AddRef,
6431 IWineD3DDeviceImpl_Release,
6432 /*** IWineD3DDevice methods ***/
6433 IWineD3DDeviceImpl_GetParent,
6434 /*** Creation methods**/
6435 IWineD3DDeviceImpl_CreateVertexBuffer,
6436 IWineD3DDeviceImpl_CreateIndexBuffer,
6437 IWineD3DDeviceImpl_CreateStateBlock,
6438 IWineD3DDeviceImpl_CreateSurface,
6439 IWineD3DDeviceImpl_CreateTexture,
6440 IWineD3DDeviceImpl_CreateVolumeTexture,
6441 IWineD3DDeviceImpl_CreateVolume,
6442 IWineD3DDeviceImpl_CreateCubeTexture,
6443 IWineD3DDeviceImpl_CreateQuery,
6444 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6445 IWineD3DDeviceImpl_CreateVertexDeclaration,
6446 IWineD3DDeviceImpl_CreateVertexShader,
6447 IWineD3DDeviceImpl_CreatePixelShader,
6448 /*** Odd functions **/
6449 IWineD3DDeviceImpl_EvictManagedResources,
6450 IWineD3DDeviceImpl_GetAvailableTextureMem,
6451 IWineD3DDeviceImpl_GetBackBuffer,
6452 IWineD3DDeviceImpl_GetCreationParameters,
6453 IWineD3DDeviceImpl_GetDeviceCaps,
6454 IWineD3DDeviceImpl_GetDirect3D,
6455 IWineD3DDeviceImpl_GetDisplayMode,
6456 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6457 IWineD3DDeviceImpl_GetRasterStatus,
6458 IWineD3DDeviceImpl_GetSwapChain,
6459 IWineD3DDeviceImpl_Reset,
6460 IWineD3DDeviceImpl_SetDialogBoxMode,
6461 IWineD3DDeviceImpl_SetCursorProperties,
6462 IWineD3DDeviceImpl_SetCursorPosition,
6463 IWineD3DDeviceImpl_ShowCursor,
6464 IWineD3DDeviceImpl_TestCooperativeLevel,
6465 /*** Getters and setters **/
6466 IWineD3DDeviceImpl_SetClipPlane,
6467 IWineD3DDeviceImpl_GetClipPlane,
6468 IWineD3DDeviceImpl_SetClipStatus,
6469 IWineD3DDeviceImpl_GetClipStatus,
6470 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6471 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6472 IWineD3DDeviceImpl_SetDepthStencilSurface,
6473 IWineD3DDeviceImpl_GetDepthStencilSurface,
6474 IWineD3DDeviceImpl_SetFVF,
6475 IWineD3DDeviceImpl_GetFVF,
6476 IWineD3DDeviceImpl_SetGammaRamp,
6477 IWineD3DDeviceImpl_GetGammaRamp,
6478 IWineD3DDeviceImpl_SetIndices,
6479 IWineD3DDeviceImpl_GetIndices,
6480 IWineD3DDeviceImpl_SetLight,
6481 IWineD3DDeviceImpl_GetLight,
6482 IWineD3DDeviceImpl_SetLightEnable,
6483 IWineD3DDeviceImpl_GetLightEnable,
6484 IWineD3DDeviceImpl_SetMaterial,
6485 IWineD3DDeviceImpl_GetMaterial,
6486 IWineD3DDeviceImpl_SetNPatchMode,
6487 IWineD3DDeviceImpl_GetNPatchMode,
6488 IWineD3DDeviceImpl_SetPaletteEntries,
6489 IWineD3DDeviceImpl_GetPaletteEntries,
6490 IWineD3DDeviceImpl_SetPixelShader,
6491 IWineD3DDeviceImpl_GetPixelShader,
6492 IWineD3DDeviceImpl_SetPixelShaderConstant,
6493 IWineD3DDeviceImpl_GetPixelShaderConstant,
6494 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6495 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6496 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6497 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6498 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6499 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6500 IWineD3DDeviceImpl_SetPixelShaderConstantN,
6501 IWineD3DDeviceImpl_SetRenderState,
6502 IWineD3DDeviceImpl_GetRenderState,
6503 IWineD3DDeviceImpl_SetRenderTarget,
6504 IWineD3DDeviceImpl_GetRenderTarget,
6505 IWineD3DDeviceImpl_SetSamplerState,
6506 IWineD3DDeviceImpl_GetSamplerState,
6507 IWineD3DDeviceImpl_SetScissorRect,
6508 IWineD3DDeviceImpl_GetScissorRect,
6509 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6510 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6511 IWineD3DDeviceImpl_SetStreamSource,
6512 IWineD3DDeviceImpl_GetStreamSource,
6513 IWineD3DDeviceImpl_SetStreamSourceFreq,
6514 IWineD3DDeviceImpl_GetStreamSourceFreq,
6515 IWineD3DDeviceImpl_SetTexture,
6516 IWineD3DDeviceImpl_GetTexture,
6517 IWineD3DDeviceImpl_SetTextureStageState,
6518 IWineD3DDeviceImpl_GetTextureStageState,
6519 IWineD3DDeviceImpl_SetTransform,
6520 IWineD3DDeviceImpl_GetTransform,
6521 IWineD3DDeviceImpl_SetVertexDeclaration,
6522 IWineD3DDeviceImpl_GetVertexDeclaration,
6523 IWineD3DDeviceImpl_SetVertexShader,
6524 IWineD3DDeviceImpl_GetVertexShader,
6525 IWineD3DDeviceImpl_SetVertexShaderConstant,
6526 IWineD3DDeviceImpl_GetVertexShaderConstant,
6527 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6528 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6529 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6530 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6531 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6532 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6533 IWineD3DDeviceImpl_SetVertexShaderConstantN,
6534 IWineD3DDeviceImpl_SetViewport,
6535 IWineD3DDeviceImpl_GetViewport,
6536 IWineD3DDeviceImpl_MultiplyTransform,
6537 IWineD3DDeviceImpl_ValidateDevice,
6538 IWineD3DDeviceImpl_ProcessVertices,
6539 /*** State block ***/
6540 IWineD3DDeviceImpl_BeginStateBlock,
6541 IWineD3DDeviceImpl_EndStateBlock,
6542 /*** Scene management ***/
6543 IWineD3DDeviceImpl_BeginScene,
6544 IWineD3DDeviceImpl_EndScene,
6545 IWineD3DDeviceImpl_Present,
6546 IWineD3DDeviceImpl_Clear,
6548 IWineD3DDeviceImpl_DrawPrimitive,
6549 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6550 IWineD3DDeviceImpl_DrawPrimitiveUP,
6551 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6552 IWineD3DDeviceImpl_DrawRectPatch,
6553 IWineD3DDeviceImpl_DrawTriPatch,
6554 IWineD3DDeviceImpl_DeletePatch,
6555 IWineD3DDeviceImpl_ColorFill,
6556 IWineD3DDeviceImpl_UpdateTexture,
6557 IWineD3DDeviceImpl_UpdateSurface,
6558 IWineD3DDeviceImpl_StretchRect,
6559 IWineD3DDeviceImpl_GetRenderTargetData,
6560 IWineD3DDeviceImpl_GetFrontBufferData,
6561 /*** Internal use IWineD3DDevice methods ***/
6562 IWineD3DDeviceImpl_SetupTextureStates,
6563 /*** object tracking ***/
6564 IWineD3DDeviceImpl_SwapChainReleased,
6565 IWineD3DDeviceImpl_ResourceReleased
6569 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6570 WINED3DRS_ALPHABLENDENABLE ,
6571 WINED3DRS_ALPHAFUNC ,
6572 WINED3DRS_ALPHAREF ,
6573 WINED3DRS_ALPHATESTENABLE ,
6575 WINED3DRS_COLORWRITEENABLE ,
6576 WINED3DRS_DESTBLEND ,
6577 WINED3DRS_DITHERENABLE ,
6578 WINED3DRS_FILLMODE ,
6579 WINED3DRS_FOGDENSITY ,
6581 WINED3DRS_FOGSTART ,
6582 WINED3DRS_LASTPIXEL ,
6583 WINED3DRS_SHADEMODE ,
6584 WINED3DRS_SRCBLEND ,
6585 WINED3DRS_STENCILENABLE ,
6586 WINED3DRS_STENCILFAIL ,
6587 WINED3DRS_STENCILFUNC ,
6588 WINED3DRS_STENCILMASK ,
6589 WINED3DRS_STENCILPASS ,
6590 WINED3DRS_STENCILREF ,
6591 WINED3DRS_STENCILWRITEMASK ,
6592 WINED3DRS_STENCILZFAIL ,
6593 WINED3DRS_TEXTUREFACTOR ,
6604 WINED3DRS_ZWRITEENABLE
6607 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6608 WINED3DTSS_ADDRESSW ,
6609 WINED3DTSS_ALPHAARG0 ,
6610 WINED3DTSS_ALPHAARG1 ,
6611 WINED3DTSS_ALPHAARG2 ,
6612 WINED3DTSS_ALPHAOP ,
6613 WINED3DTSS_BUMPENVLOFFSET ,
6614 WINED3DTSS_BUMPENVLSCALE ,
6615 WINED3DTSS_BUMPENVMAT00 ,
6616 WINED3DTSS_BUMPENVMAT01 ,
6617 WINED3DTSS_BUMPENVMAT10 ,
6618 WINED3DTSS_BUMPENVMAT11 ,
6619 WINED3DTSS_COLORARG0 ,
6620 WINED3DTSS_COLORARG1 ,
6621 WINED3DTSS_COLORARG2 ,
6622 WINED3DTSS_COLOROP ,
6623 WINED3DTSS_RESULTARG ,
6624 WINED3DTSS_TEXCOORDINDEX ,
6625 WINED3DTSS_TEXTURETRANSFORMFLAGS
6628 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6629 WINED3DSAMP_ADDRESSU ,
6630 WINED3DSAMP_ADDRESSV ,
6631 WINED3DSAMP_ADDRESSW ,
6632 WINED3DSAMP_BORDERCOLOR ,
6633 WINED3DSAMP_MAGFILTER ,
6634 WINED3DSAMP_MINFILTER ,
6635 WINED3DSAMP_MIPFILTER ,
6636 WINED3DSAMP_MIPMAPLODBIAS ,
6637 WINED3DSAMP_MAXMIPLEVEL ,
6638 WINED3DSAMP_MAXANISOTROPY ,
6639 WINED3DSAMP_SRGBTEXTURE ,
6640 WINED3DSAMP_ELEMENTINDEX
6643 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6645 WINED3DRS_AMBIENTMATERIALSOURCE ,
6646 WINED3DRS_CLIPPING ,
6647 WINED3DRS_CLIPPLANEENABLE ,
6648 WINED3DRS_COLORVERTEX ,
6649 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6650 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6651 WINED3DRS_FOGDENSITY ,
6653 WINED3DRS_FOGSTART ,
6654 WINED3DRS_FOGTABLEMODE ,
6655 WINED3DRS_FOGVERTEXMODE ,
6656 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6657 WINED3DRS_LIGHTING ,
6658 WINED3DRS_LOCALVIEWER ,
6659 WINED3DRS_MULTISAMPLEANTIALIAS ,
6660 WINED3DRS_MULTISAMPLEMASK ,
6661 WINED3DRS_NORMALIZENORMALS ,
6662 WINED3DRS_PATCHEDGESTYLE ,
6663 WINED3DRS_POINTSCALE_A ,
6664 WINED3DRS_POINTSCALE_B ,
6665 WINED3DRS_POINTSCALE_C ,
6666 WINED3DRS_POINTSCALEENABLE ,
6667 WINED3DRS_POINTSIZE ,
6668 WINED3DRS_POINTSIZE_MAX ,
6669 WINED3DRS_POINTSIZE_MIN ,
6670 WINED3DRS_POINTSPRITEENABLE ,
6671 WINED3DRS_RANGEFOGENABLE ,
6672 WINED3DRS_SPECULARMATERIALSOURCE ,
6673 WINED3DRS_TWEENFACTOR ,
6674 WINED3DRS_VERTEXBLEND
6677 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6678 WINED3DTSS_TEXCOORDINDEX ,
6679 WINED3DTSS_TEXTURETRANSFORMFLAGS
6682 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6683 WINED3DSAMP_DMAPOFFSET